PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Players should be allowed to be 100% safe if they wish. Their choice.

I think that bases should be secure, but remaining alive difficult. Gives us a lot of reasons to venture out, and make the outside way more dangerous than it currently is.

Let home be safe, outside scary AF and unsafe.

 
Muwahahahaha....good luck with that bro....lol
By which he means refer to Faatal's many posts regarding zombies now having an attack mode where if they can't get to a player they'll start whacking nearby blocks in the hopes gravity brings the player to them.

I'm still going to try elevated bases, because melee and dogs and I are a terrible combination, but now I'll have many many supports and enough room to move around constantly so the damage hopefully gets spread around. I'll also be reinvesting in spikes, something I got away from for the most part in a15 and a16...let 'em whack spikes all night trying to get to me!

 
Players should be allowed to be 100% safe if they wish. Their choice.
I think that bases should be secure, but remaining alive difficult. Gives us a lot of reasons to venture out, and make the outside way more dangerous than it currently is.

Let home be safe, outside scary AF and unsafe.
There will probably always be ways to be 100% safe, but they're trying to make it take some effort. Digging straight to bedrock will probably still mean 100% safety since blood moon hordes aren't likely to dig down 50+ blocks of stone, but the simple roof-of-a-POI tactic is about to be very ill-advised.

 
Players should be allowed to be 100% safe if they wish. Their choice.
I think that bases should be secure, but remaining alive difficult. Gives us a lot of reasons to venture out, and make the outside way more dangerous than it currently is.

Let home be safe, outside scary AF and unsafe.
I agree that Home should be 100% safe via passive and active defenses. This game has never ever been about slapping blocks together without thought. It has been about designing a defense. The zombies have new tricks for A17 and it will require adaptation and new designs. With all the complaining about how long A17 is taking I’m assuming people are tired of A16. So why do people want A17 to play like A16?

Underground bases are now going to require design strategies instead of simply digging down then over. Overland bases are going to require new strategies. Many of the old ones will no longer work. Isn’t this good news?

Aren’t people looking for a new experience and challenge that will keep them engaged with A17 for more than a few weeks before feeling that it’s pretty much just like A16?

Embrace the need to adapt and you will find a lot to enjoy in the next iteration. Stick with the same old ways of playing and....rage quit I suppose.

All of your contrary opinions are valid, btw.

 
That's pretty much my point. The idea that the game should have no "safe" way to play by eliminating solid strategies is something that I will never agree with. It's funny that based on all the people who disagree and are "happy" to see this change never seem to be on any sever I've played on. I've got well over 3k hours into the game and every sever I've ever played on has been home to (many) players who prefer having a realistic approach to safety versus having a constant pain of unrealistic nuisances.
Again, I still don't get the argument that "underground bases are boring". If your play-style is "I need constant attention at the expense of a bit of realism", then by all means, don't make your base underground. But those of us that enjoy a play-style where we can spend some time underground without zombies somehow detecting us from 100ft away, it's not seen as a boon that we're theoretically never safe.

In a nutshell, my point is that eliminating (realistic) strategies and effectively removing strengths of one style of play is sad. I know that TFP are usually very good at balancing things that get implemented so I'm hopeful that this won't be what some think it will be. I think there is a sizeable player base that enjoys the ability to be more secluded. Snoops said that the game is largely tower defense, and while this might be true, there are lot of players who play it as more than tower defense. A true tower defense model is limited so keeping it narrow that way isn't seemingly too smart.

Top tags as posted to Steam IRT 7DTD:

Early Access Survival Zombies Open World Crafting Multiplayer Sandbox Building Co-op Action Adventure Survival Horror Horror Online Co-Op FPS Early Access RPG Indie Singleplayer Gore

Just sayin'.
A "solid strategy" is not something that exploits obvious flaws in the AI code. That's an exploit. I don't argue against the viability of underground bases, or against the underground being safer in general. It probably still will be, since the detection still has a radius and since you're underground, there won't be zombies spawning around you (since it's all dirt/stone). But zombies must be able to get you if you're standing right below them. Anything else leads to absurd pathfinding issues.

 
@Roland and Faatal

***The if no path/then, option is cool. First Fataal if possible please add that to entities.xml in tasks.

and i hope this +/- Y, nopath sense goes upward quite a few blocks. It would make the zombie attack

scenario change per play preference.

***Roland without saying the exact reacton, if you allow the zombies to sense and get close enough to be in

hunted mode, then you go a +Y position, stay out of sight silent. Do they just gather at a single last

known detected, or do they react to their environment?

***Dont want an exact answer, just that in A16 if I escape an onslaught, to an elevated postion, I have to

walk to the edge to make myself visible. I have to do this to reactivate the movement, and continue the chase.

Loss of line of sight, at the moment, seems to stop task list at last entry.

 
Players should be allowed to be 100% safe if they wish. Their choice.
I think that bases should be secure, but remaining alive difficult. Gives us a lot of reasons to venture out, and make the outside way more dangerous than it currently is.

Let home be safe, outside scary AF and unsafe.
You can be 100% safe, turn off spawn lol...

 
I agree that Home should be 100% safe via passive and active defenses. This game has never ever been about slapping blocks together without thought. It has been about designing a defense. The zombies have new tricks for A17 and it will require adaptation and new designs. With all the complaining about how long A17 is taking I’m assuming people are tired of A16. So why do people want A17 to play like A16?
Underground bases are now going to require design strategies instead of simply digging down then over. Overland bases are going to require new strategies. Many of the old ones will no longer work. Isn’t this good news?

Aren’t people looking for a new experience and challenge that will keep them engaged with A17 for more than a few weeks before feeling that it’s pretty much just like A16?

Embrace the need to adapt and you will find a lot to enjoy in the next iteration. Stick with the same old ways of playing and....rage quit I suppose.

All of your contrary opinions are valid, btw.
Exactly. You are open to options you had never considered. That is the exploration that awaits you. Not mapping RandomGen and Looting POIs, but charting the unknowable possibilities of existence. I am so looking forward to this!

 
so when you say sound attracts zombies, does that mean likes trees falling over, me hitting stuff with a pickaxe type of sounds? i always thought it was weird that tree's falling over making all that noise literally did nothing.

 
Zombies have a 30 second memory. If you walk to the edge of your base and they see you they will still continue to aggro and pathfind to your last known location for 30 seconds and if there is no viable path they will start breaking nearby support blocks. After the 30 seconds they should revert to wander mode.

This of course doesn’t apply to feral zombies that can sense you even if they can’t see you.

[somewhat overstated]

By the way....at this time zombies know which blocks are supports and which are not. Placing random pillars that don’t support what you’re standing on doesn’t fool them. You can’t stand on a ledge and place wood frame blocks to “feed” them so they won’t break what’s holding you up. [/somewhat overstated]

Good luck folks. It’s a brand new game. And it is quite a bit more terrifying than it ever has been. Even back in the day when all zombies GPS’ed to the players their pathfinding skills were nowhere near as good as they are now. Faatal’s name is bound to be cursed and blessed in equal measures pretty soon now.

In fact they should put up a big “FAATALITY” message on the screen whenever you die to a zombie. Heheh.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top