PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Very nice to hear zombies will be able to use ladders as well!
I was wondering, why are these AI-features still being added after the confirmed A17 feature freeze (as mentioned in the first post)? Is there something I'm missing?
To further expand on TRSViper's reply.

There's a bit of a grey area as to what's a feature and what's a bugfix. In this case the feature is "Better pathing and AI" which covers a lot of bugs and required sub-features such as "The ability to climb ladders at waist height".

Is the ladder thing a bugfix? Yes. Is the ladder thing a feature? Yes.

 
I watched one video once with regards to tree houses. Apparently at the time of test zombies didn't damage trees and so theoretically it was forever safe from ground assault.

Does any one know if the AI will now allow them to hit trees?

 
i wish i could erase all the knowledge of how to play this game and experience the suspense, fright, suspense and surprise at what happens as you play for the first time again for a17.

playing as i have (for far too long) on pc and xbox and just very recently on the mods (jax - jeez its a bit tough! and gup- impressivley different.) seasoned players probably have expectations set too high.

saying that, it seems evident that a17 is going to be so different from where we are now that we are going to be suprised and funly (new word) taken down by zds as we work out how to survive.

lets make a pact not to share strategies (aka exploits) on how to cope unless it is in a thread prefixed with the words ' exploit' or 'lazy and dont want to work it out yourself'

just a thought

 
snippity snip snipBut jumping? That's a physical ability, and I maintain zombies should have the same physical abilities as the player.
I wouldn't mind them having the same abilities as us. There's so many ways to make sure they can't follow you. Because of our intellectual abilities like you said. So that if they do reach you. It's your own fault :)

 
New vehicles inventory

I wanted to know how big the inventory is on these new vehicles?

Also has the size of the minibike changed?

 
I keep reading how people want the game balanced but what does that really mean. Most times I see players wanting some way for zombies to overcome the ways people have figured out how to survive without dying. When someone discovers a way to make a base super hard for zombies to breach then others want it fixed so the zombies have a better chance to break in. Then someone finds another way to keep them at bay and the cycle continues. One side has the upper hand then changes are made and the other side now has the advantage. To me balanced means the odds are even that one side will be still standing at dawn. You win some you lose some. To have one side always defeat the other eventually doesn't seem balanced to me at all. The point of any survival game to me at least is there has to be a chance you will die, but there also has to be a chance that you will not.

Fate is the ultimate game balance. To win all the time is hollow but to lose all the time is just as bad.

I hope I explained this alright. I am sure I botched it up somewhere but I am hoping some will know what I am trying to get across.
Great question. :) I do think I know what you're trying to get across, and I'm happy to offer my perspective.

For me, balance in this case means insuring that the amount of time & effort you put in is directly related to the amount of payoff you get out. This manifests itself in myriad, often quantifiable ways. If you go mining for ten minutes, you expect a bigger haul than if you'd mined for one minute. A club that cost 600 Dukes should be demonstrably better than a club that cost 300 Dukes. Steel Smithing requires more to unlock than Concrete Mixing, so you expect steel to be better than concrete.

Anything that doesn't follow this relation is a potential cause for concern. For instance, if an enemy takes extra effort to kill, but doesn't reward you with more experience or better loot, then you'll stick to other enemies if you can avoid that one, and feel ripped off if you can't. Gazz likes to think of this as the player having "no choice" but to go for the other, more lucrative zombies.

So it is with the tower defense part of the game. If you or I ever reach a point where zombies can never reach us, we have acquired an infinite amount of safety for a finite amount of effort. In the case of breaking a ladder, the time & effort put in for that infinite payoff is very small indeed. Your ladder+ramp technique takes a little more time & resources to make, but again, it sounds like something you can make once, and then never have to expend any more effort again. The output can't be reconciled with the input.

Before something can be balanced, it needs to be balance-able in the first place. Gazz can change the price of a club or the requirements for a perk, but there's nothing he can tune to make a broken ladder 10% less effective. Broken ladders exist outside the set of balance-able parameters, and that's not good.

Now, when I say that, some people think I mean ideal balance is when the player "loses all the time," but that's not it at all. First, broken ladders have to be brought into the set of balance-able things. That means it has to be possible for the zombies to overcome them. Then they can be balanced, by adjusting the frequency with which zombies grab chest-high ladders, or the speed at which they do so, or the types of zombies that can do this, like I said in the previous post. But everything needs to get in that set of balance-able things first, before the game can be balanced, which means the zombies have to be able to overcome everything.

I agree with the idea of winning some and losing some. The right amount of prep time required to survive past the next horde night might be one hour, six days, or somewhere in between. That's a debate we can have. But my argument is at no point should that time & effort fall to zero. Wherever that happens, we have an un-balance-able situation. An out of bounds situation. An exploit.

Lastly, it's worth pointing out tower defense is only part of the game. You're framing it as either your base isn't breached, or you lose the night. But the close-quarters combat that ensues after that first breach is fun, too. I'd like to see that phase of the game become more recoverable, instead of the all or nothing, unscathed or death-loop-until-morning we get now.

 
New ambient lighting

Joe, in your last Twitter post you talked about ambient lighting and the shots looked great.

It got me thinking about if the light was blocked by an object, would this still attract zombies?

For example: If you built a building that fully blocked out light and placed torches inside.

 
i wish i could erase all the knowledge of how to play this game and experience the suspense, fright, suspense and surprise at what happens as you play for the first time again for a17....
Solution to your problem : Alcohol. Lots and lots of alcohol. You'll forget how to play. You'll be dropping bows on hoard night like a pro.

 
New ambient lighting
Joe, in your last Twitter post you talked about ambient lighting and the shots looked great.

It got me thinking about if the light was blocked by an object, would this still attract zombies?

For example: If you built a building that fully blocked out light and placed torches inside.
Well, since torches increase the heat map level I asume there could be an interest by zeds, it will be good if zeds react on some amount of light emited from an object same as with mining helmet`s .Here comes the stealth system where noises/smell/ could attract zombies, but ya , no info about stealth so ..

 
Very nice to hear zombies will be able to use ladders as well!
I was wondering, why are these AI-features still being added after the confirmed A17 feature freeze (as mentioned in the first post)? Is there something I'm missing?
Yes.

You missed when Faatal said it is a soft feature freeze. No new major features.

 
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New ambient lighting
Joe, in your last Twitter post you talked about ambient lighting and the shots looked great.

It got me thinking about if the light was blocked by an object, would this still attract zombies?

For example: If you built a building that fully blocked out light and placed torches inside.
I don't think zombies 'see' lights. I think they just 'see' entities like players, with detection influenced by how brightly lit the entity is. Zombies are only attracted to lights via the 'heat' they produce, which is aggregated for the whole chunk.

 
Mostly this is about stupid looking exploits like zombies being permanently stuck running against a waist-high pole block and swinging wildly without a chance to ever actually hit it.
It's perfectly okay to build obstacles for zombies. This is a building, game, duh!

It's not okay if some blocks end up having infinite hit points due to a collision/pathing/AI issue. Issues like that need to be fixed. And yes, I did talk to Fataal about these issues because I know my blocks and which ones zombies... don't like. ;)

Will you find new and other exploits? I have full confidence in you guys! It just won't be as easy as placing a waist-high fence. =)


It's going to be fun..... :)

 
I think it's interesting to consider: should this work?
Does Gamida's tactic work simply because the AI can't manage this kind of path, or because it actually shouldn't manage this kind of path? If it's the former, it's part of a kind of arms race, with players finding loopholes on one side and faatal fixing them on the other side. But if it's the latter, we have a de facto sanctioned, 'yes this would actually work' solution to the fundamental zombie problem.

I'm hoping faatal 'wins' said arms race. Why? Because I would like all the zombie solutions to be balanced, and that would seem difficult to impossible if they're not all accounted for.
I think I can state two axioms that we can all accept as true:

1) zombies shouldn't be able to build or place stuff like wood frames and ladders

2) building a base makes no sense if the zombies can get inside as easy as you (thanks Gazz for pointing this out)

From axiom 1 follows that the method to put down wood frames to enter a base will always be possible in 7D2D (since players ability to build will never be in question for this game). If you call it an exploit or unbalanced that humans and zombies have different capabilities then so be it, but it can't be helped.

From axiom 2 follows that Fataal will not simply make *all* zombies able to overcome any player ability to enter a base to "even things out". This is an arms race the player has to win, otherwise building a base (the one where you store stuff and workstations) would be useless.

Usually the player needs to enter his base on a regular basis, to eat, deliver or pick up stuff. It seriously could destroy the fun playing the game if this is made a chore.

In my opinion even making it necessary to set down one wood frame is just putting a grindy task before the player he has to do again and again and again for not much gain.

 
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Sometimes I wish i DIDNT know what was coming. Frustrating yes, but also good memories when things like that happen by surprise.
It's for this reason right here that I don't plan on watching ANY gameplay videos of A17 until I have at least 40 or 50 hours of A17 experience myself.

I am so looking forward to once again feeling that sense of dread, fear and the unknown that I felt on my very first day in 7d2d.

I still remember that very first night. I spent the whole night crouched and cowering in the corner of a half burnt out old house staring at the door all night; afraid to even move because something was prowling and hissing around just outside.

 
For me, balance in this case means insuring that the amount of time & effort you put in is directly related to the amount of payoff you get out. <snippy snippy>
Lastly, it's worth pointing out tower defense is only part of the game. You're framing it as either your base isn't breached, or you lose the night. But the close-quarters combat that ensues after that first breach is fun, too. I'd like to see that phase of the game become more recoverable, instead of the all or nothing, unscathed or death-loop-until-morning we get now.
That's a cogent and well-reasoned articulation. I'm sure others have a similar philosophy, but the way that you put it was particularly illuminating for me. I like it!

 
It's for this reason right here that I don't plan on watching ANY gameplay videos of A17 until I have at least 40 or 50 hours of A17 experience myself.I am so looking forward to once again feeling that sense of dread, fear and the unknown that I felt on my very first day in 7d2d.

I still remember that very first night. I spent the whole night crouched and cowering in the corner of a half burnt out old house staring at the door all night; afraid to even move because something was prowling and hissing around just outside.
I'm the only one of my server group that follows the forum activity. I don't plan on telling them about the new stuff. We'll see whether I or they have more fun. :cocksure:

 
Would be nice if there was more to DO in the wilderness. It's been said ad nauseum that we need features like fishing or a more detailed take on hunting. For instance there should be an emphasis on getting a clean kill while hunting. A clean kill would give you the best harvest.
fishing would be good for if and when they add boats. It would be good to have more lived in features like that. :fat:

 
Now, when I say that, some people think I mean ideal balance is when the player "loses all the time," but that's not it at all. First, broken ladders have to be brought into the set of balance-able things. That means it has to be possible for the zombies to overcome them. Then they can be balanced, by adjusting the frequency with which zombies grab chest-high ladders, or the speed at which they do so, or the types of zombies that can do this, like I said in the previous post. But everything needs to get in that set of balance-able things first, before the game can be balanced, which means the zombies have to be able to overcome everything.

I agree with the idea of winning some and losing some. The right amount of prep time required to survive past the next horde night might be one hour, six days, or somewhere in between. That's a debate we can have. But my argument is at no point should that time & effort fall to zero. Wherever that happens, we have an un-balance-able situation. An out of bounds situation. An exploit.

Lastly, it's worth pointing out tower defense is only part of the game. You're framing it as either your base isn't breached, or you lose the night. But the close-quarters combat that ensues after that first breach is fun, too. I'd like to see that phase of the game become more recoverable, instead of the all or nothing, unscathed or death-loop-until-morning we get now.
I would call balancing the ladders a micro-balancing where you want to equalize anything the player can do with anything a zombie can do. This is in difference to the macro-balance of whether zombies can reach you in a base or not. As long as zombies can destroy anything the player builds (ideally, not talking about floating bases and such stuff atm), they should be able to reach you. But it might not be necessary that they can reach you along the same path as you take to enter.

On the other hand it would be an interesting game if you really needed doors to protect your stuff instead of missing ladder rungs. I think you convinced me.

 
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