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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Speaking of defensive windows, did I read somewhere that there are wooden bars now?

Loc
They were new for alpha 17. They upgrade to iron bars with some forged iron. Not a bad way to set up your initial horde defense before getting a forge, and then you can upgrade it later.

 
Nah. Pina Colada is the best. A good drink needs to have a white color, like milk :cocksure:
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They were new for alpha 17. They upgrade to iron bars with some forged iron. Not a bad way to set up your initial horde defense before getting a forge, and then you can upgrade it later.
Well isn’t that just hilarious. I’ve never noticed them or used them before. Might have to try that out later today.

Thanks for the response.

Loc

 
There's already an option to switch off the blood moon horde. At least in A17. But that' not what they asked for.
By the way, it's a prejudice that players with underground bases want to hide from the horde. I had many underground bases and never hid from the horde. I fought them in my horde bases. Players with underground bases just use all the possibilities the game has to offer. Underground bases are also very convenient. When excavating I get most of the materials I need to build the horde base. Two birds, one stone.

I don't like the digging zombies either, by the way. They have already caused two mines to collapse. So I would also like to have an option to turn them off. They are just annoying.
How are you going to fight them at your underground base with digging disabled?

 
How are you going to fight them at your underground base with digging disabled?
the problem is for some players like I think he is. they want to play as if they are living in it, and find ways to outsmart or avoid the hordes. so to them, not fighting the horde because they made a safe place is part of the game to them

 
Fine then, looks like I'll be playing Alpha 14 or other zombie games for a while and wait for the bandits and npcs, the only feature that could make the game more enjoyable (for me).
I saw your horde video, so stop hiding the fact that they were running around your spikes to attack a certain block instead of going under your position and attack another part of your base. You always praised your Alphas so much and when it came out...I always got bored the first few days playing it, with or without the blood moon horde. No fun factor. A18 will be the same "Oooohhhh, the hype, A18 is out! Few days later...get bored". I hope I won't regret buying this game after supporting it for so long. Guess I'll wait and see if bandits change that.
I'm not hiding anything, I'm playing the game not looking at it from a microscope and dissecting it to find reasons to hate on it. I think you need to watch a lot of zombie movies, you have some strange impressions on what they should or shouldn't be and if they aren't matching some specific lore in your brain you rant about it? We're making fun AI that has a lot of interesting potential, if you think A14 AI is better your nuts. They spun circles and were no threat at all. I could survive a day 900 horde with a stone shovel. How much fun is that?

You make zero sense, reading your later post you complain that it needs bandits to be interesting, 14 was great (no explanation) but the 17 AI is too ____ (hard? unbelievable because of zombie movie x? no real explanation) for you? You can't make an argument is your problem. I'm fine with criticism, but all you do is complain and take 20 paragraphs to express that something bothers you yet that something remains a mystery.. You get angry because I hype the game up? Newsflash lots of people will hate alpha x and lots of people will love alpha x. Generally speaking each alpha is better than the last. I can assure you 99.9% will agree with me that 18 is much better than 17.

 
They walk around the spikes because Madmole does it wrong. The zombies don't mind that the spikes are traps but they mind the height difference. If the spikes are flush with the ground than the zombies will always try to stand on the spikes because the spots where the spikes are destroyed are lower than the surrounding area.
Pulling the zombies worked in A16 and earlier because of the simpler AI. The zombies ran in a straight line to your position. Height differences didn't matter.
There is no right or wrong. They work exactly like I want them to work. I could dig trenches but its too much work. My traps are just to slow them down on my tower so I can bullet hose them or nade em.

 
Since when zombies are able to avoid traps? Instead of my getting my traps to be useful, zombies are attacking the weakest link in the base, which may be the door for example. So I got zombies coming from north, south, east and west, and instead of them hammering the walls down, they are ALL just running to destroy the door, then move to the next weakest link of the base and avoid the traps altogether. That's what I mean by smart.
Traps are worthless and a piece of garbage. Not even worth the time and effort if you got good armor, weapons and solid walls. What's the point in making traps that can be avoided? Look at the Walking Dead, they go into spikes without even trying to avoid them or know that those spikes are a danger. And since when a random zombie can come from distance and determine where's the weakest link of the base, did they make a plan before attacking? No. That's my problem with your zombies. I said that I still enjoy the game, but normal zombies are too smart for a "zombie", so no fun horde nights for a while, at least until you add some options to make regular or all zombies dumb. The reason I write so much is because people read just half of everything I said, take a small phrase out of context and hammer me down with it, so yeah, I need to explain things like I explain something to a child. In short, if I want a challenge, then make a unique zombie like the cop or behemoth or whatever, but leave normal walkers like the nurse dumb. Hope I made myself clear. I already admitted I was wrong when it came to zombie lore, but I still want an option to make zombies dumb.
Watch one of Madmole's A18 videos. They no longer do what you're talking about.

 
How are you going to fight them at your underground base with digging disabled?
All my underground bases always had a special zombie entrance with big neon sign saying welcome, so no digging necessary :)

My old a16 base had to be heavily reinforced for a17 though, but still zombies brought all goodies to me and I didn't even have to spend ammo...after I reinforced my base, before that they did breach it multiple times, but probably because I had a lot of edits in XML to have non stop zombie river and even while frame rate suffered it was always fun to have huge hordes and many, many, many hundreds of zombies during every BM.

 
If you don't know what the discussion is all about, please don't reply, don't embarrass yourself. Go back to my first comment yesterday which was a constructive criticism and read everything, then come here and talk. Until then, I won't waste my time replying back to you, you're not worth my time.
Yes please don't waste any more time :)

 
All my underground bases always had a special zombie entrance with big neon sign saying welcome, so no digging necessary :) My old a16 base had to be heavily reinforced for a17 though, but still zombies brought all goodies to me and I didn't even have to spend ammo...after I reinforced my base, before that they did breach it multiple times, but probably because I had a lot of edits in XML to have non stop zombie river and even while frame rate suffered it was always fun to have huge hordes and many, many, many hundreds of zombies during every BM.
Its been good with all old alphas so far (great gameplay), but the talk is about A18 here, comparing modded Ax.x is not on point.

 
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