MechanicalLens
New member
Let me update my suggestion then. Can we get that added to the regular menu?
The fact it hasn't been implemented already tells me there's a legitimate reason for it. Save your breath.
Let me update my suggestion then. Can we get that added to the regular menu?
Radiated zombies? Ferals? Game stage integration with the damage dealt? And even so, isn't that the point of using up all your resources and hours of work to make a fortress to hold off a horde? It's not like you'll stay there scratching your b*lls and not shoot them, you know damn well players would still want to play normally.Result would be that in later horde nights basic zombies could be practically ignored as they would do almost no damage to your structures. This simple strategy would be very effective then: Kill only higher level zombies and let the basic zombies alive.
The fact it hasn't been implemented already tells me there's a legitimate reason for it. Save your breath.
Radiated zombies? Ferals?
Game stage integration with the damage dealt? And even so, isn't that the point of using up all your resources and hours of work to make a fortress to hold off a horde? It's not like you'll stay there scratching your b*lls and not shoot them, you know damn well players would still want to play normally.
And getting a full concrete base takes time, I play with 2 other friends and we only get a stable concrete income by day 30 (90m days), and that is because we specialize in 3 major categories. I really can't imagine a single guy going through all the hassle to stabilize his base in full concrete, only to have 2 of it's blocks destroyed and become a free real estate for the horde.
Besides, that's an existing thing with automated slaughterhouses anyways...it's not like cheese strats don't already exist (except these cost less and actually exploit pathfinding).
What should that list tell me?
Then why is it neccessary to nerf basic zombies? Just shoot them before they destroy your base.
Lets look at it from a different viewpoint: Even in later stages you have a mix of all zombies. If you make half of them ineffective what is their use? Why not remove them completely then if they pose no danger?
I don't see where you show what would be gained if those weak zombies were even weaker.
I wasnt talking about the drone, im talking about eather repurpose the Land claim block to do this or make a station, you can still use a nail gun obviously because this feature is for later game.
Ya i probably is alot of programming but thats what happens when you make a game, heck if were waiting 2 years anyway i can wait another 2 months for a feature that would improve the building part of gameplay, and its a optional feature that im sure every person who says they wont use it, would at some point.
And if ya really hate it, you can always use a nailgun to fix the 200 blocks even the ones out of sight
The thing is, they do think they are improving an existing system (upgrading blocks)., by dumbing, i mean streamlining it.I really don't understand why time has to spend on changing things for something that works, instead of using that time for adding new things or improving existing stuff.
You obviously missed Madmoles information that drones will not have offensive capabilities. And newest info is that even the shock weapon, which I thought would mainly be crowd control, will not be included in the drone, The drone actually needs a totally new perk advantage to fit.
Love your new avatar icon by the way.
That will be enhaced in the future. From a20 onwards you will be able to paint all 11 sides of a cube. It can be said that the feature is at its prime with the new updateRandom late night thought: Would is be possible to add a feature to the paintbrush that allows us to paint all six sides of a cube at once, sort of like the splash feature but for a single block?
Why is it with each update, we take a few steps forward, but for some reason we also always have to take some steps back gameplay wise... guess now upgrading of blocks has to take a few steps back...
I really don't understand why time has to spend on changing things for something that works, instead of using that time for adding new things or improving existing stuff.
List should tell you that there would be options to increase the difficulty, as zombies aren't just "zombies", they got 2 different variants that could serve different purposes when destroying the base, or could be tiered direct upgrades to the zombies themselves. Meaning, having a full concrete/steel base wouldn't make the game trivial (which wouldn't anyways).
Why do you see it as a nerf? They continue to have the same impact early on, and only have a harder time destroying harder blocks, which would make sense, as you are actively trying to find better ways to make the zombies more ineffective towards your base. Also, you are bound to have blind angles on your base or have the zombies separated into 2 groups if you have an actual square fortress/wall, so shooting them isn't always constant action.
Wait, so by that logic, you should always have enemies that scale with you in order to give them a use.
Doesn't that kind of ruin the point of progression? You never really notice the difference in that case, as there would be nothing to compare yourself to. One could argue they could be removed near the true endgame, but...that already happens mate, they are replaced with radiated versions. After (old) gamestage 300 (correct me if im wrong), 90%+ the zombies you are facing are radiated.
And commons aren't weak, they would become weak as a sign of your efforts. Must admit, my opinion here is totally biased because of my experience ever since the A17 pathfinding update. Zombies focus on the block with the lowest health and breach through concrete walls like butter, so much for using and upgrading military bases with concrete walls around them. Worst part? We literally had 2 open gates in front of the base, set with traps, and they ignored the open entrances to destroy 2 previously damaged concrete blocks.
So I still believe concrete (not even gonna mention steel) should be that impenetrable block against a small horde of trash zombies (unlike lesser blocks), and a "normal" block for actual base buster zombies. Reminding the problem here is the late game, how they still deal too much damage to concrete, screwing with damage values for the zombie itself, means it alters it's interaction with ALL blocks, not specific tiers, hence the damage reduction based on tier. Giving specific zombies the ability to consistently deal 40, while weaker zombies have a falloff, means they will always be VIP targets, and at the same time, you realize your base becomes stronger against hordes. Not just *this upgrade adds about 5 extra seconds of survival time to the block against X recurring scenario because it's health increases*. There are many more variables that make damage interesting, right now, 2-1=1 is the most basic and most boring of them all.
Now I really don't see (in vanilla) that upgrading to concrete gives you just 5 extra seconds. From cobblestone to reinforced concrete is a factor of >3 in hitpoints if I'm not mistaken. If zombies could destroy that block in 5 seconds, they already could destroy the cobblestone in less than 2, you would have been toast the previous horde night. Are you playing on insane? I really don't see that happening in lower difficulties.
If this was just exaggeration: Weaker zombies are already weaker. A normal zombie does 8 block damage while a feral already does 24 and the cop 100. You need a lot of normal zombies even with group bonus to destroy a reinforced concrete block while ferals are 3 times as effective and cops 12 times, and they get the group bonus as well, even from normal zombies. That is a seriously steep progression and you want that even steeper?
If you have the feeling zombies do too much damage, simply turn down the difficulty.
Consoles.Why is it with each update, we take a few steps forward, but for some reason we also always have to take some steps back gameplay wise... guess now upgrading of blocks has to take a few steps back...
I really don't understand why time has to spend on changing things for something that works, instead of using that time for adding new things or improving existing stuff.
I have a robot dog mod that follows me; basically it goes where it can, and when it can't, it acts like a zombie that can't path to you. But it walks.I am kinda curious about how the drone is going to work myself. I go through lots of small spaces, and wonder if it is going to be coded to follow me properly, heh.
TFP removing assets and "dumbing down"""""" stuff so they can do a direct port to consoles with minim rework is how i see itConsoles.
If you have the feeling zombies do too much damage, simply turn down the difficulty.
Now I'm imagining loading up the drone with scrap iron, wood and cobble during a salvage session, turning my back and hearing it "repair" the POI I'm scavenging in... They may just be reusing the symbol, but it shows the same grey circle with the up arrow currently both when repairing and upgrading blocks, so the game may consider both to be the same thing.Think of a drone as it is planned now, just with a mod that repairs blocks in a small radius around it.
This would be your contribution to rebuilding the civilizationNow I'm imagining loading up the drone with scrap iron, wood and cobble during a salvage session, turning my back and hearing it "repair" the POI I'm scavenging in... They may just be reusing the symbol, but it shows the same grey circle with the up arrow currently both when repairing and upgrading blocks, so the game may consider both to be the same thing.
I've used that slider in my own games. Only regret not putting more choices for values. I'd prefer 5 or 10 % increments for many of our options. Someday.Not even that would be needed. There is a slider designed exactly for this "predicament"; it's called AI Blood Moon Block Damage.