PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I guess 2 ghosts trying to make midnight party? Ehh?
Ghost A: It's all my fault!

Ghost B: No, we all should have known!

Ghost A: Yeah, I mean look at what happened to Inky, Blinky, Pinky and Clyde!

Ghost B: Yeah.. poor Fred..

Ghost A: Sorry Fred! We shouldn't have trusted Pacman!

 
Well....actually we do owe you something. If you can prove to me you are a backer then we owe you a backer badge for the forums that proclaims you as an original survivor. PM me if interested. :)
Thank God that you answer on every private msg :)

 
Hey what about the modders,i know few mods verry,verry good,with more content that A17 will bring,what about they to take place of devs? I bet they can do more quality stuffs for the game in 1 month than A17 will be...please..please,all who 10000% defend 7dtd devs,please stop finding arguments for tham,they should reply to people,but some of you are too brain wash cuz of this update...DO NOT EXPECT so many changes,A17 will be forgoten in 1 month after realease,modders will adapt their mods to A17 and the game will be more interesting.
PS: Now lets see the kiss xx how stab me :) )

Good bye,anyway many of us find something else to play,for ex me and my friends we play ARK SE.
Yup, and I'm an expert builder because I decorated my house!

Please, please, leave these ignorant thoughts off of this forum... You can't mod something that doesn't exist in the first place (you know mod is short for modification right? and you know what modification means?)

 
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Is my question offensive?Or so difficult to answer?

What is so difficult about counting personnel on heads?

List their capabilities, experience, etc.

I paid for the development of this project. These people work for my money.

Sorry, I'm not asking for anything that's impossible.

(sorry for my translation of Google)
You think you are owed all of this for a $10 or $20 investment? bahahahaaa

 
Well....actually we do owe you something. If you can prove to me you are a backer then we owe you a backer badge for the forums that proclaims you as an original survivor. PM me if interested. :)
You want to take advantage of this KMCE!

It comes with great perks like late night calls from Roland who then reads madmole quotes to you to lull you to sleep.

 
Peeking out of obscurity for a moment.

Arguing aside, having purchased this product years ago, I don't often repeatedly come back to a game, so I can say it's been worth it by far, that and knowing there's more to come feels good. I'm not too fussed regarding how long it takes, fairly certain the developers mentioned doing all this would make it easier and faster to update in the future, correct me if I'm wrong.

Below, a idea-tangent below regarding Vulture AI behavior and the possibility of using it for other creatures, curious to input.

During Madmole's Day1 video, he makes a point of elaborating about the reworked Vulture AI; It effectively stalks the player, albeit at very close range, becoming more likely to attack if the player is harmed, sick, etc.

Would it be possible to use the same or similar behavior for zombies in general, aspecific few types with altered stalking range, behavior, etc, or wolves so they act differently from non-intelligent enemies?

For example; Stalker Zombie remains at roughly 50-80 blocks away from the player, unlikely to approach unless the player is harmed, sick or otherwise distracted/weakened. You could see this zombie move around in the distance, giving the appearance of merely watching you... until you're somehow vulnerable, smelling blood it then becomes aggressive.

Going further with this tangent, maybe this Stalker Zombie could use the Deer's 'flee' behavior based upon its health, or distance to the player, maybe if a coder felt malicious, could also add the Zombie Cop's vomit attack.

Combining that, you now have a kind of zombie that stalks the player from a distance, flees if approached or sufficiently damaged, occasionally hurling vomiting at the player at a certain range, and when the player becomes vulnerable somehow, the Stalker Zombie approaches to attack.

With the day and night phases altering zombie behavior, this thing could be fairly 'placid' during the day, staying much further away, unlikely to attack at all, but following the player. During the night, it closes in, vomiting at the player from a distance, and then sharply approaching to attack, becoming a constant, paranoia-driven thorn in one's side.

Perhaps it could be a potentially new Zombie Stalker type, or very well be rolled into the present Feral Zombie which looks unlike any other right now, seems quite predatory and horrific as-is.
@Devs/Modders/whoever

 
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@goblin_6 Welcome around mate. No matter the critics or bullying we respect your efford to explain your anger, but usually its what happens arround. We all had too much time waiting , but be sure, that in the next few weeks you and your frinds will play brand new hell of a game. Have fun.

 
You want to take advantage of this KMCE!
It comes with great perks like late night calls from Roland who then reads madmole quotes to you to lull you to sleep.
Hmmm....not so sure a late night call from some guy mumbling between heavy breathing is a perk? But sure, take advantage! :)

 
Hey hey!

Long time since I've visited. Started a new game yesterday, been enjoying the survival aspect again. Very excited for alpha 17. How's everyone doing?

 
Peeking out of obscurity for a moment.
Arguing aside, having purchased this product years ago, I don't often repeatedly come back to a game, so I can say it's been worth it by far, that and knowing there's more to come feels good. I'm not too fussed regarding how long it takes, fairly certain the developers mentioned doing all this would make it easier and faster to update in the future, correct me if I'm wrong.

Below, a idea-tangent below regarding Vulture AI behavior and the possibility of using it for other creatures, curious to input.

During Madmole's Day1 video, he makes a point of elaborating about the reworked Vulture AI; It effectively stalks the player, albeit at very close range, becoming more likely to attack if the player is harmed, sick, etc.

Would it be possible to use the same or similar behavior for zombies in general, aspecific few types with altered stalking range, behavior, etc, or wolves so they act differently from non-intelligent enemies?

For example; Stalker Zombie remains at roughly 50-80 blocks away from the player, unlikely to approach unless the player is harmed, sick or otherwise distracted/weakened. You could see this zombie move around in the distance, giving the appearance of merely watching you... until you're somehow vulnerable, smelling blood it then becomes aggressive.

Going further with this tangent, maybe this Stalker Zombie could use the Deer's 'flee' behavior based upon its health, or distance to the player, maybe if a coder felt malicious, could also add the Zombie Cop's vomit attack.

Combining that, you now have a kind of zombie that stalks the player from a distance, flees if approached or sufficiently damaged, occasionally hurling vomiting at the player at a certain range, and when the player becomes vulnerable somehow, the Stalker Zombie approaches to attack.

With the day and night phases altering zombie behavior, this thing could be fairly 'placid' during the day, staying much further away, unlikely to attack at all, but following the player. During the night, it closes in, vomiting at the player from a distance, and then sharply approaching to attack, becoming a constant, paranoia-driven thorn in one's side.

Perhaps it could be a potentially new Zombie Stalker type, or very well be rolled into the present Feral Zombie which looks unlike any other right now, seems quite predatory and horrific as-is.
@Devs/Modders/whoever
I like the idea in the spoiler box.

 
Hey hey!
Long time since I've visited. Started a new game yesterday, been enjoying the survival aspect again. Very excited for alpha 17. How's everyone doing?
Hello there, yes the survival Aspect of the Game is what keeps me playing. I am so stoked about A17, that I started a new Game with the Ravenhearst Mod to override the wait Time. I just can't wait to see if my Gameplay can adapt to the new Dificulty that has been mentioned. Alpha 17 Motto is going to be: "Learning by burning".

 
Peeking out of obscurity for a moment.
Arguing aside, having purchased this product years ago, I don't often repeatedly come back to a game, so I can say it's been worth it by far, that and knowing there's more to come feels good. I'm not too fussed regarding how long it takes, fairly certain the developers mentioned doing all this would make it easier and faster to update in the future, correct me if I'm wrong.

Below, a idea-tangent below regarding Vulture AI behavior and the possibility of using it for other creatures, curious to input.

During Madmole's Day1 video, he makes a point of elaborating about the reworked Vulture AI; It effectively stalks the player, albeit at very close range, becoming more likely to attack if the player is harmed, sick, etc.

Would it be possible to use the same or similar behavior for zombies in general, aspecific few types with altered stalking range, behavior, etc, or wolves so they act differently from non-intelligent enemies?

For example; Stalker Zombie remains at roughly 50-80 blocks away from the player, unlikely to approach unless the player is harmed, sick or otherwise distracted/weakened. You could see this zombie move around in the distance, giving the appearance of merely watching you... until you're somehow vulnerable, smelling blood it then becomes aggressive.

Going further with this tangent, maybe this Stalker Zombie could use the Deer's 'flee' behavior based upon its health, or distance to the player, maybe if a coder felt malicious, could also add the Zombie Cop's vomit attack.

Combining that, you now have a kind of zombie that stalks the player from a distance, flees if approached or sufficiently damaged, occasionally hurling vomiting at the player at a certain range, and when the player becomes vulnerable somehow, the Stalker Zombie approaches to attack.

With the day and night phases altering zombie behavior, this thing could be fairly 'placid' during the day, staying much further away, unlikely to attack at all, but following the player. During the night, it closes in, vomiting at the player from a distance, and then sharply approaching to attack, becoming a constant, paranoia-driven thorn in one's side.

Perhaps it could be a potentially new Zombie Stalker type, or very well be rolled into the present Feral Zombie which looks unlike any other right now, seems quite predatory and horrific as-is.
@Devs/Modders/whoever
This would be a pretty awesome mechanic as long as it wasn’t overused. Maybe he shows up on horde night (or next morning) but keeps his distance.

 
HOARD: (noun) a stock or store of money or valued objects, typically one that is secret or carefully guarded; or

(verb) to amass a store of money or valued objects, typically in secret.

HORDE: (noun) A large group of people. In this case, zombies who USED to be people.

.
Amen brother. Amen

 
You think you are owed all of this for a $10 or $20 investment? bahahahaaa

Agreed, Chancer0076. It's asinine. I mean, I get the tired of waiting aspect; but the levels of entitlement that these people are going to...communal poison. That's what they are.

I daily check and wonder...is today finally gonna be it? and am sadly disappointed. But I at least understand the situation and don't think I somehow own the game.

If that was the case.... you'd be entitled to your cable providers customer and employee lists/services/balances/resumes....and they'd all have access to yours as well.

P.S. TFP, I can't wait for A17, it looks great. personal dislikes and likes in the preview stuff, but as you say, it's A in development, and B it's your game, not mine, C; the things I don't like that I see are FAR and ABOVE outweighed by the things I'm stoked about, lastly D; modders will allow changing the things I don't like, and I love how you guys are so Modder friendly.

 
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