PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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That sounds really weird and interesting - I have no idea how it would be possible. Do you have info, or a link to a discussion about it?
I can't remember exactly when it was changed but the old system should be in A10 - A12. Choose one of those from the beta's tab on steam.

 
:) i never understood this wish for 7D2D. I am german and 90% of my Games and movies i watch/play in german if available.
But 7D2D has nearly no texts.

(Dont want to deny translations, i am really only amazed)
I live as a non-german in germany.. bloody hate all the german voice-overs ^^

 
Exactly, my whole complaint is being able to run circles around them. I pass so close to them going down the road tired & encumbered & you think they would reach out & grab hold of you. Maybe a mini stun from Z,s that don't slow you down but make you stand & fight, maybe the player trips. I think a tripping animation where you have to get up & fight. In Skyrim when you get close to an enemy you go into a cut scene to battle & have a choice to runaway. I don't want a cut scene but I do want better AI for the Z's to make you stand & fight.
My thoughts on a fix: speed up their swing and reduce time between swings (probably most doable by TFP or a modder) - maybe add a lunge attack in your direction once they get close enough. If you try to skirt them too close to one side or the other, they lunge attack to the side you are on. In other words expand the danger zone around each zombie so you can't just run right by.

I kind of go both ways on this topic though... Just staying open-minded. POIs offer plenty of opportunities that require you to stand and fight. Nothing like walking into a room and a zombie drops from a ledge between you and your escape route while 2 others break through the walls and the 2-3 sleepers on the ground wake up. Make the wrong move, you're dead.

 
I live as a non-german in germany.. bloody hate all the german voice-overs ^^
I live next door to Germany. German is fine, but the dubbed over content ruins it for me.

Different countries, different customs...

 
I tried to buy one but it said "You don't know the required recipe."
Tried again, but gotta wait, I was out of stamina. I'm not perked into it, sorry.
+1 - That gave me a chuckle

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I live next door to Germany. German is fine, but the dubbed over content ruins it for me. Different countries, different customs...
I live next door to a German. Maybe I should go over and see what he thinks.

 
Are you supposed to get over 150 food? Or is that a bug?
They raised hunger and thirst to 150 for balancing reasons. You dont get an stam debuffs from 100 to 150 I think. Feels pretty good right now.

 
They raised hunger and thirst to 150 for balancing reasons. You dont get an stam debuffs from 100 to 150 I think. Feels pretty good right now.
The 150 or 100 now is value of thirst and thing, before it was percentage. So value can be anything they want...

 
Feedback on spike traps.

I have been trying out the new spikes and have found the following.

The wooden one is either ignored or attacked by zombies. They don't seem to be hurt by it. But treat it like an obstruction and attack it until it's gone.

The medal one is ignored to but they just walk into it and die. But this action automatically damages it by twenty-five present. That's assuming that it was a weak zombie that walked into it.

Also upgrading wooden spikes is even more wasteful than building iron ones out of forged iron. It simply upgrades the spikes to an iron one. Still cost the same as an iron one but does not refund any of the wood for the wooden one.

I really liked the log spikes better. They did not take damage unless something hit it and did not cost as much. unless you upgraded them several times.

I would really like to see spike traps change to be more like log spike traps. Either that or consider bringing back log spikes please.

 
Feedback on spike traps.

I have been trying out the new spikes and have found the following.

The wooden one is either ignored or attacked by zombies. They don't seem to be hurt by it. But treat it like an obstruction and attack it until it's gone.

The medal one is ignored to but they just walk into it and die. But this action automatically damages it by twenty-five present. That's assuming that it was a weak zombie that walked into it.

Also upgrading wooden spikes is even more wasteful than building iron ones out of forged iron. It simply upgrades the spikes to an iron one. Still cost the same as an iron one but does not refund any of the wood for the wooden one.

I really liked the log spikes better. They did not take damage unless something hit it and did not cost as much. unless you upgraded them several times.

I would really like to see spike traps change to be more like log spike traps. Either that or consider bringing back log spikes please.
Unless it changed in the last build, in my experience the zombies don't attack the spikes, and they die of two hits against even a wooden one (granted damaging them). The cost to create spike traps is expensive but it's well worth the damage they do. It all depends on the kind of base you're going for.

 
Spikes count as a block for cost of pathing so if you dig a trench and fill it with spike traps so they are all flush with the surrounding terrain the zombies will walk over them instead of avoid them.

 
Thanks for the feedback guys. I will try that. :)

I hope that by stepping on them the zombies won't automatically damage the spikes.

 
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Thanks for the feedback guys. I will try that. :)
I hope that by stepping on them the zombies won't automatically damage the spikes.
They WILL damage the spikes by getting hit by them. But they do way more damage than the log spikes used to do.

 
Spikes count as a block for cost of pathing so if you dig a trench and fill it with spike traps so they are all flush with the surrounding terrain the zombies will walk over them instead of avoid them.
That just doesn't seem to be the case anymore. I fight on an open stretch of road with torches/barbed wire fences and spikes scattered about in clusters along it not dug down. Zombies do NOT avoid the spikes tho they could just as easily walk one block to the side and miss them. They randomly walk into them or miss them. Seems they do not take them into consideration at all in pathing.

 
That just doesn't seem to be the case anymore. I fight on an open stretch of road with torches/barbed wire fences and spikes scattered about in clusters along it not dug down. Zombies do NOT avoid the spikes tho they could just as easily walk one block to the side and miss them. They randomly walk into them or miss them. Seems they do not take them into consideration at all in pathing.
Oh, they do use them for pathing.

 
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Hi guys,

Please can you make the spawn on and off a bit more scaleable?

on or off for all Z's is not fun ;-)

Maybe normal respawn off and on, but hordes are always on and sleepers too?

Is this modable?

 
My thoughts on a fix: speed up their swing and reduce time between swings (probably most doable by TFP or a modder) - maybe add a lunge attack in your direction once they get close enough. If you try to skirt them too close to one side or the other, they lunge attack to the side you are on. In other words expand the danger zone around each zombie so you can't just run right by.
I kind of go both ways on this topic though... Just staying open-minded. POIs offer plenty of opportunities that require you to stand and fight. Nothing like walking into a room and a zombie drops from a ledge between you and your escape route while 2 others break through the walls and the 2-3 sleepers on the ground wake up. Make the wrong move, you're dead.
I had an idea after my last post that maybe if you get too close to a Z they can grab you & you would have to mash A & D to escape their Grasp. After breaking free you have to Melee or get grabbed again & forced to fight.

Every Z Movie has these type of scenarios where you get surprised by the Z & have to struggle with it. This is what is missing in this game, imagine a Crawler sneaking up on you & grabbing your leg dragging you to the ground with it. To get the total Z experience we need Z's to be able to grab us & stand & fight.

Just imagine laying on the ground with a crawler using your Bone Shiv or Knife to Melee with.

 
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