PC Alpha 19 Dev Diary

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Hey, this was posted on the steam discussion boards ... is it credible? Is it on track so that it is possible that it might happen?  Baring zombies in the computers or gremlins eating someone's face? 

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Jost Amman said:
Re-read my post... doesn't work that way.

Yeah, I guess this would only work for SP.
Don't care what way it works, it's still a dumb idea :D

Injuries persisting through death, now that is a proper penalty that works for SP and MP.

 
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I added a new round arch shape today :)

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Don't care what way it works, it's still a dumb idea :D

Injuries persisting through death, now that is a proper penalty that works for SP and MP.
Welcome to the party... too late.

Also, no need to get personal and throw insults around... someone might say the same for your idea. 😉

 
That's actually the only thing I don't like about low loot percentages (the number of empty containers). It drives me mad opening and opening and not getting anything.
For instance, let's say normally some hypothetical container had 20 paper, 20 9mm, and 12 dukes. If I drop it to 25% it doesn't seem to work in a way such that it now would contain 5 paper, 5 9mm, and 3 dukes. It seems to either have one of these stacks or nothing at all.
That is of course, unless things have changed... I haven't tried 25% on this alpha
That's the problem with percentages. With 25% you have a 25% chance of getting an item That means 25% of the default chance of getting, say, an egg, which is already low. That leaves you with no eggs. THERE. No omelet for you.

 
Just a suggestion. Would it be possible to just turn off pathing for horde night and have hundreds of enraged zeds just charging straight at your base from all sides. I get they want the player to die but if the defense and base are destroyed the player is too. Make them target something like the landclaim block which is normally in the middle of my base. I know there are scenarios this would not work in but is it possible? @faatal
I would guess that you might make pathing cheaper by calculating shorter paths. But I'm sure you can't simply turn off pathing completely, because even if the zombie wants to go in a straight line to you it needs to navigate around or over pillars, walls or blocks, needs to ascend an incline, ...

 
That's the problem with percentages. With 25% you have a 25% chance of getting an item That means 25% of the default chance of getting, say, an egg, which is already low. That leaves you with no eggs. THERE. No omelet for you.
thats why its hard and great. Changes the way you look at the trader, you see a stack of eggs there is no doubt in your mind your buying them. Definitely starve from time to time but then you get lucky.
Technically I don't have to but I want my crops to get bigger so I suffer. There is a huge crop of corn right across from my base but I won't eat it cause of my self imposed rules. I just got a quest for the barn across from the supercorn house, I'll do that cause I got the quest otherwise I wouldn't do it. If I can do 25% loot with my self imposed rules I'm pretty sure anyone can do it playing normal. Part of the reason I do this is even though I'm playing Navezgane I'm trying to simulate what I would get from random gen though quests so its not as OP that I'm playing there.

I would guess that you might make pathing cheaper by calculating shorter paths. But I'm sure you can't simply turn off pathing completely, because even if the zombie wants to go in a straight line to you it needs to navigate around or over pillars, walls or blocks, needs to ascend an incline, ...
so best case it would free up a little but not enough to make a difference.

I run 2560x1440 with everything maxed.
That mite be why then your running it on 2k

 
I love this forum for the diversity of things to talk about haha

First - @madmolei like the new archways, can make for some interesting builds in the future i think

Second - To the argument for having injuries persist past death, that idea intrigues me, it can be tied into an earlier comment about when you die a day goes by in game time, could have it if you die you can simply respawn, or respawn after existing injuries have healed, though if that were the case some people could completely circumvent horde night all together by dying that morning, thus eliminating that danger all together, sure early game the injury stuff could cause issues but late game we already got enough from hording to make all we need to fix said issues, all about balance there.

Third - In regards to the pathing, I know i said before i would love more random pathing for horde nights, but it gave me an idea, if the vultures came they could be written to attack player made blocks instead of the player, making us want to have a defence against them, another is a zombie that its only goal is to attack the player or all blocks made by the player should he not be able to be pathed too, this could make for some random destruction on horde nights as well.  Imagine versing the horde and all of a sudden your lights go out because this zombie went right for your generator because it was too loud, that would be amazing and @%$*#!ty at the same time, balance lol

Fourth - The Demolisher is awesome but i never get to face him, i feel he does not show up enough, i wouldn't mind him showing up randomly in the world normally and as a sleeper in the later dungeons, nothing says oh @%$*#! like a demolisher destroying the path you have to take

Fifth - If memory serves (i could be wrong) it was stated once that sometimes on rare occasions when looting pois that you could find a bike in the backyard or other vehicles ready to be driven away, is that still going to be a thing that is rare upon poi spawning or was that idea scrapped?  Cause it could make the no crafting playthoughs quite amuzing and give you the sense of Holy @%$*#!. lol

Ok im done, back to my 50% loot with only knives and pistols gameplay haha

 
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Sewer poi would be sick
I'll tell you right now... waist high water loaded with crawlers in a dark sewer is pretty awesome.
At one time in my sewer POIs, I made it look like water was coming out of large grate-covered openings, but the water blocks changed a little and I had to remove them.

 
You're making a sewer level, of all things?! Did you hit your head or something? "Yeah, let's do a sewer level, then it'll be like all those games with fun sewer levels like... uh... wait I must've gotten confused with those games with horrible unfun sewer levels such as all of them, ever."

(I'm just messing around, don't take me too seriously. Although I do hate sewer levels, so it'd be pretty cool if you made a good one.)

 
hiemfire said:
The sleeper hadn't been spawned in yet. When you got to the bottom of the stairs it spawned in.
Could be.? I might be mis-remembering but I thought back in a17 the devs said something like, "working on sleepers so they should never appear somewhere that a player has already cleared".

Might be that this is on the poi designers; they need to set something so when a player crosses into a trigger space the sleeper/s are spawned.

Like what @Darinth described about the hole in the floor. Maybe it just needs the trigger-spawn thingy adjusted to cover the upper area.

That said, things are a lot better.

 
I'd really love to see Sewer and Subway POIs added to vanilla.

Thinking of the big skyscrapers on their side, which I know went a bit too far, but I think? that had more to do with with all the stuff in them, not just the overall size.

For sewers/subways it would make sense for a lot of their overall length to be pretty simple (just pipes or tunnels), with junctions, rooms & platforms having most of the deco bits.

Also noticed something recently that could possibly be leveraged for pois like these that would be a real change of pace; forced crouch, claustrophobic confined paths.

In attics where the roof comes down inside at a 45 degree angle, if you're sneaking and walk under those angles it forces you lower. So guessing it might be possible to build pipes/access-tunnels that are only 1 1/2 blocks high. Make them 1 wide and they'd feel really closed in and spooky.

Problem would be if a player logs out/gets disconnected while crouched/compressed. Don't know how the engine would deal with that on re-entering. And whether any zeds could path into those tunnels to attack the player.

 
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