PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Are TFP playing on increasing XP from mining and building?

People in mp and myself in solo have no reason to build and stuff. Can you guys increase XP a bit from that...

 
I'm not sure if this is a bug or working as intended.

I've played a few horde nights (most of them day 7) so far in SP and I've only had loot drop on one of them. At first I thought it might because my gamestage wasn't high enough. One night I had a few ferals, but the others were all 'regular zombies'. Then I played through two MP day 7 horde nights and neither of those dropped any loot bags. The first one had some ferals and regular cops, the second one (much to our shock and dismay) had 2-3 irradiated cops, 2 irradiated peter parkers, and a slew of ferals.

But no loot bags.

In that same vein the irradiated cops seem easier now? What I mean is, in A16, it took the concentrated efforts of two us (my friend with a sniper and me with exploding crossbow bolts to bring them down without them exploding everywhere) and this time I had iron arrows and my friend still had a sniper but we were able to bring them down before they even reached our traps. Both angry peters - who seemed unnaturally attracted to just me - went down to my (apparently) pretty awesome friend, Wood Club.

Both A16 & 17 were on Nomad. SP game stages have been mid 30s to about 40 and in the last MP game, I was GS 40 and my friend was 39.

(Edit: spelling)

 
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We were both on with local connections with less than a 24 ping, so I don't think that was the issue. Try a horde night on top of the mausoleum and odds are you'll see the same thing. I'd say we saw no less than 15 or 20 zombies replicate the same behaviour. They weren't teleporting... they were knocked down by an arrow, their "ground" animation was 3 blocks below them off the fence, and when they got back up it they popped back up on top of the fence.
Can they be knocked off a block with an arrow, or do they just get dropped to the ground? If they can't be pushed off a block, then that was the issue... their ground detection saw the ground on an adjacent block (or maybe the average) did the fall down/get up animation on the ground not on the fence, and when they righted up, they popped back up on top of the fence.
Desync issues have nothing to do with ping. It is simply the client and server having different positions for something. Ragdolls are partially synced, but they also have timeouts for when to stand back to an anim. If the client stopped syncing a ragdoll, which is what happens on death, but then started syncing position again, like say when it was not really dead, then it would teleport and would be a bug.

 
Dying light had a great mechanic for telling you that you were spotted.. maybe that can be added? It played a startling alert sound that would get your heart racing, and a red eye icon popped up. The red would drain down to white as you got further away to escape detection, and if you managed to get away, it would disappear completely.
I don't like that mechanic because how would I know if someone if looking at me? When they get near me and I hear them, then I should know, not by mind reading magic.

 
Are TFP playing on increasing XP from mining and building?People in mp and myself in solo have no reason to build and stuff. Can you guys increase XP a bit from that...
if i'm correct, someone , maybe MM said, they are planning to balance it better and decrease xp from z kills and increase a little bit from mining.

 
Fun Pimps … Can You Please Give .. JEN the Trader a FEMALE VOICE .. PLEASE

 


What she has now .. Just does Not fit the Character


Thank You for a Great Game … the old Gamer .. :02.47-tranquillity:

ALSO .. REMEMBER Zed's are Brain DEAD .. they can not be smarter than we are.

 
Or even just in general... If some of the zombie varieties could use the the new A* pathing, and others use some other algorithm, that would add a ton of variety I think.
The other algorithms don't even have to be anything computationally complex. The old pathing algorithm would work, or even just a straight-line-to-target path. Or different A* heuristics could be used (e.g. Manhattan vs. Euclidian) for different types.

This would probably make the game a bit more realistic, since you wouldn't just see a line of zombies following the same path to the same weak block. It would also mitigate many of the base building exploits that others have come up with.

Of course, that's assuming it's cheap (both computationally and in terms of man-hours) to swap out algorithms, which is a big assumption.

EDIT: Of course, the best thing of all would be if the algorithm could be modified in the XML. A man can dream, can't he? :)
A* is not that expensive. The big memory and CPU expense is scanning the world and generating the layered grid data needed by A*. Any variations in that data use more CPU to calculate and more memory to store. Zombies share that data, so variations can also slow A* as it tries to select from them. It can be done, but it is not something you slap together.

Straight line algorithms are practically useless at distance, since most of the time entities would simply be stuck and go nowhere or trash blocks that make no sense.

 
Fun Pimps … Can You Please Give .. JEN the Trader a FEMALE VOICE .. PLEASE 


What she has now .. Just does Not fit the Character


Thank You for a Great Game … the old Gamer .. :02.47-tranquillity:

ALSO .. REMEMBER Zed's are Brain DEAD .. they can not be smarter than we are.
Gosh, you guys need to know more about mutations caused by radiation. Jen is fine, he will be good if we accept it as what it is.

 
I'd love to know how far TFP is along the road to a Steam workshop?

I'm not really expecting anything like that until release but I'd be interested to know where they were at and what their thinking is in regards to said workshop.

 
What's the point in looting now? There is no point in doing the dungeon POIs because I can get the same loot from a small house with a safe. I am hoping there can be a way to mod the parts system from A16 into A17, because right now there's not much reason to loot any of the big places.
So is there no point in looting or not? You don't need to loot, but wait you are looting safes? Adding a bunch of gun parts fixes that? If you open your small house safes full of gun parts, then you still don't need to loot big POIs. But wait, will the big POIs have the good gun parts, well they can also have the good gun mods. Same difference.

 
Damnit, I want Tacos!

Yesterday I wanted Chick-fil-e. But figured out it was the almost subliminal advertising during the AL/GA game.

Did you add in subliminal Taco Advertising faatal??

damnit. still want tacos....

 
Are TFP playing on increasing XP from mining and building?People in mp and myself in solo have no reason to build and stuff. Can you guys increase XP a bit from that...
The b209 tester build that I have been playing this weekend has increased XP from sources other than zombie kills.

 
Clothing and dye: Can you not just make it Tier 1 and set Degradation so they never break? Or have some stupid number of HP so you basically have to jump in lava to break them?

(I want my damn red tank top back!)

 
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