PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Aww boo I just caught that the Behemoth is officially dropped.

I am assuming that it isn't a joke seeing as how Roland made the recent changes and how ziplines were also dropped?

Sorry about your baby Roland. It was a valiant effort!

 
Aww boo I just caught that the Behemoth is officially dropped.
I am assuming that it isn't a joke seeing as how Roland made the recent changes and how ziplines were also dropped?

Sorry about your baby Roland. It was a valiant effort!
They needed to focus on Airships so something had to go. :)

 
Quick Question

Do you know if we will ever see Flares or flare guns in the future, that would make things pretty exciting, especially at night when you cant see your friends.

 
Do you know if we will ever see Flares or flare guns in the future, that would make things pretty exciting, especially at night when you cant see your friends.

Lets call it zedmagnet! :D
Cheers
Oh I want that! Fire off a flare into the street and draw out whatever zombies are in the area. Flare = big heat map.

 
And please don't sugar coat this by saying you are not telling me how to pay the game, you are when you make remarks such as :

just give us these to harass the underground dwellers:
Yes, whoever said that wants to influence how others play the game. Since the pic didn't show up, was it a server owner who said this? Then he is somewhat entitled to say it because he (selfishly) wants that possibility for harrassing the players on HIS OWN server, not everyone else. Also PVP players are surely interested in having this in the game to harass other PVP players on the same server. Again, they ideally want a specific group to be harassed, not everyone, not you. They therefore should be perfectly fine with that harassment being optional, even when they put it in such absolute terms.

Since I took part in the discussion about this feature, let me "sugar coat this" by saying I definitely don't want to tell you how to play the game, also I'm neither server owner nor PVP player. I'm also not interested in what effect that feature may have on other players, except as an answer to the hypothetical question "How could the underground get dangerous in an interesting way, so that I and others could like it?"

So for me, a toxic underground for example is not an universally desirable option because at least until now I have not heard of an interesting mechanic to make that fun in any way. This would be a perfect service for PVP servers though, so if I had any say (which I don't have) I could imagine giving the order to put it in as something PVP server owners could mod in.

Also I believe we didn't yet find the golden bullet of zombie diggers. If there was an easy solution TFP would probably have already implemented it. Well, partly they have, because a silver bullet would be zombies that follow breadcrumps, so that they attack any underground base the same way the PC enters the underground base. Would need the ability of zombies to attack trap doors and follow you no matter how many zig-zagging detours are in-between.

That would make defending an underground base a manageable task as you know from where zombies might attack and don't need defenses all around.

 
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TFP has already stated they want the world to be dangerous, this is a zombie tower defense game as well, not just survival if you make the zombies pointless well it's not that type of game anymore, I think TFP is being generous as it is allowing there to be an option to turn off zombies in the first place, Eventually hiding underground will not be as safe as it is now, either by digging zombies or other hazards.

When it comes to going outside, currently in A16, it is easy to do so, the stealth system has broken the zombies somewhat, so you can easily do night looting and never really have an issue, The stealth system is cool, but I cannot wait until it is tweaked in a way that night time hasn't become easy mode.

 
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Oh I want that! Fire off a flare into the street and draw out whatever zombies are in the area. Flare = big heat map.
I think it would be beneficial especially on horde night, if you dont have night vision or helmet light yet, you could light up the air temporarily, or throw one down into caves or dark rooms, but also luring out zombies, it would be pretty sweet all around.

 
TFP has already stated they want the world to be dangerous, this is a zombie tower defense game as well, not just survival if you make the zombies pointless well it's not that type of game anymore, I think TFP is being generous as it is allowing there to be an option to turn off zombies in the first place, Eventually hiding underground will not be as safe as it is now, either by digging zombies or other hazards.
When it comes to going outside, currently in A16, it is easy to do so, the stealth system has broken the zombies somewhat, so you can easily do night looting and never really have an issue, The stealth system is cool, but I cannot wait until it is tweaked in a way that night time hasn't become easy mode.
I think it is a case of people not being allowed to discuss and debate a possible feature or even a rough idea and a safespace being drawn round any players way they play the game.

I think it will be a case of waiting until a feature is in a release build until it can be debated and even then if personal opinions upset some people we may need to just leave it to negative feedback and let TFP decide on the action if any.

Seems kind of pointless to me and takes some of the interest out of developer insight but that is way we are and have headed.

 
TFP has already stated they want the world to be dangerous, this is a zombie tower defense game as well, not just survival if you make the zombies pointless well it's not that type of game anymore, I think TFP is being generous as it is allowing there to be an option to turn off zombies in the first place, Eventually hiding underground will not be as safe as it is now, either by digging zombies or other hazards.
When it comes to going outside, currently in A16, it is easy to do so, the stealth system has broken the zombies somewhat, so you can easily do night looting and never really have an issue, The stealth system is cool, but I cannot wait until it is tweaked in a way that night time hasn't become easy mode.
Dude if that attitude is implemented 7D2D is gonna lose a ton of followers and revenue.

And turning off Zombie spawn isn't generous. It's a freaking smart feature implemented to.... Bring in more players... And... Revenue.

And I'd hate to play your way with stealthing. Stealth I don't see as broken as if you're to close too a Zombie asleep, they'll wake. And if you're too close a zombie that's awake, but much further than a sleeping Zombie, you'll draw it's attention. People are talking about sleepers catching them off guard all the time. And at night, that can begin a hell of a exciting moment.

Smell is broken. Stealth may have busted it. But stealth is actually pretty cool as is. The only thing that I think they need to do is make it so if you attack, it has a greater potential to wake up near by sleepers.

But nah. You're "one way to play" mentality is a revenue and ratings disaster that TFP already isn't following. Because... They're smart.

 
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how the hell are you supporting such mass?
Math and this very small scrapsiding

078F0FD38FC29DF9A5CFB5D68F6D59C34B070E64


 
Math and this very small scrapsiding
078F0FD38FC29DF9A5CFB5D68F6D59C34B070E64
That's just funny. But I want to see leaping zombies at some point. With a 8 block vertical leap. Just one type of zombie that can do it. Just to freak the hell out of you and risk nudging me off my perch. :-p But seeing some zombie come barreling in from the distance on horde night and bound up onto my platform would be pretty freaking scary and cool. lol. I like active zombies as opposed to brute zombies like cops and ferals.

 
Madmole... Will we ever see any special type of jumping zombies? That would be pretty cool to see them jumping towards players that would normally be completely safe!

 
But nah. You're "one way to play" mentality is a revenue and ratings disaster that TFP already isn't following. Because... They're smart.
I'm confused - what "one way to play" that Thomas mentioned are you referring to?

I remember MadMole stating that "they want the world to be dangerous."

-A

 
I'm confused - what "one way to play" that Thomas mentioned are you referring to?
I remember MadMole stating that "they want the world to be dangerous."

-A
"They want the world to be dangerous" doesn't translate into "We won't let players figure out safe havens of some sort.". Madmole actually referenced paying off like the Duke or something for a night in a hotel to avoid horde night.

And the one way to play was a reference to the theme of his points. The theme I took from it was the taking away potential player safe havens.

That is not entirely true, we plan on possibly letting players rent a room at a trader some day and have safe storage for a fairly steep price. This is to allow players to go on quests and be more nomadic and enjoy the story (play more like fallout 4) without having to deal with a 7 day horde or build a base for that matter. Because when the AI is done, they will shred your base or at least any cruddy old bar roof top won't be safe as it is now.
We want to support all kinds of player builds, so if you want to be a sneaky assassin type or brawler with a sledgehammer, a commando, doctor, scientist inventor, whatever you can. And fort defense every 7 days might not fit into every play style so there should be options to join factions and pay your dues to not have to deal with that if you want to. We are working on a massive skill overhaul which will make for many interesting character builds and also allow some role playing and more than one obvious path to success. Right now its basically one class "survivor" and that isn't cutting it.
While not entirely a safe home, safe havens of sorts are planned.

 
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Whoa there, cowboy! Even "just" the layout of Egosoft's mod list would take quite some effort on the side of the moderators - and the modders who submit the entries correctly.

(I know. I was an S&M moderator on that site...)

That "staff" starts playing every mod long enough to give it a reasonable rating is out of the question. Not happening.

With Egosoft it was common to pick the S&M Moderators out of the modding community for the simply reason that

- they are dedicated to modding

- they have a clue about modding so might actually be able to answer relevant questions.
You are right, and Egosofts sign system is not 100% Transferable, not even 50% i would think, but a Community driven, TFP controlled Checklist would maybe deliver a small amount of characteristics that make the normal player the choice of a mod/Server with mod much more easy.

The Workshop own "Like it stars" system on the other side will it not from my experience

 
a Jumping zombie that lost his intestines during jump other zombies can use as climbing ropes XD
That's actually a pretty freaky and awesome image invoked. :-D

Can you imagine these platform bases with gore hanging down from the gore blocks left and zombies crawling up the guts? lol ERMAGERD!

 
Smell is broken. Stealth may have busted it. But stealth is actually pretty cool as is. The only thing that I think they need to do is make it so if you attack, it has a greater potential to wake up near by sleepers.
Yes, the "loudness" values of sounds like zombie utterings or hits are quite low.

Could be higher. Probably should be... but A17 changes a lot of behind the scenes framework of how the numbers add up and it's really hard to tweak something when you don't know exactly what the function will be. ;)

 
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