PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The loot has been cut down severely because there are now a helluvalot more zombies... if you go looking for them of if they come looking for you.
As for the accuracy - expecially bandits - we have a plan. Still a matter of tinkering but they wont be FIRING MAH LAZORS.

They'll likely be more dangerous than zombies, though...
Even more so in A17? I noticed loot dived in A16. Kinda like where it balanced out. Still not much of a fan of the toilet'inna'crate boxes. Those boxes we're ma cool loots!

Actually, I could go with less boxes, but better loot rolls. Bashing through 30+ crates in the crack'a book tower and finding every recipe nearly you were missing is a bit much. I dunno. It would be nice if crack'a book had a box at the top with specifically a mini bike book. Less boxes needing to be smashed open. It's kind of annoying. And that loot nerded juuuuust a smidge. I think a smidge nerd in the loot in there would bring RNG out in force but still balance a bit better.

 
I can't believe so much discussion is still ongoing regarding the underground threats.

Surely the breadcrumbs system is the holy grail. Over time as a player goes in and out of their hatches and doors to get in and out of their underground base it starts to generate heat and zombies gather, eventually starting to attack the entrances and make their way to the sensed player. Regardless of whether the player seals with blocks or a door, the zombies will attempt to follow the path they took as tightly as possible to ensure we don't get the swiss cheese effect. This should be the extend of zombie underground threats. Yes they would need to dig in some circumstances, but only where the player has been digging.

Additionally, underground Air Pollution Threat is a popular one too. It could be managed by wearing a gas mask maybe but over time the filters have to be changed? Long term solution to build a ventilation system with fans on the surface but at a cost of those fans generating heat which would attract zombies back to the player base and they then join in on the breadcrumbs fun. You could limit the ventilation pipes to only be build vertically so players couldn't redirect them miles from their bases.

 
It's actually rock, paper, scissors, Spock.
I have this tshirt:

61BRAipy%2BOL._UX342_.jpg


 
The breadcrumb system is the holy grail hopefully it will funnel zombies in one way with min terrain altering and you can setup deathstar traps to anhilate them.

Problem is when the bandits come along and blow the traps to pieces but i will think about that one.

 
Bandits... Or zombies with brains as we like to call them.
Wait...
See, my "Brain Zombies" are finally here.

-Ready to open your door and toss in 50 tons of TNT!

-Drive a 4x4 over you and your minibike, doing a few donuts over your skull!

-and fire volley after volley of rockets into your fort, forges and chests!

Me pumped up on coffee: THIS IS GOING TO BE SO FUN!!!!!

Me without coffee overload:

Let me drink this coffee... there, it will be fun! :)

 
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Mork calling orson mork calling orson

Ouch was right this new way blows.

I want my cosmic rays to ruin everyones fun and noone is listening

It is just not fair aggggggggggggh

 
Yeah I actually saw some things like that and fixed them. I have no idea why they had player collision on.
Any chance player and zombie collision could be removed from Curtains (curtain_top1Sheet3 & curtain_bottom1Sheet3)? So much more realistic if beings could just push them aside.

Also any chance of making them so they can be colored/tinted/dyed?

 
Any chance player and zombie collision could be removed from Curtains (curtain_top1Sheet3 & curtain_bottom1Sheet3)? So much more realistic if beings could just push them aside.
Also any chance of making them so they can be colored/tinted/dyed?
I wonder if that fix would prevent zombies spawning and getting stuck in window areas, too?

 
Not as we started this topic. Somewhere after the 50th "Disable Zombies and shut up" alike post i stopped to differentiate. Makes no difference, the answer is finally "play as we tell you".
This topic is really not sensefull discussible.
Seeing how a digging zombie would be easy to Mod out but, as far as I know, digging ability can't be modded in then you have that backwards. Those of us that want the underground threat are being told to "play as we tell you" because for some reason the survival part of the game isn't something a certain portion of the forum community wants to deal with.

 
Seeing how a digging zombie would be easy to Mod out but, as far as I know, digging ability can't be modded in then you have that backwards. Those of us that want the underground threat are being told to "play as we tell you" because for some reason the survival part of the game isn't something a certain portion of the forum community wants to deal with.
i/we tried to find ways to allow both, but if you read the Posts you see that finally many answers given was "I dont want YOU to have a safe Bunker"

Btw the Bedrock dwellers never said that they are against the Diggers, as long as they would not be implemented without a deaktivation toggle.

But only for your information, i make a break at that topic. I feel too offended

 
Seeing how a digging zombie would be easy to Mod out but, as far as I know, digging ability can't be modded in then you have that backwards. Those of us that want the underground threat are being told to "play as we tell you" because for some reason the survival part of the game isn't something a certain portion of the forum community wants to deal with.
Agreed. If given the option, easy to mod out is ALWAYS preferred over hard to mod in.

 
For me it would be fine, my base entrance is normally around 120 Meters long.So the entrance is outside the rendered Range ^^

But serious, i think more people would accept that , because it would be a defeatable threat
So you are honestly worried that TFP will put in a threat that ISN'T defeatable? I can assure that no one asking for underground threats want one that can't be defended against/defeated and I think it is silly to think TFP would ever intentionally add one. I could see one sneak into an experimental but once it showed itself as undefeatable it would be tweaked/removed.

 
Agreed. If given the option, easy to mod out is ALWAYS preferred over hard to mod in.
But digging zombies aren't even necessary, not on a swiss cheese scale anyway.

It's already been discussed over and over and goes backwards and forwards.

The breadcrumbs system will enable zombies to tap into the paths the player takes and over time they can start to follow them using the same method the player uses to get in and out by destroying the player made blocks. Surely this solves the problem for all as we ain't going to get zombies digging in from stupid places with swiss cheese but we still get the threats.

Think how immersive it would be to be hiding in your base at night and hear the zombies banging their way through your vault doors trying to get in.

It's still really easy to counter with traps and doors but just requires the player to keep an eye on them.

 
So you are honestly worried that TFP will put in a threat that ISN'T defeatable? I can assure that no one asking for underground threats want one that can't be defended against/defeated and I think it is silly to think TFP would ever intentionally add one. I could see one sneak into an experimental but once it showed itself as undefeatable it would be tweaked/removed.
Over 300 Posts long several people here asked for Diggers that dig through rock and attack the outside of your bunker. That is (if the bunker is a realistic Bunker) impossible to defend.

But yes, i think the TFP members are whise enough to do that not.

 
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