What are these ziplines you speak of? They sound interesting but I am confusion.Has anyone ever thought about ZIPLINES.....that would be cool!!!
It is a service that delivers cocaine to your door via drones.What are these ziplines you speak of? They sound interesting but I am confusion.
It's how the behemoth makes his grand entrance on horde nights.What are these ziplines you speak of? They sound interesting but I am confusion.
We'd have to look into pathing for giant beings, ik for feet, etc there are a number of issues to make solve it.@Madmole.... not asking for this alpha, but are the plans to bring in the behemoth at some point?
Maybe I'll give it a look if I have time. But survival in 7DTD, for me, will always be around how important every single action was when it dictated what you would get good at doing. I liked that meaning to everything you do. Basic skill tree systems lack that. The only way I can see the current system getting close to having the same kind of meaning is if you implement multiple xp pools, each with its own skill tree, and separate combat, building and harvesting actions.One does not simply ignore the calling of a new Kraken. Survival is more prominant in A18 than any previous incarnation IMO. Infection, food poisoning, death penalties are all legit concerns.
Yes I was snoring through the horde nights so we increased the max alive so guys who play with 16 alive the night isn't over by midnight or whatever, at least not when you are level 60+. Now I'm excited to add more traps and grind more ammo for the next horde night, that was SO much fun!!Awesome action madmole so intense, thanks for the hard work Fun Pimps looking forward to A18.
Thanks man, I had a blast playing it! After they breached my ramp bars I was like oh ♥♥♥♥, and my brain is already working on some additions to my base to prepare for the next horde night. Hopefully will have a better M60.That was an epic horrde night, thanks for recording it. Man, it is gonna be great alpha.
We've balanced XP for farming, upgrading, harvesting and killing.Maybe I'll give it a look if I have time. But survival in 7DTD, for me, will always be around how important every single action was when it dictated what you would get good at doing. I liked that meaning to everything you do. Basic skill tree systems lack that. The only way I can see the current system getting close to having the same kind of meaning is if you implement multiple xp pools, each with its own skill tree, and separate combat, building and harvesting actions.
I've watched sections of the playtest streams and I do like some of the improvements to the combat though. The spears are definitely a good addition. The combat does look like it is progressing to a level where it will fit better with the current playstyle focus. I expect I will eventually be able to come back and enjoy the game for a decent chunk of time again. I doubt it will ever be my go to survival game that I spend hundreds of hours in again though.
Isn't a zombie slipping through a closed door the very definition of gamebreaking?"Oh ♥♥♥♥!" Got a good laugh there. I think I noticed some difference in ai- little bit more spread out when they didn't have a clear path to you. I like that they don't tear straight through blocks unless grouped now. The rag doll stuff looks good, too. And I know they shouldn't be able to clip through the door when they pile up, but not exactly game-breaking and it sure does add some excitement!
That was a treat. Was enjoying some kitboga and I had to click that instantly.
Naaaaaah, he's on day 77! Can't get eleven weeks into a broken game. They appear to only clip through in big pile ups on the other side and seems like it will take a ton of tweaks to collision to fix. Also, I am biased because if they ever get that close to my panic room, then my plans and strats feel more broken to me than a little slip-through here and there.Isn't a zombie slipping through a closed door the very definition of gamebreaking?![]()
We've balanced XP for farming, upgrading, harvesting and killing.
I think I know what it was, zombies can push ones who get in their way and I think some popped through the collider of the door."Oh ♥♥♥♥!" Got a good laugh there. I think I noticed some difference in ai- little bit more spread out when they didn't have a clear path to you. I like that they don't tear straight through blocks unless grouped now. The rag doll stuff looks good, too. And I know they shouldn't be able to clip through the door when they pile up, but not exactly game-breaking and it sure does add some excitement!
That was a treat. Was enjoying some kitboga and I had to click that instantly.