PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I will recycle and mutate a previous question?
What plant types does anyone want to see in the future ?
Plants!????

...who cares..I want more zombie types like breachers and diggers.....plants cmon...You're Fired!!

MTFGA

 
??
I'm scared to ask what it means lol

MM did say some more plants could be on the way... Could it be fruit.. or maybe herbs to buff the buffest of meat stews.

Maybe different herbs could give different subtle buffs for X duration for example: curry powder increases walking speed at the increased chance you trouser cough and alert nearby zombies.

I'm excited too. When night time is scary again because zombies can smell and hear and when they start targeting walls and structures when they can't reach you but know you're there and my top wish...if at least one special infected that can dig is added I will be excited to finally return to making underground bases. Then if bandits with decent AI get added it will be a whole new game.
THIS!!

I've put 7 days on hold till the zombies again prove a challenge it's a hard wait but i know it'll be worth it in the end.

 
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Madmole or Roland, have you guys thought about a suicider zombie, kinda like the actual suicider from dead island or creeper from minecraft, that would cobble together the whole breacher and digger zombie, I know the cop explodes and does damage to the ground in an amazing aspect, but what about a zombie that literally only explodes? If not then how about adding a digging option for the dogs and wolves? I mean dogs usually dig anyways so it would make sense for them to dig to get to you, adding more challenge. For more ideas down the road what about an option to upgrade the workbench and chem station, as in release them at a lower level, but the bench itself needs upgrading before it can be used for higher end stuff? Kinda like say take the campfire, make it so you need 25 forged iron, 10 springs, 12 electrical parts and components and say 8 short iron pipes, smack that campfire with a hammer about 50 times and you "upgrade" it to a stove that now requires power to run but can create better recipes or even just have faster crafting times. Just some food for thought, I always enjoy staging things like that as it adds to the game some more, everyone let me know what you think.

 
Me, too! I started in A12-something and I was scared to open my backpack because they would hear it and come looking for me.
Right!! I remember being huddled in a corner, hearing the zeds outside and trying to stay quiet. Even turning off, or removing your torches, and campfires. This is when spam crafting was a thing so I would zip the backpack to start a spam craft and hear the zeds turning their attention to the noise of the zip.

 
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I'm excited too. When night time is scary again because zombies can smell and hear and when they start targeting walls and structures when they can't reach you but know you're there and my top wish...if at least one special infected that can dig is added I will be excited to finally return to making underground bases. Then if bandits with decent AI get added it will be a whole new game.
Digging zombies is an idea that needs to diiiiiiie. A structural integrity, Voxel game is simply never going to do well with this. Not unless the system is implemented in a way that no tunnels are left by the digging zombie. It's just bad.

And before you guys kill off the indestructible bases, at least implement a game stage adjuster/multiplier setting so people who want to build like crazy can have some extra time to do so. Ideally not directly tied to difficulty. While they're at it, with the added complexity the game is going, move day 49 progression out to something like day 98 or 196. Something a bit longer. That still allows you crazies to do horribly high difficulty + rapid game stages. But allows the rest of us to find a sweet spot. And really isn't much to implement.

Effective GameStage = multiplier * System GS Value.

With GS multipliers of the following as a game setting called Progression Speed. Faster means a much more quickly evolving world.

1.25 (maybe)

1

.75

.50

.25

.10

Overall, give some of us who want to play the game with all th features but as a more long term game/world building experience a way to have all game features, just paced differently.

Nerds. <3

 
Wow.

Do any of you have jobs or have you all reached a new level of boredom? The state of mind needs a new word...

Boreus Maximus (OK that's two words, I'll try better next time)

Boreus-Maximus. There!

.

.

.

Oops, is this thing still on? Sorry, I fell asleep thinking of extreme boredom. I had a dream I was in Walmart and two fat ladies wanted to cover me in mayonnaise and ... and I cant even speak it!

So Boredom = Evil mayonnaise dreams. That's what I got from this post. +1

 
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Madmole or Roland, have you guys thought about a suicider zombie, kinda like the actual suicider from dead island or creeper from minecraft, that would cobble together the whole breacher and digger zombie, I know the cop explodes and does damage to the ground in an amazing aspect, but what about a zombie that literally only explodes? If not then how about adding a digging option for the dogs and wolves? I mean dogs usually dig anyways so it would make sense for them to dig to get to you, adding more challenge. For more ideas down the road what about an option to upgrade the workbench and chem station, as in release them at a lower level, but the bench itself needs upgrading before it can be used for higher end stuff? Kinda like say take the campfire, make it so you need 25 forged iron, 10 springs, 12 electrical parts and components and say 8 short iron pipes, smack that campfire with a hammer about 50 times and you "upgrade" it to a stove that now requires power to run but can create better recipes or even just have faster crafting times. Just some food for thought, I always enjoy staging things like that as it adds to the game some more, everyone let me know what you think.
When Madmole first revealed that the Hawaiian Shirt Fat zombie was making a return he said that it would be like what you describe. It would run and hit your walls and explode for massive structural damage. That hasn't happened yet but maybe it will in the future.

 
It did. But this being a zombie game the idea is ready now to turn and come back to an unlife with a vengeance.
Noooo. Let it die Roland! Still. I do wish we could somehow figure out how to get zombies running through the Halls of our enormous underground tunnel networks. I've often thought it'd be pretty awesome to be sitting in my forge room and have a trip wire alarm sound off. A pressure plate slap some doors closed, and turrets light up as a wandering horde came barrelling down my tunnels.

One second... Making fertilizer and playing with poo.

Next... Death and chaos.

Then... Figuring out how to get the poo out of my trigger assembly.... Damn it.

 
Noooo. Let it die Roland! Still. I do wish we could somehow figure out how to get zombies running through the Halls of our enormous underground tunnel networks. I've often thought it'd be pretty awesome to be sitting in my forge room and have a trip wire alarm sound off. A pressure plate slap some doors closed, and turrets light up as a wandering horde came barrelling down my tunnels.
One second... Making fertilizer and playing with poo.

Next... Death and chaos.

Then... Figuring out how to get the poo out of my trigger assembly.... Damn it.
This scenario is clearly a +1 for digging zombies ;)

Death and chaos FTW :)

 
Guppy! Guppy! Guppy!

Good to see you back here. How you doing mate?

As a geologist I have to ask. Will we see different rock-types in-game in the future? The general 'rock' makes me cringe a little every time I see it.. :(

 
@Phoenixshade35: the Suiciders could be super quick zombie babies similar to the ones from gore-fest Dead Alive (1992):

Babies could also dig super well (massive multiplier vs blocks), but do little damage vs entities. They could also be chain-spawned by a massive Rebirther zombie, that hatches an endless supply of the undead spawn. The Rebirther could resemble a WoW abomination, but female with a gaping C-section, or a necrotic pulsating facehugger pod from Aliens (1986). The babies could also drag corpses back to the Rebirther to feed it raw materials, since it should be nearly immobile. The Rebirther was an idea from something Madmole mentioned about a crawling resurrector WIP mob.

 
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This scenario is clearly a +1 for digging zombies ;) Death and chaos FTW :)
Zombies don't have to dig to get into tunnels. Simply a rise from the dead mechanic can suffice.

- - - Updated - - -

Guppy! Guppy! Guppy!
Good to see you back here. How you doing mate?

As a geologist I have to ask. Will we see different rock-types in-game in the future? The general 'rock' makes me cringe a little every time I see it.. :(
No offense, but you realize as a geologist, you specifically are the less than 1% right? ;-p

I swear. You geologists always stare at every pixel of every natural rock or mineral texture and then drive yourselves bat poop crazy cause you there after can see nothing else. lol

Twisted lot you are.

 
@Phoenixshade35: the Suiciders could be super quick zombie babies similar to the ones from gore-fest Dead Alive (1992):

A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.

 
A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.
Hmm, I never thought about that before...

Could SI present an issue for a digging type zombie?

Interesting thought...

 
A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.
I allways start on bedrock, and my SI is very relieable

Here my standart Layout in this case used at a Prefab

432cb2-1508312954.png


AAC5914CCF06C340B4E50D44A0C98F0807EEE3A3


 
Hmm, I never thought about that before...
Could SI present an issue for a digging type zombie?

Interesting thought...
Not sure on the whole world collapsing and i am pretty sure players will work some fancy foundations to make the zombies less effective

Digging zombies yes but there is nothing that respawns dirt so you cant fill the hole without making another hole.

Dog and wolf hand items still have.

<property name="DamageBonus.earth" value="4"/>

Makes me think digging still maybe on the cards.

If you apply the dirt damage bonus to cop projectile and have the cop target corpses when a group of zombies are bunched up would this make a pit and make the zombies on a lower level so they will dig under blocks ?

Still think knotweed could be implemented to undermine buildings.

 
A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.
I see your point. I feel the problem isn't the zombies digging, but rather the logic they used the past. They dug everywhere, willy-nilly, causing the swiss-cheese effect on the landscape. If TFP can fix this, then I see them as a viable threat...

-A

 
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