PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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i must agree, lootbags from dead z is not much worth. maybe put in there some more ammo, repairkits, real food (not canned), few pieces of steel would be nice find in early game, since steel is gated by higher levels.

about level gating. there is no good way to spezialise. you may get points, but your desired attribute and perks are way too far away , protected by lvl gate. remove lvl gate from attributes and lower perk gate by half (at least). those are my 2 coins

 
Does anyone tested pipe bombs yet? I have a point in "explosive weapons", but other than block damage it does almost nothing against zombies.

 
I kill Zombies all day long with cool traps without any XP ^^ just for the fun of watching a bloody mess... btw I miss the flamethrower turret...
Some seem to say it was never there. I do remember it was around at least in creative in b197 and maybe b199. Best I can tell this is the xml code for it.

<block name="flamethrowerTrap">

<property name="Extends" value="dartTrap"/>

<property name="CreativeMode" value="None"/>

<property name="Class" value="Launcher"/>

<property name="DisplayType" value="blockElectricalHardenedMulti" />

<property name="Material" value="Mmetal_hard"/>

<property name="Shape" value="ModelEntity"/>

<property name="Mesh" value="models"/>

<property name="Path" value="solid"/>

<property name="Model" value="Entities/Electrical/flameThrowerTrapPrefab"/>

<property name="MultiBlockDim" value="1,2,2"/>

<property name="OnlySimpleRotations" value="true"/>

<property name="PlaySound" value="darttrap_fire"/>

<!-- <property name="StartSound" value="darttrap_start"/> -->

<property name="EndSound" value="darttrap_end"/>

<property name="BurstFireRate" value="0.3"/>

<property name="ShowTargeting" value="false"/>

<property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/>

<property name="AmmoItem" value="ammoGasCan"/>

<property name="RequiredPower" value="10"/>

<property name="Stacknumber" value="10"/>

<property name="TakeDelay" value="10"/>

<property name="EconomicValue" value="220"/>

<property name="FilterTags" value="fdecor,felectrical,ftraps"/>

<property name="SortOrder1" value="70a0"/>

</block>

At some point it was clearly changed to not show up(<property name="CreativeMode" value="None"/>), and there is not a recipe for it in recipe.xml that i can find, so it cant be crafted. I never used it to see if it worked, but I did place one in the world. Took up a bit too much room for me to feel it was very practical with my base design though.

Just confirming you aren't crazy Mr. Duck

 
You can regulate the appearance of the POI of buildings in ruins that have almost nothing to plunder, I mean buildings that have nothing that are all destroyed, occupy almost 70% of the cities and have nothing important, is very annoying, several maps with the same problem, and I do not see so many new POIs, I see these buildings destroyed on all sides and it becomes too repetitive

 
I still dont understand why log spikes all the way to steel upgraded ones where removed, Also steel polish... WHY?

Nothing lasts a night now

 
I can't join my friend's random Gen MP game. But I have no problem joining his Nav's server??


I am not 100% but I think it may take a while to download the random gen map. How long did you wait?

 
i must agree, lootbags from dead z is not much worth. maybe put in there some more ammo, repairkits, real food (not canned), few pieces of steel would be nice find in early game, since steel is gated by higher levels.
about level gating. there is no good way to spezialise. you may get points, but your desired attribute and perks are way too far away , protected by lvl gate. remove lvl gate from attributes and lower perk gate by half (at least). those are my 2 coins
I agree with this. Yeah you have lots of choices but you can't actually make the choices because of the level gating. Really the only choices you have to make are what kind a weapon perk you will choose. The other stuff is so level gated that you really just end up taking what is available now because you will have extra points when you get the levels to get the one(s) you actually want.

They made a pretty decent skill tree with lots of choices and then level gated in such a way that their is in reality only a couple ways through it.

 
Not many Bones for Glue. Has anyone taken the hunting perk & noticed if that improves amount of bones harvested, possibly/hopefully from gore/skeleton blocks as well?

Just harvested a couple of hogs (not grn giants) using normal swings & machete; both yielded 2 bones each, so 1 duct tape.

---

Change to crafting Wet Concrete blocks, now only in Mixer. Been chewing on this one a bit. It's a bit odd to me. Doesn't fit RL and is a weird 'fit' into the 'rationalized in-game world' as well. Still able to carry umpteen tons, etc.

RL a mixer is just a mixer. Then wet concrete is poured into forms where it hardens. Things like crash barriers, large sewer pipes, pre-stressed bridge sections, etc.

The 'best fit' that's come to mind is the old, A15? where it took wood & concrete mix; the blocks showed as OSB w wet concrete at top.

Craftable in backpack. Which ~basically fits w how it's actually done.

Downside would be the extra art work.

Of course I've no idea why TFPs made this change. Maybe there's a new 'Concrete Forms Station' or some such coming.

I'd considered that possibly this is due to be changed is some manner that would result in our having 'cured', or non-Wet, full HPs blocks to place, but that seemed OP.

Anyone have thoughts on this?

 
Yeah, I liked the old 'box mold' method of creating concrete blocks on site, rather than the way it is now, like a pre-molded lego piece.

 
My wish in life is for people to stop bringing up passive zombie killing xp. I can't speak for them, but every indication is that this will never be a thing.
How would this even work on MP horde nights/ What if the person who placed the traps is offline? Does everyone just get xp? Like some participation trophy?
It's a big wiggly can of worms and unless someone has a brilliant design (which this is not a request for) I don't think it's going to change.

 
If you guys can't make the "leveling" "skills" and "XP" - then remove it away completely.

This crap is full in other games.

Make an interesting game based on other things.

This "not yours", but you well can to do other more interesting things.

It was necessary to remove "levels pumping" and not the main biomes.

 
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The 7 day horde is not intended to be a loot delivery truck.
Loot still drops but if you want it you'll have to make a run for it. ;)
When have you ever seen the crew of the Walking Dead go outside the fence during a "horde" to loot the zombies? never that I can recall :)

 
The 7 day horde is not intended to be a loot delivery truck.
Loot still drops but if you want it you'll have to make a run for it. ;)
The drop rate is what 2 or 3%? It's not a delivery truck. With only 1 or 2 packs dropping a night it can't be that big a performance hit to let the bag(s) stay until morning. So, why do they go poof so quickly now? When there were hundreds of lootable gore blocks I could see them needing to go poof.

 
Does anyone tested pipe bombs yet? I have a point in "explosive weapons", but other than block damage it does almost nothing against zombies.
I havent but from what i have seen..even shooting barrels does nothing to blocks anymore either...i think explosive damage needs tweaking!!

 
Not really sure what that means sorry. But so they will not be back? They where nice and could be upgraded a lot and lasted a while, the ones now break from 1 zombie.
You can make metal spikes in the workbench and are much stronger

 
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