PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Quick question for any devs/Roland what’s the chances that we finally get a spear added to the game. I bet a dev could do it in like 20 minutes or less. Just wondering

 
After the Alpha 17 drops:
Ok, I will give it about a week and then people will come out and say that they beat the system simply by digging in. Some may even say that it was soo easy that they stopped doing it out of sheer boredom. lol

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Yeah but it will be soooooooo Alpha 17 as well. ;)
so i'm not sure if you're aware.. but unless they stated otherwise, zombies will dig down if they sense or are hunting you.

so to an extent, it'll be A17 as well.. but in A16, if you're being hunted, you can dig down and put a frame above you and you'll be fine.

 
so whats this golf thing that ive seen mentioned a few times recently?

in my experience golf is a stupid game of whacking little white balls with stupidly expensive sticks.

obviously they dont know how to fish...

 
You made a great point, can't disagree with that. The only problem here is the 7th day horde which is the core mechanic of the game.
Speaking only for myself, the 7th day horde isn't a problem. I know when to expect it, and I know that I can't hide from it - so I leave my base to go to somewhere that I've spent the week preparing for them (that's the "tower defence" aspect of the game).

But the key point is that the 7th day horde is less that 10% of the game, so the other 90% of the time I can avoid zombies rather than having to fight them. That's fine and a good balance, as far as I'm concerned.

But some people are asking for zombies to be unavoidable during the other 90% of the game too, and for hiding from them not to ever be an option - and that's what I'm disagreeing with.

 
As far as I'm concerned, only the seventh day horde should be unavoidable, and by unavoidable I mean there should be no way to cheese it through the seventh day like it is possible in A16. There should always be a sense of danger on horde night.

 
this is an interesting ideai like it
This is something I defended back when skill points were added to the game. For me it makes perfect sense because the theme/goal of the game is to survive the zombi apocalypse. So rewarding survival is natural. If a player is clever/skilled/lucky to survive, then give him some skill points.

Moreover, every system that reward activities will lead to min/max behaviours : players will "craft stone axe" on day1 (or any other activity that yields the best xp per minute).

 
But some people are asking for zombies to be unavoidable during the other 90% of the game too, and for hiding from them not to ever be an option - and that's what I'm disagreeing with.
Since stealth is going to be a thing I don't think you have to worry too much.

Speaking of which...

If anyone's looking for an excuse to keep turds in the game I can think of a use for them in the stealth mechanic.

In many games there is an element to the stealth mechanic where you can distract an enemy with a lure, whether that be throwing rocks, firing arrows, or simply whistling. This breaks the AI from its standard routine and often allows players to create opportunities for themselves for evasion or stealth-kills.

A brown-eye-pie could act as a kind of anti-lure, instead of luring AI such as bandits towards the area it makes them avoid that particular area. Guards will stand a few metres away instead of exactly on their post, patrols will take a bit of a detour instead of trampling over it. If too many butt-biscuits are found within a short space of time the AI goes on alert, eventually activating a clean-up protocol to clear the area of fart-lumps and possibly providing the player with more opportunities to out-smart the bandits.

Personally I like having bum-fudge in the game, I never touch but avoiding touching it adds a new mechanic for me.

 
Excavation teams are back!

As hard as TFP try to make surface threats a threat to near bedrock survivors, it's just not going to happen unless the player just stays in one spot long enough for the zombies to chew through 30-50 meters of stone!

Now, if the zombies CAN chew through 30-50 meters of rock in one night, probably destroying 25 rock blocks per meter down that's: 40x25x500hp = about 500,000 damage in one night!

THEN WHAT remote chance does a surface fort player have that doesn't cheat up a ton of ammo have against a horde that can do that??

Anyone thinking?

A person that's not retarded, will be safe underground,

OR everyone will die, above and below,

OR there are unique underground threats or hazards that make being underground challenging and exciting!

Hoping for the last one myself.

 
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Unless you keep filling the hole with something harder than stone they'll likely keep attacking the same spot every time, eventually chewing through any amount of rock to get to you.

If you have to keep repairing holes made by zombies it then becomes a mechanic, not an exploit.

 
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Unless you keep filling the hole with something harder than stone they'll likely keep attacking the same spot every time, eventually chewing through any amount of rock to get to you.
So, I should extend my subway tunnel 20 or so meters for next horde night? Now that's a challenge.

I think needing oxygen tanks to go below 10 meters (maybe more) would be a step in the right direction. Make going deep down a mid-game event.

 
i think the 7day hordes should be changed. they should not attack the user, but try to attack the claimstones of the user (blaim it on the reflections of the redmoon, or something), and only attack the user, if they really sense him/her. Currently you can save-bunker all your tools and items, and then for 7day go to the rooftop of some bigger store, destroy the ladder , and just wait it out.

If the 7day hordes (and only those, every other zed should still try to find YOU) would attack the bases, then you really would have a reason to defend your base.

 
Now, if the zombies CAN crew through 30-50 meters of rock in one night, probably destroying 25 rock block per meter down that's: 40x25x500hp = about 500,000 damage in one night!
THEN WHAT remote chance does a surface fort player have that doesn't cheat up a ton of ammo have against a horde that can do that??

That's what traps are for. Maybe they're planning on adding a few new ones. Who knows.

 
i think the 7day hordes should be changed. they should not attack the user, but try to attack the claimstones of the user (blaim it on the reflections of the redmoon, or something), and only attack the user, if they really sense him/her. Currently you can save-bunker all your tools and items, and then for 7day go to the rooftop of some bigger store, destroy the ladder , and just wait it out.
If the 7day hordes (and only those, every other zed should still try to find YOU) would attack the bases, then you really would have a reason to defend your base.
No need for a claimstone at all in SP, in MP you'd just destroy it before the sun goes down or stick it down at bedrock.

 
That's what traps are for. Maybe they're planning on adding a few new ones. Who knows.
So maybe the underground player fills in his zombie made holes with spikes...

He doesn't just move because he placed his bedroll down and is too lazy to pick it up and move 30 meters in some direction.

 
Why a Zombi dog in seconds can destroy a steel door?

A dog should be able to dig at most in earth or sand.

 
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So maybe the underground player fills in his zombie made holes with spikes...
He doesn't just move because he placed his bedroll down and is too lazy to pick it up and move 30 meters in some direction.

Fill the tunnels with TNT, it's more effective :) .

In the case of caveins, falling blocks should definitely do more damage to structures and the player and leave more debris unlike in A16. I always wanted to build a tunnel and blow it up by shooting TNT tacticaly placed on a dirt wall when things get too close, thus blocking the tunnel with dirt and rocks, but you can't do that currently cause of the small amount of debris per destroyed area.

 
Fill the tunnels with TNT, it's more effective :) .
In the case of caveins, falling blocks should definitely do more damage to structures and the player and leave more debris unlike in A16. I always wanted to build a tunnel and blow it up by shooting TNT tacticaly placed on a dirt wall when things get too close, thus blocking the tunnel with dirt and rocks, but you can't do that currently cause of the small amount of debris per destroyed area.
Speaking of TNT, I think the last Neebs gaming was a masters work on many levels. Making an instant 5x5 pit to bedrock was one idea I took away from it. The survival of a surface fort just got better with an instant moat around your fortress, you could call it a fortress after that!

How many zombies can survive a fall to bedrock? :)

 
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i think the 7day hordes should be changed. they should not attack the user, but try to attack the claimstones of the user (blaim it on the reflections of the redmoon, or something), and only attack the user, if they really sense him/her. Currently you can save-bunker all your tools and items, and then for 7day go to the rooftop of some bigger store, destroy the ladder , and just wait it out.
If the 7day hordes (and only those, every other zed should still try to find YOU) would attack the bases, then you really would have a reason to defend your base.
zombies are supposed to eat brains not claim stones, it makes no sense at all. what if someone doesnt build a base at all

 
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