PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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According to more and more mainstream physicists time is completely irrelevant and exists no more than a definitive for a "good" or "bad" smell. I mean, we all remember when there were a few quacks talking time travel and how time is merely an illusion, but we have particle physicists now jumping on the bandwagon.
Good point. And some physicists recently proved that time goes in one direction - forward. No matter what human wants to be back , it wont. Future is in front of us and we have to be part of its evolution.

 
Is it worth it to start a new game in Starvation Mod? Or should I just wait until A17-E releases?
cheers
Considering there's no estimate for release, that's really a question only you can answer. Depends on your alternatives and what your expectations are.

 
That is how "It's done when its done" came about. I realized that the immature segment would never understand the concept of "estimate" and if they were going to be mad no matter what then I didn't want to have to deal with constantly updating the date.
That's sad...

 
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That's sad...
What do you mean it is sad ? Roland`s reaction/strategy, or that the release date is not announced? I think both things are pretty usual, nothing bad in fact, that we all want a proper release, nothing more. Hard work and patience.

 
THE MOST AMAZING IDEA I HAVE THOUGHT UP! (in the last 5 minutes)
To allow for extended play, keep the game a challenge and to adjust to a different character build, hows this for an A17.4 change:

Once the player is level 200, they can swap out undesired perks using the surplus experience they have! Each subsequent perk swap-out requires 10% more experience.

This way your character is never at a dead end, but you still must make tough choices.

I had a similar idea to solve the same problem. The idea is that at the higher levels, on a levelup, a random perk will be sold for perk points.

 
Is it worth it to start a new game in Starvation Mod? Or should I just wait until A17-E releases?
cheers
Of course it does worth it. It is experience, the more the betteer. Get used to be killed ot get better, practicing. :)

And welcome to the forums !

 
I've literally checked this page every day since the beginning of July. I've never been this excited for a game update in my life lol. I want them to take as long as they need to & make this update just mind blowingly amazing.
Same to me!!! I lost some weight too in these weeks XDD

 
Question about AI coming in A17. If this is my base set up will a 7th day horde path to the corridors if they are coming from a Northwest or Southeast direction or will they try to go through the angled walls? (assuming all blocks are made of the same material and I'm standing at the X position).
Same question for wandering hordes. Will they bump into the walls and just try to bash their way through as they currently do in A16.4?

View attachment 24914
Depends. Zombies near a player (on a player's path grid) will always go through empty blocks if the path is not too long. It is the total cost (health + downgrade's health) of the blocks plus the distance. Basic math. Air blocks have 0 heath, but they do have a distance cost.

Zombies far from players will go in straight lines, but usually they despawn. Hordes could have problems, but that is a different can of worms.

 
Quest Requirements

If there are (or someday) skill requirements for certain quests and specialization is the goal, won't there be conflicts? It would be cool in multi-player mode because you would have to group up with people with different t skill sets for the phat loot. It may be a problem in single player though. A17 is going to be real sweet.

 
Is it worth it to start a new game in Starvation Mod? Or should I just wait until A17-E releases?
cheers
Well A17-E is experimental... Not really for long term big base builds. Expect a lot of either forced or highly suggested wipes/restarts. I would personally just start up the mod, get a feel for it and understanding of it.. when A17-E does drop, do what you do on it but i'd highly recommend not to dedicate too much time in a build on experimental

Did that with Ravenholdt & WoTW. with BFA dropping and the new league for Path of Exiles *AND* A17 coming out, i haven't dedicated a huge build to any mod just getting a feel for the ones i enjoy the most.

There's so many amazing mods out there, so hard to choose! Also why I can wait for A17

 
Depends. Zombies near a player (on a player's path grid) will always go through empty blocks if the path is not too long. It is the total cost (health + downgrade's health) of the blocks plus the distance. Basic math. Air blocks have 0 heath, but they do have a distance cost.
Zombies far from players will go in straight lines, but usually they despawn. Hordes could have problems, but that is a different can of worms.
...and this is why, kids, the floors are made of spikes. The hallway's empty, come on through...

 
That is of course a matter of taste but if you watch the original Benny Hill chases you can see that he tended to use a lot of static backgrounds to give the impression that the rest of the world was proceeding normally while only the people were behaving oddly.

[*]press play on both videos as simultaneously as possible

[*]enjoy


 
Repair spikes or repair walls, it's all the same - as in rather tedious. I'd like to design something that directs the AI to traps and funnels them to where I'm at to shoot them. I'm hoping the new AI allows wandering hordes to just go around things if you are not sensed and allows 7th day hordes to path logically to you instead of trying to destroy random objects.
Placed steel logs around my base somewhere at 15 day. First big repair was at day 56. 10k durability is not a joke. Also because of reasons hordes are barely attacking my walls at all, usually they slide to one side on top of logs until they dying.

 
Depends. Zombies near a player (on a player's path grid) will always go through empty blocks if the path is not too long. It is the total cost (health + downgrade's health) of the blocks plus the distance. Basic math. Air blocks have 0 heath, but they do have a distance cost.
Zombies far from players will go in straight lines, but usually they despawn. Hordes could have problems, but that is a different can of worms.
I used to use a fairly complicated 2 level maze for horde nights where we'd spawn in the middle, and the pathing was pretty damn good... can't wait to see how that works out in a17. =)

 
I used to use a fairly complicated 2 level maze for horde nights where we'd spawn in the middle, and the pathing was pretty damn good... can't wait to see how that works out in a17. =)
They are wizards at mazes. The pathing gives them the optimal path so they don't go down a fork that leads to a dead end unless going that way and breaking the blocks at the end of it result in a lower cost than going around the long way. But they don't get lost if they are feral. If they aren't feral they will return to wandering mode and get lost but as long as they know where you are they will find a path to you.

Roland can we have the progress health bar back please
No. I altered the message above to be the same as the one of the first page. Hopefully that will calm those who see the catch phrase as being unprofessional or insulting. Now it plainly says the exact truth. Thanks to Crater Creator for the suggestion.

 
No. I altered the message above to be the same as the one of the first page. Hopefully that will calm those who see the catch phrase as being unprofessional or insulting. Now it plainly says the exact truth. Thanks to Crater Creator for the suggestion.
Well, it's not nearly as catchy...

 
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