Why not make the glow diminish as it is damaged, and increases as it heals? No hit bar required.How about the first time a regen is encountered and damaged a hp bar appears and shows the life slowly regenerating and a little paperclip could show up in the corner of the screen to give some helpful tips.
Make it a zombified rusty paperclip for greater immersion...
Yeah, and it would flicker throughout the entire night as it changes from one zombie to another.Imagine on horde night, your screen will be spammed with HP all over because you will always be targeting a zed at that point.
The glow is supposed to be radiation. Why would radiation vanish as they get damaged?Why not make the glow diminish as it is damaged, and increases as it heals? No hit bar required.
Save the paperclip for in my corsette.
(Edit: my corvette is already rusty, and spell check sucks)
ProgressQuest Zombie Edition?Maybe combat should be more user friendly and have auto-resolve combat! Push the space bar and your are ether dead or up a few levels! Now that's how you get the "clicker game" people involved with 7D2D.
Your welcome.
Now this might be a better idea. A bullet sponge. At the very least, you would know it is a sponge, or tank, however you see it. I am not a huge fan of the regen health but you know what you are up against. Make the boss have some crazy armor and you would also know that you need help. Or have his health in stages, i.e., he will lose he arm armor once he is getting hurt, then he will lose his chest armor, then he loses his head armor, etc. Or loses limbs.Maybe ditch the regen altogether and make tough zombies always run and have more hp. I’m not a big fan of hp bar but without it is really impossible to understan how fast the regen works and if it’s possible to even kill te zombie with your gear. You could set up the best trap, activate the best buffs but the regen could still be better the your weapon damage.Endless bullet sponge, oh joy.
Regen isn’t intuitive...
I've come to believe that you know what you're talking about, and are man enough to admit when you don't. So what you said has given me some hope that it can be done. And if anyone can, TFP can.The problem, as far as I can see it, is the current focus on Z's with increasing magic powers. This isn't a bad idea to a certain extent but there should be a reasonable limit instead of just piling HP and perks on the rotting shoulders of a single Z.
The true end-game threat should be the human element, smarter and better armed bandits.
The Z's should be a mass of mindless individuals which are easy to kill in small numbers but get dangerous in large hordes. It's not often I criticize TFP directly but in this case I think there are enough resource savings to be had in Z spawning and AI calculations to significantly increase the number of Z's available at a single time.
Digging Z's were tried and discarded. Gore blocks that allowed Z's to climb walls were tried, failed, and discarded. The only option left is to try and brute-force the defences with a greater enemy strength either through HP or shear weight of numbers.The thing is that this game is part tower defense and tower defense works best when there are a variety of enemies with abilities that force you to diversify your defenses. So regen is good because you need explosives to really be effective with them or pairing blades and electrocution or turrets and spikes to compound the amount of damage being done.
Additional zombie abilities are good if they are done with player countermeasures in mind AND current player metas that are trivializing the threats. These threats that make players have to rethink defense strategies don’t have to be introduced from the beginning but can emerge later in the game.
For example, perches and underground have been discovered to be defenses that trivialize threat of the game but the concern has been “What about new players?” Well then diggers and player placed block busters can be introduced at higher gamestages so that new players can have their easily defensible bases at first but if they can’t adapt eventually their 100% safe havens will become threatened.
Zombies that the Duke has encased in steel could shred blade traps if they get caught in them but not until later in the game once players have been able to use them successfully.
And then bandits will be another story.
I agree with pretty much everything The Gronk has been saying recently.Digging Z's were tried and discarded. Gore blocks that allowed Z's to climb walls were tried, failed, and discarded. The only option left is to try and brute-force the defences with a greater enemy strength either through HP or shear weight of numbers.
I hope both digging Z's and gore-blocks both make a return, they could be best solution to the problem but they'll need a lot of work to get them functioning properly.
The thing is, what makes zombies scary is in the numbers they come in. When there's hundreds of zombies everywhere and they completely swarm your defenses, the only hope is for those defenses to hold until the threat is eliminated. No special abilities, no complex features or mechanics, just numbers.Digging Z's were tried and discarded. Gore blocks that allowed Z's to climb walls were tried, failed, and discarded. The only option left is to try and brute-force the defences with a greater enemy strength either through HP or shear weight of numbers.
I hope both digging Z's and gore-blocks both make a return, they could be best solution to the problem but they'll need a lot of work to get them functioning properly.
You have the Vomit Cops but have you played with the idea a zombie tearing pieces off it's rotting body and throwing them as projectiles? Maybe adding a damage & infection buff for a few seconds in an area effect where they land?The thing is that this game is part tower defense and tower defense works best when there are a variety of enemies with abilities that force you to diversify your defenses. So regen is good because you need explosives to really be effective with them or pairing blades and electrocution or turrets and spikes to compound the amount of damage being done.
Additional zombie abilities are good if they are done with player countermeasures in mind AND current player metas that are trivializing the threats. These threats that make players have to rethink defense strategies don’t have to be introduced from the beginning but can emerge later in the game.
For example, perches and underground have been discovered to be defenses that trivialize threat of the game but the concern has been “What about new players?” Well then diggers and player placed block busters can be introduced at higher gamestages so that new players can have their easily defensible bases at first but if they can’t adapt eventually their 100% safe havens will become threatened.
Zombies that the Duke has encased in steel could shred blade traps if they get caught in them but not until later in the game once players have been able to use them successfully.
And then bandits will be another story.
hi (new user ) been scouring the thread single MM's last post this was the comment i wanna open on first. Basically could we not have static terrain so any block randomly generated is static with a hit box, any damage that applies to the hitbox will toggle the static coding off for each block for say maybe 10 mins ?The thing is, what makes zombies scary is in the numbers they come in. When there's hundreds of zombies everywhere and they completely swarm your defenses, the only hope is for those defenses to hold until the threat is eliminated. No special abilities, no complex features or mechanics, just numbers.
Obviously, this game will never be able to achieve something like that because the game can barely keep the framerate up to a decent level when there's more than 20 zombies on screen. We've truly come to a point where there's not many options to try, unless we make the terrain static.
No. One. Reads. Journal. Entries.Maybe when the player first encounters a regen mob they get a new journal entry about it?
Now that is where it gets interesting!you'd probably need an NPC
It would probably take alot more work on the art side, but would it be possible to have model damage stages, like at 66% hp they get covered in blood/mud or whatever and have a few chunks missing, then at 30% they get big gouges out of their body, would remove some of the need for health bars, look cool as heck, help with immersion and convey useful information.I get your point, I wasn't even intending on showing it, its just something that went in recently and we haven't even discussed all the show/hide rules yet and decided on anything final. Like I'm pretty sure we won't show on non hostiles or targets you haven't even engaged yet, or sleepers.