PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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btw

Not sure what area is "one area"

Chunk would be to small and it is not per biome

And region looks wrong too

144 Regions if i am right on a RWG map, and it has around 50 Traders
I'm not to up on editing the rwgmixer so I'm not sure, i DO know we had a LOT, so many that no one had to travel very far to get to them. Even 50 on one map is quite a lot i feel, but we all play and feel differently on things. Id never have more than 5 or 6 on my map.

So if it goes by region that means you never had to travel more than 3 regions away to find a trader which is probably a 10 minute run, even shorter on a bike.

 
Sorry i not sure if i understand but sometimes i am not the sharpest tool in the box.

All i can see is a rule that first spins a PRNG of 1-6 to choose which trader to add to the list.

What is interesting is it adds to a list of min count items so they are guaranteed to be generated.

Giving <prefab name="indian_burial_grounds_01" prob="0.05"/> a probabilty is also interesting.

If it is generating a list and randomising the list and then generating a pseudo random number to pick an item on the list then i am guessing that when the list is created multiple entries of list items are made according to the probabilty.

Not sure what this is min max of in units i shall read the comments again more carefully.

<wilderness_rule name="wildernessDefault" spawn_min_max="15,20"

 
A real survival game would need to kill players even if they do all right. And thats the simple problem. i cant imagine that more than a few would really play this way.

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btw

Not sure what area is "one area"

Chunk would be to small and it is not per biome

And region looks wrong too

144 Regions if i am right on a RWG map, and it has around 50 Traders
Per cell. and you more than likely have twice that amount or more. haven't had a map in many builds with less than a 100 in "vanilla". Load StompyNZ app and you will know exactly how many you have in each map/seed.

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Sorry i not sure if i understand but sometimes i am not the sharpest tool in the box.
All i can see is a rule that first spins a PRNG of 1-6 to choose which trader to add to the list.

What is interesting is it adds to a list of min count items so they are guaranteed to be generated.

Giving <prefab name="indian_burial_grounds_01" prob="0.05"/> a probabilty is also interesting.

If it is generating a list and randomising the list and then generating a pseudo random number to pick an item on the list then i am guessing that when the list is created multiple entries of list items are made according to the probabilty.

Not sure what this is min max of in units i shall read the comments again more carefully.

<wilderness_rule name="wildernessDefault" spawn_min_max="15,20"
Its how many pois per cell outside of the hub.

 
Sorry i not sure if i understand but sometimes i am not the sharpest tool in the box.
All i can see is a rule that first spins a PRNG of 1-6 to choose which trader to add to the list.

What is interesting is it adds to a list of min count items so they are guaranteed to be generated.

Giving <prefab name="indian_burial_grounds_01" prob="0.05"/> a probabilty is also interesting.

If it is generating a list and randomising the list and then generating a pseudo random number to pick an item on the list then i am guessing that when the list is created multiple entries of list items are made according to the probabilty.

Not sure what this is min max of in units i shall read the comments again more carefully.

<wilderness_rule name="wildernessDefault" spawn_min_max="15,20"
What it means is that when the mixer calls for a prefab in that list that there will always be 1 spawned. you can put a min max on all prefabs to control how many you will see. The ones without the min max are likely to be called several times like houses you see in towns that repeat.

The prob is a percentage of how likely it will appear. So a 0.05 is small percentage but a 0.9 is almost a guarantee. Loot also has prob assigned to them depending on the type of loot.

 
What it means is that when the mixer calls for a prefab in that list that there will always be 1 spawned. you can put a min max on all prefabs to control how many you will see. The ones without the min max are likely to be called several times like houses you see in towns that repeat.
The prob is a percentage of how likely it will appear. So a 0.05 is small percentage but a 0.9 is almost a guarantee. Loot also has prob assigned to them depending on the type of loot.
Your example only applies if you add min_count="" max_Count="" in the poi list but not for spawn_min_max="" in the "wildernessDefault".

edit: Not a gotcha post by any means just correcting..

 
If the behometh is gone, is there any intention to have a better base destroying Z? IMO Late days hordes should have more peril. I would love a zombie that has the power to quickly separate brick from mortar and destroy bases fast if not dealt with. :)
I don't know about you, but if you let enough of those radiated cops explode next to your base, your base will be wreaked. Don't die and all too soon, you will see them in ever growing numbers. They're the boogey man.

 
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If they want to add such a "Devastating" zombie it should have really less HP.

Until now high damage is always paired with high HP. Thats bad in a perpective of Strategie and Tactic.

Tanks = Much hp but nearly no Damage

Destroyers = Less Hp but good damage

Special movement Zombies = as a Priority target dependent on the situation (normal HP)

this woud lead to a gameplay players really need to make decisions.

 
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What would be scary as hell to most players would be a creature that sometimes travels with a horde which would snare the player with a sticky substance and temporarily make him as slow OR SLOWER than a walking zombie!

Running at night would be scary again. :)

 
If they want to add such a "Devastating" zombie it should have really less HP.Until now high damage is always paired with high HP. Thats bad in a perpective of Strategie and Tactic.

Tanks = Much hp but nearly no Damage

Destroyers = Less Hp but good damage

Special movement Zombies = as a Priority target dependent on the situation (normal HP)

this woud lead to a gameplay players really need to make decisions.
this is not really true.

i mean in the extreme maybe. BUT this is not a moba. A tank in mobas have CC or bodyblock.

In a zombiegame... tanks dont have any of that. So they either need: speed to be dangerous to players or damage to be dangerous to structures. I would rather have him have speed then damage. But a bulletsponge, that is in no way a danger is the last priority. The only other option would be to shift away the spawning mechanic from screamers to tanks... but then this defeats the purpose.

A tank needs some sort of either damage, speed or ability to be dangerous enough to be a priority target or make it at least more difficult for players to kill the "weaker" zombies.

 
Could targeting of policeman be looked at ?

If you get a large group of zeds all in one area stuck and attacking nothing like the tooth structures is it possible for them to each give off heat and a threshold for a certain amount of block volume set so if it is reached then the policemans projectile is targeted there and also his running attack.

 
A tank needs some sort of either damage, speed or ability to be dangerous enough to be a priority target or make it at least more difficult for players to kill the "weaker" zombies.
The point is if a Horde has no low Priority targets, there is no choice. It doesnt matter which high priority target you kill, if all are high priority targets.

As a idea, split the cops

Green with high HP pukes and generate mist around them and give other zombies cover

Red with low hp move in and explode

 
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Another option may be to add a volume component. 1 zombie whacks the wall, fly on windshield, but within a certain sphere, as the volume grows so does there pounding speed and strength. similar to season 7 walking dead, 1 z bounces off the wall. 1000 z's and it's Jericho. On horde night it would then be in a person or groups best interest to get the numbers down quickly.

 
Spider zombies what if you changed there targeting systems to certain blocks instead of player entity.

Forges, workbenches,chem stations

So if the dont get stuck on your defenses and do get into your base they attack the things your trying to protect.

I missed out campfires and storage as it would be to easy and inexpensive to put those on the outside of the base.

 
Royal Deluxe,

I think Stompy is trying something similar, using vector targeting in his API. As a test try adding a heat map to different item blocks, place them in middle of secured base and see if they react.

 
Targeting Crates, so more value inside so more "Targetheat"
Yes i started to think about that but players will just fill storage with junk........

Unless heat is calculated by economic value and that is targeted.

Would be really unpopular i think.

You could say it will push all players to have underground bases though.

 
Sorry if it's been asked one (1) million times, but will we see reworked water in a17?
I think somewhere in the mass of threads, they mentioned that any changes to water wouldn't happen until A18 earliest.

 
One thing that I don't understand is why both the Behemoth and Zip lines were suddenly cut from the game (cutting room floor).

We saw progress on both.

I mean the last time we heard about Zip lines is that it was delayed after Madmole showed us a cool video of it in the game.

Then we don't hear anything about it. Now after months of waiting for news. He suddenly drops news that both are cut from the game. As casually is if he said that he was changing the color of some POI from red to green.

At least tell us why they are being dropped.

After all that hype and now this...

 
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