Royal Deluxe
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Lets hope the TFP team perceived the worries some of us have.
I'm pretty sure Roland might... MIGHT... Have indicated that MM said they were focusing on things to go gold. And I don't think underground dangers are part of that.At least the discussion was constructive at the beginning.^^
Mark my words Jackel, the SECOND we get our hands on Bandits the forums will be a BLAZE with how much people hate them. Not many people play with bandits in their current form because they aren't finished so hopefully that changes, but unless you make bandits super rare my experience with people who have tried it has basically been that getting shot with an arrow or bullet from ranged causes a LOT of rage.I'm pretty sure Roland might... MIGHT... Have indicated that MM said they were focusing on things to go gold. And I don't think underground dangers are part of that.
Though... After gold... That's going to be an even harder sell. And trying to sell "well, turn off the main game feature, zombies." Isn't gonna fly especially after going gold.
Really doubt this is even worth worrying about and those who wanna piss and moan for underground dangers are gonna have to just deal with it. At least for a long while.
In the mean time... BANDITS AND NPCS! WOO! Can't wait to see those come!
In the mean time... BANDITS AND NPCS! WOO! Can't wait to see those come!
Haha look up, I started that little argument for you....Ironically, if there ever were enemies in the game smart enough to attack you underground and steal your loot—it would be bandits....
Picturing a bandit with a zombie on a stick and meat as the carrotIronically, if there ever were enemies in the game smart enough to attack you underground and steal your loot—it would be bandits....
Yep. Though I really hope A17 truly is AI and NPC release. So TFP has a baseline final AI logic to start tuning right away.Mark my words Jackel, the SECOND we get our hands on Bandits the forums will be a BLAZE with how much people hate them. Not many people play with bandits in their current form because they aren't finished so hopefully that changes, but unless you make bandits super rare my experience with people who have tried it has basically been that getting shot with an arrow or bullet from ranged causes a LOT of rage.
If you picture the zombies now and how one that goes buggy causes so much frustration, picture that same frustration but with a bandit with AI who can shoot at you and your base from a distance. I can't wait for bandits and NPC as well, but it may be time to have a discussion about what people are expecting from them. If they can throw explosives or target your loot containers I guarantee a wave of complaints.
As question of motivation, what does motivate Zombies in 7D2D? It is normally the hunger for brains. (Which means that if they actually eat your brains you will not turn in to a Zombie, because you normally kill them by a shot to the head, generally traditional zombies not the modern stuff which is zombie like but not zombies).Picturing a bandit with a zombie on a stick and meat as the carrot
Ironically, if they're that smart, they won't have to ruin the world with stupid tunnels that wreck SI and they'll be able to reach my hatches and doors..Ironically, if there ever were enemies in the game smart enough to attack you underground and steal your loot—it would be bandits....
Its like building a narrow fort 3 meters wide, flush with the ground, around the trader zone now. if you complete a 10 meter deep trench around the trader, you have an invincible enclosed perch with all your stuff.The problem was simply that by digging a 5 deep trench around such a spot the player would have a impenetrable platform.So if we have no possibility to deny only damage from above it would be too imba.
Finally Vaults are only balanced because the player need to skip the Zombies and their loot, beeing unreachable during a fight dont fit to my opinion of balance.
Maybe dependent how the Digger will/would be implemented it is possible to deaktivate the digging ability inside the Biomes. That would work
So you seem to be still involved in the game. What'd you do after that?Its like building a narrow fort 3 meters wide, flush with the ground, around the trader zone now. if you complete a 10 meter deep trench around the trader to can have an invincible enclosed perch with all your stuff.
Perfect safety (and boredom). I made them in two games. Boredom then death from being reckless. Every time!![]()
Skyscraper Nerd poling.So you seem to be still involved in the game. What'd you do after that?
Your version numbers for Xbox do not match up with the PC alpha versions. That 0.17 is just a coincidence.I know I'm a little late to this party, but did A17 already drop? Just wondering if I'm reading my load screen right because it says "1.0.17.1"at the bottom now, btw playing on Xbox one.
LOL. I have made a mod for that (kindoff). For new players that first join server and do it in middle of night (or BM) i have a neat protective bubble that sticks on the playerScrew it. I want a mid game shield generator feature. Creates a 5x5x5 immunity bubble and floats in air. Can build anything in it. Like... Storage.
So there. ;-p
That's not irony at all.Ironically, if they're that smart, they won't have to ruin the world with stupid tunnels that wreck SI and they'll be able to reach my hatches and doors..
If they're as smart as you suggest.
That's what I thought, it was just weird to see it when I jumped onYour version numbers for Xbox do not match up with the PC alpha versions. That 0.17 is just a coincidence.
PC is possibly going to get A16.4 stable sometime soon and it will probably be months before A17 comes to PC and then months after that before select A17 features come to XBox. Think summer of next year for A17 features coming to console....if you want to be optimistic.![]()
I'm not him, but yes, that would be preferred.Is it pretty much just the random tunneling you want to avoid?