PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Anyone else notice an incredible slow-down in the generation of a random gen in the last two builds? I'm waiting now 10-15 mins easily for the smallest map-size.. Earlier builds this was maximum 3 minutes.
I have always gone off to make a coffee haha not noticed. Does the seeds govern the time it can take to build you think ?

 
Will wandering hordes eventually return to the size they were before?
For what reason?

If a wandering horde of 10 spawns then that can really toss a wrench in the works if they surprise you.

If you do go after them for the XP... well, you would also have attacked a group of 20 or 30 so that does not make them any scarier.

 
For what reason?
If a wandering horde of 10 spawns then that can really toss a wrench in the works if they surprise you.

If you do go after them for the XP... well, you would also have attacked a group of 20 or 30 so that does not make them any scarier.
What *would* make them scarier is to set them to always run on Nightmare speed. Come on, you know you want to.

*mutters something about the game being too easy again*

 
The wandering horde zombies could be a different strain or something and yeahhh they could be traveling at a much greater speed. That be something to fear and avoid at all cost unless your packing heat.

They could even be added in later to make the later game stages more challenging, specially outside or at night.

 
For what reason?
If a wandering horde of 10 spawns then that can really toss a wrench in the works if they surprise you.

If you do go after them for the XP... well, you would also have attacked a group of 20 or 30 so that does not make them any scarier.
More like a chillaxing horde now a days. I'm not sure Ive seen anyone complain that a group of 10 straggling zombies is an issue outside of day 1 except builder types who run in circles when they see a zombie in the first place :D

Actually been seeing a lot more talk about how FEW zombies there are in the recent updates. If XP is the issue with having more, then a further nerf to the XP would do the trick, rather than reducing the population to 5 or so. Remember we are focusing on fun this Alpha, and what's more fun than cracking a few dead skulls.

 
For what reason?
If a wandering horde of 10 spawns then that can really toss a wrench in the works if they surprise you.

If you do go after them for the XP... well, you would also have attacked a group of 20 or 30 so that does not make them any scarier.
Well, if we can't have larger spawns can we at least have them more often? Then each spawn would at least be updated by gamestage. So that way (at least early on) each would be more challenging.

 
I would like to have Alternate Ammo for the Blunderbuss like we have for the Bow. Since it is a Muzzle loading Weapon it should be able to use a variety of projectiles to Maim or Kill a Zombie or Player & I suggest something like this.

1. Stone Ammo = Knockdown + Dam.

 

 


2. Glass Ammo = Bleeding + Dam.


 

 


3. Ore Ammo = Decapitation/Limbs + Dam.


 


Iron, Brass & Lead could all have the same effect or different Perks.



You should also be able to Upgrade the Blunderbuss to a Mortar.



Gunpowder + Paper + Candle Stick


Add Nitrate & maybe Oil for a Napalm Load...


Oh, oh, oh We got Acid now don't we...



1 more thing, The Vultures should drop Poop...


 
Last edited by a moderator:
I would like to have Alternate Ammo for the Blunderbuss like we have for the Bow. Since it is a Muzzle loading Weapon it should be able to use a variety of projectiles to Maim or Kill a Zombie or Player & I suggest something like this.
1. Stone Ammo = Knockdown + Dam.

2. Glass Ammo = Bleeding + Dam.

3. Ore Ammo = Decapitation/Limbs + Dam.

4. Iron, Brass & Lead could all have the same effect or different Perks.

Add Nitrate & maybe Oil for a Napalm Load...

Oh, oh, oh We got Acid now don't we...
Nice idea, painful colour scheme. :-)

 
Are there plans to credit players with XP for kills they get with traps?

I love watching the dart trap in action, but when I don't get XP for the zombies that died I might as well not use it and just grind out killing with a weapon. Working with traps is such a time suck and to not get rewarded for trap kills keeps you stuck in the Stone age sort of speak (can't ever level into anything useful beyond bow and arrow).

 
Last edited by a moderator:
Did they? I haven't noticed that, but I only played a couple hours with this build (so I was not yet at a level where the Reaper would kick in when I last died).
If so... well, I wasn't opposed to the idea, but I agree with those who said the times were too long. Time will tell to see if I miss that or not.
Well, they certainly did not get rid of the Reaper. Found that out the hard way.

 
any chance there will be underground poi's ?

im not talking about caves or bunkers accessible from the surface. Im talking about ones that are completely closed off with no indication on the surface. ones that we would need to stumble across while mining.

would be cool to be digging along and BAM you crack open a cave or burial chamber full of undead.

 
I don't know if this has been mentioned, but pretty please, for the love of all things tentacled and unholy (or insert chosen deity here)...could we make magazines stackable like the yellow note quests or treasure maps? Having to dedicate multiple boxes for the things (at least early game) is a little annoying.

 
I don't know if this has been mentioned, but pretty please, for the love of all things tentacled and unholy (or insert chosen deity here)...could we make magazines stackable like the yellow note quests or treasure maps? Having to dedicate multiple boxes for the things (at least early game) is a little annoying.
whoa wait... i got nothing to do with it :)

 
I have no issues with hordes or blood moons, all you have to do is edit a little xml.

My wandering hordes are 100-150 zombies, most fun are green only hordes, my insane difficulty multiplier is 25, I played on 7000 gamestage blood moons where zombies spawn non stop and 80% are greenies, it is very educating and they immediately will show all your bases weak spots.

point being - play with gamestage.xml and you will have all you want, i am really glad devs allow us to edit it and it is very easy - why complain if all you need is couple click away?

my friends hate me for setting my server this way but when they play anything else they come back saying anything other is just lame ;)

 
any chance there will be underground poi's ?
im not talking about caves or bunkers accessible from the surface. Im talking about ones that are completely closed off with no indication on the surface. ones that we would need to stumble across while mining.

would be cool to be digging along and BAM you crack open a cave or burial chamber full of undead.
I'd love to say there already are, and have ppl digging like crazy, but no, i don't think there is.

Nice idea though, on the underground POI's.

 
Status
Not open for further replies.
Back
Top