PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Problem, we all play different ways, have different goals, some feel the need for a bigger backpack and some don't see the need. Give us a choice at the beginning or the ability to make a small one to add to what we have. Provide the option to make one later on, that way if you need it you can get it, if you don't you can ignore it.
Indeed. I love the progression, confusion and challenge in the beginning of games. As the hours go by, games usually start to get boring for me and I tend not to finish them. Then I go back months later and start a new game to get that initial rush again. I'd prefer a small backpack, with the ability to add more.

If some players want a 1000 backpack slots, then it is nice to support that too. Adding game options is sometimes the way to go, but too many built in options can confuse people or ruin a general design the developer is going for, which is where mods come in.

 
I just hope the jeep comes with more storage than the minibike. (before mods) I KNOW how much stuff I could stash in my Jeep. (and amazing amt if you pack properly)

oh, running over zombies with the jeep... umm... oh yeah! (you know I'm gonna have to try a bloodmoon while in the jeep) :D

 
Indeed. I love the progression, confusion and challenge in the beginning of games..... I'd prefer a small backpack, with the ability to add more.
That moment when you learn a dev's preference and your own preference align.

:tickled_pink:

 
That moment when you learn a dev's preference and your own preference align.
:tickled_pink:
Maybe faatal should make a bar and fill it to show how much your and his preferences align. Just so you know as things change how close the game is to how you like. :p

 
:) One is on the main road, from Diresville to where the map I guess it would end, go past the brownstone buildings, on the left side, before you get to the large lake you will see it. In the forest, where the smaller lake is, there are several cabins and on top of a hill is the ranger station. Go to where the burnt biome is just over the hill and follow the road (I think east?) and you will see it. Wasteland, I couldn't find it. Snow biome, leaves Diresville heading north and follow a road, there is path that will lead you to it, just don't remember exact location. Desert, close to the gultch is all I remember. hope that helps.
The one in the Nav wasteland is almost directly West of the one in the desert. Not far into the wasteland.

 
Just replace the vulture entity with the spider zombie. Tada!
There's a few good laughs right there (the visual) lol.

Actually, I'd like to do the opposite! I picked up some great tips from the mod-pros in my travels here. I'm just a beginner but would like to have a go at fixing myself up a pve animals-only game :nod:

 
That moment when you learn a dev's preference and your own preference align.
:tickled_pink:
Must say that I agree with this too...

It is the natural compromise between bigger backpack or no, with some progression thrown in...

Hope it sees fruition...

 
Hey, I have a question.

If the zombies know the weakest blocks and prioritize them, is it no longer possible to lure them away from that spot to spread out the damage on your defenses? Will they just break through that one spot they started hitting first?

Cause I'm not sure it's a good trade-off gameplay wise. It would make sense to walk away from the damaged point and shoot your gun for zombies to follow you. Instead, now we're going to design bases that don't make much sense logically. There will be weak spots built into the wall to make them approach from one side and all "firepower" will be concetrated there.

 
Cause I'm not sure it's a good trade-off gameplay wise. It would make sense to walk away from the damaged point and shoot your gun for zombies to follow you. Instead, now we're going to design bases that don't make much sense logically. There will be weak spots built into the wall to make them approach from one side and all "firepower" will be concentrated there.
I had the exact same thought but could not come up with a solution to it, I just think if people want to exploit AI they will and if you dont you wont.

 
i always wonder why does we need two windows with slots one just to show and one is usable. whats the point of having two if there can be just one window. slots under statistics could be usable and the slots on the left removed

Przechwytywanie.jpg

 
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Hey, I have a question.
If the zombies know the weakest blocks and prioritize them, is it no longer possible to lure them away from that spot to spread out the damage on your defenses? Will they just break through that one spot they started hitting first?

Cause I'm not sure it's a good trade-off gameplay wise. It would make sense to walk away from the damaged point and shoot your gun for zombies to follow you. Instead, now we're going to design bases that don't make much sense logically. There will be weak spots built into the wall to make them approach from one side and all "firepower" will be concetrated there.
The zombies’ goal hasn’t changed. It’s not as though they’re starting a ‘destroy weakest blocks’ task and stopping their ‘reach and attack the player’ task. It’s just that their method for reaching the player now factors in the hit points of the blocks. They’re able to identify the path of least resistance. So if it becomes easier to reach you from the east wall, they’ll move away from the west wall, even if they’ve been beating on it.

...After a delay for the pathing grid to recalculate, that is. The way I’m picturing it, it could look pretty convincing - like it takes a crowd of zombies a little time to ‘notice’ the player has moved, or a nearby wall has been breached, or what have you. And they should all ‘notice’ as a group, since they all use the same grid.

Actually the more I think about it, this could feel very creepy and zombie-like. Imagine the horde scratching feebly at the walls, then all turning their heads in unison and moving off, as if they all suddenly caught a whiff of human flesh from a new direction...

 
i always wonder why does we need two windows with slots one just to show and one is usable. whats the point of having two if there can be just one window. slots under statistics could be usable and the slots on the left removed
View attachment 24482
I think it makes sense. The left one is just for switching out the mods while the right ine shows you what you have equipped.

Having two windows will feel more natural to players as most games have a system like that.

It is also the same system we have now for switching gun parts in A16.4. It just switched from gun parts to mods.

Makes it easier for the devs too.

It probably also makes it easier to prevent bugs by having a dedicated window for switching mods.

 
I had the exact same thought but could not come up with a solution to it, I just think if people want to exploit AI they will and if you dont you wont.
It's not about exploiting, why wouldn't I put all my turrets on one side if Zs concentrate all their effort there? In A16 I must be prepared for the horde to come from any direction.

The zombies’ goal hasn’t changed. It’s not as though they’re starting a ‘destroy weakest blocks’ task and stopping their ‘reach and attack the player’ task. It’s just that their method for reaching the player now factors in the hit points of the blocks. They’re able to identify the path of least resistance. So if it becomes easier to reach you from the east wall, they’ll move away from the west wall, even if they’ve been beating on it.
...After a delay for the pathing grid to recalculate, that is. The way I’m picturing it, it could look pretty convincing - like it takes a crowd of zombies a little time to ‘notice’ the player has moved, or a nearby wall has been breached, or what have you. And they should all ‘notice’ as a group, since they all use the same grid.

Actually the more I think about it, this could feel very creepy and zombie-like. Imagine the horde scratching feebly at the walls, then all turning their heads in unison and moving off, as if they all suddenly caught a whiff of human flesh from a new direction...
This group mentality is all ok with me. What seems unnatural to me is that if I put 2 layers of concrete on 3 sides and 1 layer on the last side, I'm never gonna have to even pay attention about the 3 thicker sides. Players will figure this out and will start "playing" the new AI.

Could there be limit how many blocks zombies would have to walk around to opt for straight route instead?

 
It's not about exploiting, why wouldn't I put all my turrets on one side if Zs concentrate all their effort there? In A16 I must be prepared for the horde to come from any direction.


This group mentality is all ok with me. What seems unnatural to me is that if I put 2 layers of concrete on 3 sides and 1 layer on the last side, I'm never gonna have to even pay attention about the 3 thicker sides. Players will figure this out and will start "playing" the new AI.

Could there be limit how many blocks zombies would have to walk around to opt for straight route instead?
Playing to the zombies Group Think, will be the only way a player can stay above ground without huge costs in material.

"Never block with your face". ~Some guy who did it, once.

Edit: I think you already know the exploit. I guess you're right about being a "max travel time" before the zombie just attacks whatever is in front of him.

 
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