PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Would love to see fishing implemented into the game, currently there are mods that will get your line a bit wet :cocksure: &lt;as for TFP we are in good hands..
yes i want that too but maybe like salmon , bass , sturgeon, catfish , pike etc

and can get different kinds of rods

 
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No, but they destroy spikes without taking too much damage themself. Not sure about barbed wire or barbed wire fences. I am just not fine with a zombie that can pretty much bypass spikes.
Ah, I see the misunderstanding.

You're not supposed to feel fine. You're supposed to feel threatened.

 
I think the problem with traps is visual. They look like they are filigrane, insubstantial, walk-through defenses while in reality they are solid blocks for the zombie AI. Consequently everyone tends to use them the wrong way.
That's part of the problem. But a bigger problem is that the players can't understand the decision trees of the AI or they don't care and just play the game.

For example, if I place the spikes flush with the ground and leave a gap through which I can reach my base, then anyone would assume that the zombies would just use that gap. However, the zombies will ignore this gap and try to run over the spikes.

Players who have been playing this game for a long time are also used to the zombies simply run into the spikes. But that was because of the very simple AI. The old AI apparently only worked in two dimensions. Differences in height didn't matter. The new AI, on the other hand, plans a path through a three-dimensional space. Differences in height have a big effect.

So the center of a spike trap block should be filled with some solid structure and only the spike ends would be visible. Sort of like the spiked top surface of many security walls in reality look like with their glass shard spikes.
That's a good idea.

 
Not Hide like a coward? alright m8
Please go back to sleep, I have a right to agree with the feature or not. Is that hard to understand kid?: him

well your acting like a child about it. and no zombies don't avoid traps i just saw them run in my spike like a bunch of retards so just calm down and eat your peas m8:

also i don't have school anymore me

Yeah, surely they run into your traps. Stop messaging me without any proofs? You got a proof, a video, something to prove it? No, go to sleep, it's late. him

OK m8 i think that you need to head to sleep i already had my morning coffee. im sure its hard to be a kid so go back to bed please and thx yo: me

Stop it... get some help: me

You got no proofs, you're just a TFP ass kisser fanboy who agrees with everything. Again, no proofs, so I will just ignore you from now on, you're not worth my time. : Him

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so Please take two steps back and F*** your self and watch what you say
damn........you good man? Ignore the guy brotha. You do not want to get banned.

EDIT: If he is harassing you in private chat contact one of the moderators and allow them to deal with him. Believe me you the moderators do not play favorites. If someone is breaking the rules, to include private chat, the mods will take action regardless of who they are.

 
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Eliphas, thanks for your feedback. You are correct that the zombies see spikes as blocks and run around them like they would any block because it is faster to go around. I can see how this could break immersion for someone who expects zombies to just run into spikes.

This is not likely to change though and is a “necessary evil” for having the zombies be able to path through 3D terrain and structures without getting stuck or going in circles like we’ve seen in the past.

I’m the past zombies did not run into spikes, they attacked spikes and got hurt in return. They also attacked boulders and dirt blocks and anything in their way instead of going around or over which resulted in them getting stuck which was no fun. When they couldn’t “see” a viable path to the player they would just go in circles even sometimes with the player just a few blocks away from them.

These things are fixed now at the cost of us needing to adapt and place the spikes level to the ground or like I do, build a wall that the zombies can easily climb over from their side and fill the gap from the wall to the base with spikes.

 
I think that Randomly bandits and survivors should spawn and make camps at POI's and there would be bounty on Bandits , you could trade with survivors or if you have a Land claim Block you can recruit them and they eat your food and they can follow you.
and there would be 4 factions

Survivor: ARMOR: any they can be friendly or hostile and can recruit them

Bandits: Armor: Scrap , Iron and Steel. Hostile but some can be friendly if you do jobs for them. you can tell if there bandits because they have tons of tattoos and they are meat heads. and do Raids and patrols the more you kill the more your wanted. quest: Bounty's , raids , Ransom , Delivery , Clear

White river: armor: Any. Group of survivalist that teach and trade with people. Some you can recruit and they are the best of the best.

and they can give Quest like. Deliver , bounty's , Clear area , pickup and Drop off, and support.

Old world Remnants: Armor: Hazmat and military armor. a group of Old world Sentient , solders, Police and swat Team's that try to make everything bake to normal. quest: Clear areas , Salvage , Recovery, Supply run.
None of these are bad ideas. I'm not sure how much of this will be do-able.

I can take a guess about what would be possible by taking a look at what is currently in the XML (but not currently used). I think the main thing that would be difficult is changing alliances (e.g. NPCs being more "friendly" if you do quests for them). From what is in the XML right now, allegiances are just static values.

But, maybe we should wait on them until TFP say they've started development work on NPCs (and not just tossing around ideas). Until then, I would not be surprised if this subject is considered off topic.

(Edited to fix really stupid grammar mistakes - I should know better.)

 
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None of these are bad ideas. I'm not sure how much of this will be do-able.
I can take a guess about which of this would be possible by taking a look at what is currently in the XML (but not currently used). I think the main thing that would be difficult is changing alliances (e.g. being more "friendly" if you do quests for them). From what is in the XML right now, allegiances just static values.

But, maybe we should wait on them until TFP say they've started development work on NPCs (and not just tossing around ideas). Until then, I would not be surprised if this subject is considered off topic.
i was just kinda bored and came up with that to be honest some one was talking about it and i threw in my 2 cents

- - - Updated - - -

No need to worry about me brother. I know how to handle trolls.
EDIT: still reading through the forums getting caught up. Everyone jumped down this dudes throat after those comments lol. I guess giving him advice would be pointless. :)
well god bless you cuz i don't have that kinda of patients

 
You are correct that the zombies see spikes as blocks and run around them like they would any block because it is faster to go around. I can see how this could break immersion for someone who expects zombies to just run into spikes. ...

These things are fixed now at the cost of us needing to adapt and place the spikes level to the ground or like I do, build a wall that the zombies can easily climb over from their side and fill the gap from the wall to the base with spikes.
The missing fix is that the player needs to see them as blocks too. TFP has the artists to make that happen.

I never realised that a spike trap is a block by myself, I got this info from the forum. And that is simply wrong, a player should look at a trap and work out immediately that zombies will stand on it, not go through it.

 
The missing fix is that the player needs to see them as blocks too. TFP has the artists to make that happen.
I never realised that a spike trap is a block by myself, I got this info from the forum. And that is simply wrong, a player should look at a trap and work out immediately that zombies will stand on it, not go through it.
yeah thats those are really the only traps that don't work and could be worked on

 
Eliphas, thanks for your feedback. You are correct that the zombies see spikes as blocks and run around them like they would any block because it is faster to go around. I can see how this could break immersion for someone who expects zombies to just run into spikes.
This is not likely to change though and is a “necessary evil” for having the zombies be able to path through 3D terrain and structures without getting stuck or going in circles like we’ve seen in the past.

I’m the past zombies did not run into spikes, they attacked spikes and got hurt in return. They also attacked boulders and dirt blocks and anything in their way instead of going around or over which resulted in them getting stuck which was no fun. When they couldn’t “see” a viable path to the player they would just go in circles even sometimes with the player just a few blocks away from them.

These things are fixed now at the cost of us needing to adapt and place the spikes level to the ground or like I do, build a wall that the zombies can easily climb over from their side and fill the gap from the wall to the base with spikes.
Thank you for the civilized comment Roland, I appreciate it so much. I'm sorry if I did upset you and the guys that are civilized. You know, I do get a feeling that the community gets a bit toxic when someone doesn't agree with a feature, like calling someone a kid because they don't agree with a feature and turning it into a personal attack. It happened every time when a new feature was announced and I got totally disgusted about it. The list for complaints about A18 is quite big and I watched every reaction, didn't like it. The game is cool, but the community, nah.

 
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