PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Roland and his club of endowment...

...sorry, just taking notes...

Buff: blood rushes from your head and you start making stupid decisions regarding stripper zombies.

 
But still a bullet in the head is a bullet in the head. If the zombie is not wearing a military helmet it should die instantly.. At least this is what we are used to see in movies.
I respectfully disagree. There are plenty of examples of people being shot in the head and not dying. Gabby Giffords in ironically enough, Arizona. People have been impaled in the head by objects and lived... A shot in the brain stem, instant death. *Sorry if someone already made the same point. Not caught up in the forums.

 
Yes! I was thinking of this exact incident when I made my comment about being impaled... it was used as an example in my EMT training back in the day.

To carry on this point, if a human can survive shots to the head and being impaled by a metal rod, it is plausible that zombies don't die (redied... died to the second power? Whatever) on the first or even second head shoot.

 
The difference between 7DTD and Empyrion is that zombies need to be many and run fast, aliens don't. This is because of the lore of zombies and hordes. TFP have a bigger challenge to tackle and it looks like they are doing a good job (:
The best zombie game would have 300 zombies alive at a time. Almost all of which you can one-shot (:
I too would like 100s of zombies during horde night but for performance reasons it's just not gonna happen anytime soon. Plus I think zombies should be a bit "smarter" to compensate for lower HP ya know? Flanking, ambushing, etc. The lore is always subject to change anyway.

Also in empyrion alpha 8.2, it is extremely laggy for me compared to alpha 7. I can barely play it no more :upset:

 
Yes! I was thinking of this exact incident when I made my comment about being impaled... it was used as an example in my EMT training back in the day.
To carry on this point, if a human can survive shots to the head and being impaled by a metal rod, it is plausible that zombies don't die (redied... died to the second power? Whatever) on the first or even second head shoot.


While plausible, it doesn't mean it's fun.

Nobody likes enemy sponges, a direct shot to a zombies head should bring it down because it is just more fun that way, IMO ofcourse. A point blank shotgun shot to a zombies head should not just knock it to the ground, but to the zombie afterlife.

 
so tomorrow in one week is August, so time to

a) Stream blitz attack now!!!!

or

b) edit the expected A 17 experimental release

or

c) drop the A 17 release and release A 18 !!!!

 
While plausible, it doesn't mean it's fun.
Nobody likes enemy sponges, a direct shot to a zombies head should bring it down because it is just more fun that way, IMO ofcourse. A point blank shotgun shot to a zombies head should not just knock it to the ground, but to the zombie afterlife.
I want satisfying ways to kill zombies, not really easy ones. I do however agree that the damage sponge concept really sucks. One of the biggest disconnects for a game like The Division was putting two clips of assault rifle ammo into a HUMAN and somehow they'd still be fine. Come over to a zombie game and that same concept doesn't fully apply. It makes sense to put two dozen rounds into a zombie chest and it keeps coming, but I also agree that some weapons just seem confusingly weak like a shotgun. Sure it may not be great if you put it into their chest, but a shotgun blast to the face would shear it's head off.

As combat is a huge part of this game, I really hope it gets more and more attention. Dying light had some real enjoyable moments with the way you could cut a zombie's head clean off with a good swing, even at times cutting their arm off as they lunge at you, plus their head.So while I always love the exploding head kills with the sledge hammer, I just feel 7 days would really benefit from more of this as making one of the most constant aspects of the game satisfying it makes the entire ride better.

 
Wasn't it said that the bike is merely the player running, but very fast?
Although the new vehicles would be "proper" vehicles.
The minibike was basically like the player, with different art/sounds/parts and 2 raycasts to find the ground and slope.

The redone vehicles are wheels and rigid bodies.

 
I don't think they will ever add the "build from blocks" vehicle feature. This is for 2 reasons:
  1. They have redone vehicles from scratch for A17 and they would have to throw most of it in the garbage and redo it again. Maybe they could keep the physics part of it?
  2. It is incredibly difficult to implement in a performance friendly way.


Maybe they have considered the thing and came to the conclusion that's not worth it. @faatal can you enlighten us on this?

Personally I would like it either way. Because building your own vehicle with blocks has its own downsides. Like:

  • It takes longer.
  • Aesthetically looks bad. (at least worse than premade models)
  • It is a lot more demanding in terms of performance.
I was thinking it could be more of a combination method, like making prefabs. The blocks form a mesh which the vehicle code uses. Wheels are created from certain round wheel blocks. This would be a good amount of work, so don't know if we would ever do this.

 
Anything with less than three wheels has to be kludged because... physics. That's not to say that you can't have suspension but to keep the thing upright in the first place it's often easier to "borrow" some functions of a character controller. A bike, whether motorized or not is inherently unstable.
That is why our vehicles have uprighting forces. Even the 4 wheeled ones use it, since I don't want upside down 4x4s.

 
While plausible, it doesn't mean it's fun.
Nobody likes enemy sponges, a direct shot to a zombies head should bring it down because it is just more fun that way, IMO ofcourse. A point blank shotgun shot to a zombies head should not just knock it to the ground, but to the zombie afterlife.
"More fun that way" is an opinion, not a fact (edit-sorry just saw you added IMO lol). I think it is more fun when a game is unpredictable. If every headshot was a kill, it would be too predictable.

I think bullet spounges have a purpose as much as they suck. If you want to one shot everything in the game, scavanging and mining resources to make bullets means little to nothing in mid to late game. Combat is a big part of the game, but so is mining... that's a big reason for it being a voxel game. Bring on the more challenging bullet spounges! Haha.

 
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That is why our vehicles have uprighting forces. Even the 4 wheeled ones use it, since I don't want upside down 4x4s.
good, can you guys arrange for turrets to have full advanced rotations, not just the simple ones, and how hard would it be to add a relay system, not naming it right. basically a monitor connected to a turret so you can adjust it from a distance instead of right on it, a remote control... that's it. would of cource need a wire run to it to do that.

 
"More fun that way" is an opinion, not a fact (edit-sorry just saw you added IMO lol). I think it is more fun when a game is unpredictable. If every headshot was a kill, it would be too predictable.
I think bullet spounges have a purpose as much as they suck. If you want to one shot everything in the game, scavanging and mining resources to make bullets means little to nothing in mid to late game. Combat is a big part of the game, but so is mining... that's a big reason for it being a voxel game. Bring on the more challenging bullet spounges! Haha.
This should only apply to shotty at point blank range tbh. Shotgun to the face followed by massive blood splatter covering your entire screen and head crunching sound afterward should be satisfying enough :smile-new: no head should be there intact

 
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This should only apply to shotty at point blank range tbh. Shotgun to the face followed by massive blood splatter covering your entire screen and head crunching sound afterward should be satisfying enough :smile-new: no head should be there intact
Agreed... reality or not, just makes sense.

 
Hell , I made that type of "pathfinding" in a few minutes...roaming livestock , animals and the like are very , very easyto get working , just simple obstacle avoidance...

Now , getting my AI working for people walking around a small city , with time schedules etc. was a lot harder...

Then getting THAT AI to actually interact with each other and the player is still an ongoing process of trail and error...

sometimes it works , sometimes it doesn't...but its slowly getting there!

And mind you , that is all in a static world...not voxel or a destructible world...that brings up even more issues...
I agree with the complexity of what you're talking about, and you sound like you know what you're talking about, but that's not what they're trying to get zombies to do.

Imagine an ant is at the bottom of a 50 year old apple tree (lots of branches). The ant has to figure out how to get to the last apple on the tree. -- this i think is more along the lines of the problem at hand.

 
Lurk lurk lurk :)

Can anyone actually work on code in this heat... Guess you guys have aircon everywhere "over there", but here in the north, we are not used to it...

IM MELTING!

 
Why was the Q&A with Prime and Kinyajuu not advertised here in the forum?



He even literally said that there wasn't much participation! WTF?

@Prime @Roland @TFP when this kind of things are organized, I would really like to know it here on the forum... maybe I missed it?

 
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Why was the Q&A with Prime not advertised here in the forum?



He even literally said that there wasn't much participation! WTF?

@Prime @Roland @TFP when this kind of things are organized, I would really like to know it here on the forum... maybe I missed it?
Wtf? I had no idea....

 
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