PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Imo it should be a standard capability, any running zombie should be able to jump a short gap, except maybe the fat ones.
Maybe instead of Jumping Zombies a kind of throwing zombies.

As example they spit something on the floor, if someone steps on it he is throwen 4 Blocks High and 4 Blocks far, but take 40% damage

 
Maybe instead of Jumping Zombies a kind of throwing zombies.As example they spit something on the floor, if someone steps on it he is throwen 4 Blocks High and 4 Blocks far, but take 40% damage
Zombie clay pigeon shooting suddenly comes to mind.

 
But how do you overcome the problem if a player decides to put a 2 block gap around his base that the zombies can't jump across to get at said hatch or door.?
Why is this a problem?

What you call a problem is what I call player ingenuity. We shouldn't punish players for being both clever and original as well as showing inventive to overcome a problem.

Besides... zombies are not the only threat out there. Underground makes people Closter phobic and breathing can be a problem after a while. Then there's bandits, who can plan and find a way of getting around a simple stopgap. After watching some of The Walking dead. I would much rather face a hoard of zombies than bandits who can think and plan. That's just a few examples.

I'm sorry but the thing about zombies tearing through everything and being the dominate threat is just plane lazy.

There are so many threats out there that could kill you that when you stop to think about it. It's crazy.

 
Ah gotcha.
None of this virtual map stuff matters right now anyway. This is all presumptive based on Roland being a freaking tease. There probably isn't a virtual map and the closest thing to it is a way point system providing a Guppy Zombie paths to various toilets.
Between my tease and Kinyajuu’s musings we’ve had the best A17 discussion so far...

 
Why is this a problem?
What you call a problem is what I call player ingenuity. We shouldn't punish players for being both clever and original as well as showing inventive to overcome a problem.

Besides... zombies are not the only threat out there. Underground makes people Closter phobic and breathing can be a problem after a while. Then there's bandits, who can plan and find a way of getting around a simple stopgap. After watching some of The Walking dead. I would much rather face a hoard of zombies than bandits who can think and plan. That's just a few examples.

I'm sorry but the thing about zombies tearing through everything and being the dominate threat is just plane lazy.

There are so many threats out there that could kill you that when you stop to think about it. It's crazy.
+1

The point of threats is to overcome them. Nobody is trying to drive anyone from the underground or make it so that you can’t have safety. Those of us who want threats want them because they are fun to overcome. Just because players can come up with ways to overcome a threat doesn’t mean the devs might as well not add it in. They should be added in BECAUSE the player can overcome and defend against them.

 
I like the idea of jumping zombies , maybe some kind of zombie that runs on all 4 and jumps to attack or jump over gaps , similar to state of decay
Sounds like a revamped spider zombie. I think that instead of having them climb up walls they should just have 'em jump high. Plus, then they don't need to worry about fixing the bad looking anamation for when they climb walls. I mean, it looks like minecraft spiders climbing up walls.

 
Changing the bedrock layer to lava might excite things a bit. :p
If lava is gonna be used as a pit to kill zeds ( yes I know loot will go away ) its gonna be pointless. But underground gases was not bad idea. Just a thought.

 
If the virtual zombies don't interact with the world in any way until their chunk is loaded, exactly what is the difference between keeping track of them constantly and spawning them in with the chunk load? By the way, the correct answer is "It makes no difference." It is just more work for the CPU to track constantly with no actual in game benefit.
Unless I'm completely missing the point of course.
When you clear an area of zombies then run slightly out of range then come back and there's new zombies, it's jarring and gives you the feeling like "Hey, that's not right". It's not long before you realize you can force zombies to despawn instead of fighting them, or shuffle their types and locations for your benefit.

There are systems already in place to simulate the idea that the zombies are persistent, there are multiple spawns per day per chunk which are all running on timers to give the effect that you can actually clear an area and it will take a while to repopulate. For one thing, that kind of CPU could be saved just by having a simulation closer to the real thing.

 
There are systems already in place to simulate the idea that the zombies are persistent, there are multiple spawns per day per chunk which are all running on timers to give the effect that you can actually clear an area and it will take a while to repopulate. For one thing, that kind of CPU could be saved just by having a simulation closer to the real thing.
I agree. Apart from this, simulating the movements of a few thousend virtual points (zombies) would be a joke for modern cpus (unless the update interval for their positions is very high).

 
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Make bedrock 2 kms deep and I'm SOLD!
2kms ? 7200 Km/h

I like the idea to reduce max High and this way max deep a bit.

Finally i start my buildings from bedrock to make my buildings not underdigable

But no idea how exactly, this i will research when i start my 16.4 mod

I think

Soil from 7 -> 15

Average Ground deep from 60 to 40

 
Ooorh, you get all the perks... ;) Can't wait to ride that thing :D

I wonder how many parts it'll need, and how many will be loot only.

The chain seems like an obvious loot object, and the headlight (if any).

Any other ideas?
If things work out for vehicles like they are for guns then parts are going away. Mods will be the new assembling game and will work to make your bike different than mine.

 
If things work out for vehicles like they are for guns then parts are going away. Mods will be the new assembling game and will work to make your bike different than mine.
So they will look cosmetically different?

 
Between my tease and Kinyajuu’s musings we’ve had the best A17 discussion so far...
Agreed. If any of this is still trying to be figured out at TFP, they definitely have more perspectives now.

- - - Updated - - -

So they will look cosmetically different?
I think he was talking about mod variety. Akin to Fallout 4 mod variety. Maybe you want dmg boost, maybe range boost, maybe accuracy boost, etc

 
How about this idea for SI instead of the granite layer...

Players can construct a foundation out of new foundation block. The foundation can only be one block in thickness (foundation blocks cannot be placed upon other foundation blocks) and once done and activated all the blocks involved merge into a single multiblock slab. Anything built upon that foundation calculates its SI to that foundation and ignores anything below the foundation. But the foundation itself is subject to normal SI rules down to bedrock and is extremely heavy and so could not be supported by stilts or rooftops so it couldn't be used as a ceiling nor could someone suspend it and hang a base from it.

 
So they will look cosmetically different?
too soon to know. Its still really early and only being developed for firearms at this point as far as I know. But the plan is to extend it to all things that use quality if it goes over well for weapons.

 
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