SnowDog1942
Navezgane's Perv
With the shape selector, what is the fate of the table saw? Id miss having that one extra cool thing in my base. Did it get dumped?
My personal experience ends in 17.2 when I stopped playing, and I swore I wouldn't return to the game until something is done about the AI, so I've been keeping an eye on the forums to see if anything has been changed, and asking questions. Looks like you and Madmole think it has improved, while others are still complaining.Are you still arguing from a 17.2 perspective or have you tried 17.4 yet? There were a lot of adjustments to randomize behavior and make it so that zombies would abandon long pathways.
You’re right that I made the statement at 17e that the perfect knowledge AI without variations were just a first pass and that zombies would be dumbed down and bandits would be the smarter enemies. Since that time zombies have been dumbed down and variations of behavior have been coded in.
It does sound to me as well that for the sake of challenge and thrills there will always be some zombies that will take a long path so that you get them coming at you from everywhere— even across a plank connected to an adjacent building. Personally I love that and have fun trying to block all access points to where I am. I think that 17.4 is close to the right amount of variation
There are the open (PvP and PvE) servers where this won't work, but there is a large group of players in SP and co-op on private servers too. And for those such an option would be a very positive thing.You know this will never work. All traders would get killed off and a big portion of the game would be broken just so a few jerks can try to be bandits..
LOL Well you did not share all the logic like "Quest failure for everyone"! that changes the mission to protect the Trader nowAnd everyone doing quests for that trader gets a "Mission failed" and rage quits. Its just a bad idea to let people raid/kill traders when we could be doing cool stuff like bandits, infiltration quests, blow up the building quests, etc.
Not yet, we'll decide the 19 roadmap when 18 is done. The new overhead garage door is this way. It doesn't have any downgrade models though, but 21k hitpoints.When is this planned for? A19?
That is an interesting idea. So, when you want to upgrade your door from wood to iron you make an iron door in your inventory and then right click the wooden door and it uses the made iron door as material?Not yet, we'll decide the 19 roadmap when 18 is done. The new overhead garage door is this way. It doesn't have any downgrade models though, but 21k hitpoints.
Doors are now upgraded with doors too, because players don't need free vault mech parts and springs and stuff. So the upgrade material is a vault door.
Blah blah blah you didn't read the key thing I said: A lot of work for the same end result. If traders are killable and then get replaced, we might as well leave the protection and do real stuff, like work on bandits. Why work on a simulation when we're working on a game? If killing the trader respawns another what is the purpose? The net result is the same, without making players angry their quest failed because a 9 year old had to kill the trader.I know this is an "agree to disagree" situation so at this point it's just discussion, but I don't use traders, like, at all, so I don't see it this way. If a18 on up requires the use of traders then I'd consider it a failing.
They should be a bonus not a requirement, so if ♥♥♥♥heads want to go around killing them, then it should be the non ♥♥♥♥heads responsibility to prevent them. That could be fun.![]()
Besides, if the trader's relatives came to replace them with an even meaner demeanor and more defenses, you could still have your traders.
No but its borderline useless. Its still there to craft odd deco things where the recipe doesn't fit the furniture helpers recipe. We need a whole alpha to sort it out, so its still on the possible cut list.With the shape selector, what is the fate of the table saw? Id miss having that one extra cool thing in my base. Did it get dumped?
We try not to do any one off designs that only work in one mode. SP and online mode should be identical except for other human survivors running around.There are the open (PvP and PvE) servers where this won't work, but there is a large group of players in SP and co-op on private servers too. And for those such an option would be a very positive thing.
We know that because we already played game mods that tried to do this, sadly until now only working imperfectly.
Just want to say A18 is shaping up to be the A17 i was dreaming about before A17 existed, and much more. A18 might just be a masterpiece, and Im impressed that there even will be an A19 with more improvements.Not yet, we'll decide the 19 roadmap when 18 is done. The new overhead garage door is this way. It doesn't have any downgrade models though, but 21k hitpoints.
Doors are now upgraded with doors too, because players don't need free vault mech parts and springs and stuff. So the upgrade material is a vault door.
Iron no, it uses iron, because iron doors have no special materials in them. Vault doors though have springs, mech parts and steel so you upgrade with that door. We didn't want to complicate early game door crafting, so you can upgrade with basic mats, but if you want to go vault tech, you gotta craft vault tech.That is an interesting idea. So, when you want to upgrade your door from wood to iron you make an iron door in your inventory and then right click the wooden door and it uses the made iron door as material?
Awesome. Sounds like a nice balance.Iron no, it uses iron, because iron doors have no special materials in them. Vault doors though have springs, mech parts and steel so you upgrade with that door. We didn't want to complicate early game door crafting, so you can upgrade with basic mats, but if you want to go vault tech, you gotta craft vault tech.
Thanks. Me being back in the testing trenches has been really helpful, you need to log 100's of hours to know what the thing needs to be balanced. We're working close with the testing team sharing notes and wrote tools for balancing. Its really come a long ways from 17, the addiction factor is strong. I sometimes think its too easy, but when you play 5-8 hours a day, that is expected. I know a lot of people will get rekt, its about time for me to turn up the difficulty I think. BUT, some tier 5's and horde nights have been a close call. It seriously depends on your preparation efforts. If you prepare to minimize risk you live, easily. If you think "I can wing it" the sting of death is there to remind you lol.Just want to say A18 is shaping up to be the A17 i was dreaming about before A17 existed, and much more. A18 might just be masterpiece, and Im impressed that there even will be an A19 with more improvements.
You should should have undoubedly won the "labor of love" steam award. Thanks for the game.
Now back to my normal perverted forum posting.
It really helps when people having a conversation are speaking about the same things. I don't mean to pressure you into breaking your "vow of abstinence" but if you want to sound like you know what you are talking about from experience you really should play a few hours of 17.4 to experience the AI for yourself and then speak about current issues and not issues from two iterations past.My personal experience ends in 17.2 when I stopped playing, and I swore I wouldn't return to the game until something is done about the AI, so I've been keeping an eye on the forums to see if anything has been changed, and asking questions. Looks like you and Madmole think it has improved, while others are still complaining.
I was 100% happy with their stupidity in previous alphas. I'm sure TFP aren't going back to that for whatever reason, but I sure hope they swing more in that direction.
Naw I read you, but now you're changing the conversation to bandits...Blah blah blah you didn't read the key thing I said: A lot of work for the same end result. If traders are killable and then get replaced, we might as well leave the protection and do real stuff, like work on bandits. Why work on a simulation when we're working on a game? If killing the trader respawns another what is the purpose? The net result is the same, without making players angry their quest failed because a 9 year old had to kill the trader.
Traders aren't needed to play the game (yet), but about 99% of players love them and our targeted audience (Fallout meets minecraft meets the walking dead) would expect traders in that game.
None of this says they will be invincible forever. I'm just saying right now with bandits not finished there isn't one compelling reason to work on this.
Maybe someone can mod the game for them and make it a sort of "capture the flag" deal. Instead it's a kill the other guys trader. Both teams have a trader they have to protect and at same time they have to kill the other teams trader.And everyone doing quests for that trader gets a "Mission failed" and rage quits. Its just a bad idea to let people raid/kill traders when we could be doing cool stuff like bandits, infiltration quests, blow up the building quests, etc.
...really, this is your personal point of view?!///Traders aren't needed to play the game (yet), but about 99% of players love them and our targeted audience (Fallout meets minecraft meets the walking dead) would expect traders in that game.
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DAS IST FANTASTISCH!!!.//// There are "dumb" zombies that can path in a straight line now and.......///
Its moving papers around on the desk and calling that an accomplishment. If you kill the trader, and another one respawns, why bother? For a simulation? There are 50 supportive tickets from this task you don't see because you aren't a game designer. This could set us back 6 months. Just to humor you I'll post a few:Naw I read you, but now you're changing the conversation to bandits...
I'm a "why not both?" kind of guy. If one thing can be done well then two shouldn't be an issue.
The net gain isn't "another trader respawns", it's "a tougher, higher prices trader who hates and instantly attacks the guy who killed his brother" moves in.
...so those 99% you claim love traders, are not going to kill them and will defend them.
Besides, those types of asshats certainly wouldn't be the norm, but they would be fun AND it would obviously be the type of server that wants it, because they would allow it.
XML value, trader protection = false. ...the rest of the stuff (tougher relative, reputation system, trader defenses) aren't even necessary, they'd just make it cooler.