PC let me get this right

GS influencing the damage zombies does on blocks. Early game flagstone would be feasible building material but wouldn't last a minute in late game.
Now THIS idea sounds intriguing.

I think that has potential to solve a lot of problems.

I wonder if it would be difficult to implement.

 
Or having only "normal" zombies that have nerfed damage early game. Feral later and radiated at end.

Which when I think about it is basically what we have now. I guess the normal zombies damage just has to be nerfed :)

And gs groups not so mixed at in early game.

 
Yeah sounds like there's some delay going on at some point in that process that's allowing them to hit before landing... ish.
Can be problematic.
Not really problematic. I just have to make the one or two poles they hit as strong as i can, and

repair it if needed. Also means that even though it feels cheesy, it is not foolproof. And if Fataal

wanted to add some hits to other, but simular methods, it might be worth looking into.

 
you know where u have the option for, zombies walk,jog,run.Just add *Dig*.

Problem solved everyones happy.
I'm a tunneler, but I don't think digging should be optional, I just think it's OVERDONE. I actually spend most of A16 scared that the zombies were going to dig down to me. If I dig down for Bloodmoon, I would dig a run and stay on the move to keep them moving up top. I only learned that you could dig down far enough that they couldn't even sense you about a month or two before A17 (no more, as far as I know). I think these developers just need to get together and go dig an 8' hole in the backyard by hand. Once they're done with that, they should go to a limestone quarry and try a 2' hole (no tools for the first hour). Zombies being able to sense JUST PRESENCE through so much earth/stone gets ridiculous. Sniffing out the way you went in would be one thing. Digging through solid rock so quickly gets stupid too now that they can go straight down.

 
you know where u have the option for, zombies walk,jog,run.Just add *Dig*.

Problem solved everyones happy.
I'm a tunneler, but I don't think digging should be optional, I just think it's OVERDONE. I actually spend most of A16 scared that the zombies were going to dig down to me. If I dig down for Bloodmoon, I would dig a run and stay on the move to keep them moving up top. I only learned that you could dig down far enough that they couldn't even sense you about a month or two before A17 (no more, as far as I know). I think these developers just need to get together and go dig an 8' hole in the backyard by hand. Once they're done with that, they should go to a limestone quarry and try a 2' hole (no tools for the first hour). Zombies being able to sense JUST PRESENCE through so much earth/stone gets ridiculous. Sniffing out the way you went in would be one thing. Digging through solid rock so quickly gets stupid too now that they can go straight down.

 
An idea could be to have zombie damage, block damage, and dig damage, scale with game stage. The higher the difficulty level, the more aggressive the scaling. Scaling experience in this manner would also provide incentive for the extra difficulty over time. You could even -slowly- ramp up zombie move speed to make things scarier and deadlier as you progress through game stages.

A zombie's "dig damage" could start in the negative, essentially disabling the zombie from digging at all. As you progress however, the zombies will eventually have a small amount of dig damage, so can burrow at you albeit very slowly. In the very late game, the zombies could potentially claw through things ravenously to get to you. It would be a frightening experience, but you'd be equipped to handle it at that point so it wouldn't be unfair.

 
Psst
I have a secret for everyone.

I'm going to share it. Because I'm feeling generous.

My mod (sorry Guppy, unavoidable :D )didn't become popular because I reinvented the wheel. It became popular because I added a ton of ♥♥♥♥ to do. New models, new storage, new weapons, new tools. All unlocked every 5-10 levels so players kept getting SOMETHING for their work. Starvation. INSANE Popularity. Why? Things to DO. Things to COLLECT. Farming. Workers. War of the Walkers. Same Thing. Classes, collecting and new weapons and tools.

This isn't rocket science. Honestly I don't think the game even needed a perk overhaul. Like AT ALL. You want to make EVERYONE happy? ADD CONTENT! Add guns. Add weapons. Add more zombies. Add new build blocks. Add More Farming. Add Fishing. Add Research. Add 20 vehicles with the SAME EXACT MECHANICS but add different models, different years. Add 100 new pieces of clothing so players can dress the way they want.

I know it sounds ridiculously simple right? Players LOVE rewards. They love the DING. The UNLOCK. Add a ton of content, space out the unlocks, add over 50 new quests to get some of them, add 100 to traders and i GUARANTEE you people would love the ♥♥♥♥ out of it. With ZERO complaints.

Stop trying to reinvent the wheel. We already LOVED 16. We just wanted fixes. The new AI, nicer Random Gen. And CONTENT.
Jax stop posting here and get back to developing Ravenhearst for A17!

In all seriousness its the mods that have kept my interest in the game going (3187 hours in game as I type this) and thats because of exactly what Jax stated here. All the mods add so much extra and it baffles me why TFP cant see the popularity of more weapons, more POI's, more NPC's, more dangerous animals, more zombies and so on and so on. Gating something like iron tools is fine IF there is something to aim for in the meantime. Many of the mods give give scrap iron tools as a half way house, so you aim at that. Theres plenty of stuff they can add without changing the core of the game, perhaps as Jax said thats what we will see in A18

 
That's what I'm referring to as a conscious decision, or oversight, because they didn't dig before so they could hide, now they dig, so players that don't like that mechanic can't hide.
They didn't dig in the past several alphas but they did dig before. They took them out because they didn't like the way it was done. Whatever reason was to bring them back I have no clue. Maybe the unity update allowed them to have them work again or maybe they didn't feel they wanted to spend the time working with them before and now they do. Maybe some other reason I don't know but they did have digging zombies before and personally I'm happy they have them again. Not because of how others play because I don't care how one plays but I like and enjoy having the threat no matter where I'm at.

 
Jax stop posting here and get back to developing Ravenhearst for A17! In all seriousness its the mods that have kept my interest in the game going (3187 hours in game as I type this) and thats because of exactly what Jax stated here. All the mods add so much extra and it baffles me why TFP cant see the popularity of more weapons, more POI's, more NPC's, more dangerous animals, more zombies and so on and so on. Gating something like iron tools is fine IF there is something to aim for in the meantime. Many of the mods give give scrap iron tools as a half way house, so you aim at that. Theres plenty of stuff they can add without changing the core of the game, perhaps as Jax said thats what we will see in A18
I have yet to play a mod for several reasons but the main one because I don't get around playing as much anymore and such and said I will wait until the games goes gold before playing one. I have watched several videos on YouTube and twitch on the different mods and all of them look great but I will say I do like watching ravenhearst and most likely will be the first mod I download when the time comes.

I would love for TFP to add more to the game as stated in what you and Jax said. But at the same time regardless what any of us feel or think (I said us so me included lol) about the core game if the TFP don't like it then they are going to focus on it before adding all these other things. We might get a few things from time to time and little by little but they are not going to add several things when they still working out the core part that they see. So it is understandable why even though it would be nice to get these types of things. Of course that is if they do add anything like these type of things and not leave it to modders to add them for people.

 
I think these developers just need to get together and go dig an 8' hole in the backyard by hand. Once they're done with that, they should go to a limestone quarry and try a 2' hole (no tools for the first hour). Zombies being able to sense JUST PRESENCE through so much earth/stone gets ridiculous. Sniffing out the way you went in would be one thing. Digging through solid rock so quickly gets stupid too now that they can go straight down.
So you don't like zombies (a non-existing thing that's purely mythical) sensing you through earth and digging through earth quickly is stupid and non-sensable, but being able to dig to the core of the world by hand is something that's fine? o.O And how are they going to figure that out by digging two random holes lol.

 
Psst
I have a secret for everyone.

I'm going to share it. Because I'm feeling generous.

My mod (sorry Guppy, unavoidable :D )didn't become popular because I reinvented the wheel. It became popular because I added a ton of ♥♥♥♥ to do. New models, new storage, new weapons, new tools. All unlocked every 5-10 levels so players kept getting SOMETHING for their work. Starvation. INSANE Popularity. Why? Things to DO. Things to COLLECT. Farming. Workers. War of the Walkers. Same Thing. Classes, collecting and new weapons and tools.

This isn't rocket science. Honestly I don't think the game even needed a perk overhaul. Like AT ALL. You want to make EVERYONE happy? ADD CONTENT! Add guns. Add weapons. Add more zombies. Add new build blocks. Add More Farming. Add Fishing. Add Research. Add 20 vehicles with the SAME EXACT MECHANICS but add different models, different years. Add 100 new pieces of clothing so players can dress the way they want.

I know it sounds ridiculously simple right? Players LOVE rewards. They love the DING. The UNLOCK. Add a ton of content, space out the unlocks, add over 50 new quests to get some of them, add 100 to traders and i GUARANTEE you people would love the ♥♥♥♥ out of it. With ZERO complaints.

Stop trying to reinvent the wheel. We already LOVED 16. We just wanted fixes. The new AI, nicer Random Gen. And CONTENT.
Well, you just nailed it sir :)

 
So you don't like zombies (a non-existing thing that's purely mythical) sensing you through earth and digging through earth quickly is stupid and non-sensable, but being able to dig to the core of the world by hand is something that's fine? o.O And how are they going to figure that out by digging two random holes lol.
Haha sorry I shouldn't laugh but that makes way too much sense.

Hahaha still laughing.

 
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I'm a tunneler, but I don't think digging should be optional, I just think it's OVERDONE. I actually spend most of A16 scared that the zombies were going to dig down to me. If I dig down for Bloodmoon, I would dig a run and stay on the move to keep them moving up top. I only learned that you could dig down far enough that they couldn't even sense you about a month or two before A17 (no more, as far as I know). I think these developers just need to get together and go dig an 8' hole in the backyard by hand. Once they're done with that, they should go to a limestone quarry and try a 2' hole (no tools for the first hour). Zombies being able to sense JUST PRESENCE through so much earth/stone gets ridiculous. Sniffing out the way you went in would be one thing. Digging through solid rock so quickly gets stupid too now that they can go straight down.
Ok, if they dig those holes... will you spawn some zombies to see if they can sense them?

also.. you couldve dug 3 blocks down, put a block above you and you'd be perfectly fine on the first 2 horde nights ( as long asyour game stage wasnt high enough. Zombies didn't dig in A16.)

 
So many people want their hand held tightly. Remember that time you had to go out and LOOT and LOOT until you found the skill book to make the forge?
What do you mean? Needing to find recipes instead of level capped perks is exactly what most are asking for.

Ah wait, you are one of the typical posters who just think all the constructive feedback just wants the game easier, not more fun, without caring to read well. Ok,move along.

 
Psst
I have a secret for everyone.

I'm going to share it. Because I'm feeling generous.

My mod (sorry Guppy, unavoidable :D )didn't become popular because I reinvented the wheel. It became popular because I added a ton of ♥♥♥♥ to do. New models, new storage, new weapons, new tools. All unlocked every 5-10 levels so players kept getting SOMETHING for their work. Starvation. INSANE Popularity. Why? Things to DO. Things to COLLECT. Farming. Workers. War of the Walkers. Same Thing. Classes, collecting and new weapons and tools.

This isn't rocket science. Honestly I don't think the game even needed a perk overhaul. Like AT ALL. You want to make EVERYONE happy? ADD CONTENT! Add guns. Add weapons. Add more zombies. Add new build blocks. Add More Farming. Add Fishing. Add Research. Add 20 vehicles with the SAME EXACT MECHANICS but add different models, different years. Add 100 new pieces of clothing so players can dress the way they want.

I know it sounds ridiculously simple right? Players LOVE rewards. They love the DING. The UNLOCK. Add a ton of content, space out the unlocks, add over 50 new quests to get some of them, add 100 to traders and i GUARANTEE you people would love the ♥♥♥♥ out of it. With ZERO complaints.

Stop trying to reinvent the wheel. We already LOVED 16. We just wanted fixes. The new AI, nicer Random Gen. And CONTENT.
I really can't add anything to this other than get rid of the traders as well.

 
Ok, if they dig those holes... will you spawn some zombies to see if they can sense them?
also.. you couldve dug 3 blocks down, put a block above you and you'd be perfectly fine on the first 2 horde nights ( as long asyour game stage wasnt high enough. Zombies didn't dig in A16.)
Zombies DID dig in A16, just not quite straight down. I had a kill pit with scrap iron hatches at the top to close it off (because I had other players dumb enough to fall into it and die multiple times), and there was steel around the hatches on the surface, about 3 blocks wide away from hatches on all sides. The whole pit and bunker underneath were steel. The terrain around all this was fairly flat, but there were a couple of spots where the terrain was SLIGHTLY uneven.

Had a horde night where someone hid in my underground bunker area of the kill pit, with the hatches closed at the top. The zombies must have hit some of that slightly uneven terrain a few times to destroy a block somehow, because when I saw the damage, they had dug into the ground on one side of kill pit, and started widening the opening and digging even deeper. They ended up digging out the ground on three side of kill pit, and about 7 blocks down into the ground all around.

My kill pit survived just fine, although the blocks had been damaged and a few broken. I designed its structure to never fail on a single horde night and allow zombies to break into the bunker beneath, so that zombies would always fall into the same spot. Never had one instance of failure, but they DID try to few times to dig through the ground, especially this one time mentioned. Again, the terrain was flat...but not wooden-frames-placed-level flat. They must have got hung up on a tiny spot and started there.

 
What do you mean? Needing to find recipes instead of level capped perks is exactly what most are asking for.
Ah wait, you are one of the typical posters who just think all the constructive feedback just wants the game easier, not more fun, without caring to read well. Ok,move along.
"Most"?

Can you state your source?

Also.... your idea of fun may not be the same as others.

Do you presume to speak for everyone?

Do you assume your ideas of fun are the same as everyone's?

Are you saying someone who disagrees with you should go away and not debate you?

Hmm..... sounds a like like fascism to me but.... maybe I'm just misunderstanding what you're saying.

Feel free to clear that up.

 
Zombies DID dig in A16, just not quite straight down. I had a kill pit with scrap iron hatches at the top to close it off (because I had other players dumb enough to fall into it and die multiple times), and there was steel around the hatches on the surface, about 3 blocks wide away from hatches on all sides. The whole pit and bunker underneath were steel. The terrain around all this was fairly flat, but there were a couple of spots where the terrain was SLIGHTLY uneven.
Had a horde night where someone hid in my underground bunker area of the kill pit, with the hatches closed at the top. The zombies must have hit some of that slightly uneven terrain a few times to destroy a block somehow, because when I saw the damage, they had dug into the ground on one side of kill pit, and started widening the opening and digging even deeper. They ended up digging out the ground on three side of kill pit, and about 7 blocks down into the ground all around.

My kill pit survived just fine, although the blocks had been damaged and a few broken. I designed its structure to never fail on a single horde night and allow zombies to break into the bunker beneath, so that zombies would always fall into the same spot. Never had one instance of failure, but they DID try to few times to dig through the ground, especially this one time mentioned. Again, the terrain was flat...but not wooden-frames-placed-level flat. They must have got hung up on a tiny spot and started there.
the only time they "dug" in A16 was if the terrain wasn't flat. If they were digging, its because you hadn't flattened it before. I've always had a fall pit in A16, never had anyone dig. I took the time to make sure everything was flat

 
the only time they "dug" in A16 was if the terrain wasn't flat. If they were digging, its because you hadn't flattened it before. I've always had a fall pit in A16, never had anyone dig. I took the time to make sure everything was flat
That's exactly what General Lee said "The zombies must have hit some of that slightly uneven terrain a few times to destroy a block somehow, "

 
big POI's like messiah
What?

You can take out messiah or working stiff on day 1, solo, normal settings (nomad, 60 minute days, etc). You don't even need to get lucky, just an iron club and wooden bow and lots of arrows will do fine so long as you're fed and watered, some extra iron for putting barbwire fence at the one entrance you leave easy to breach and you can hold off a fairly major assault (as day-one wandering hordes go) that night. The big stores aren't the scary POIs for me, their layout's too simple, you can't get surprised clearing them. The scary ones are the big farmhouses and the militarized camps with drywall and corners and all screwing up your sight lines, where watching your back gets iffy.

Get messiah and you've got a forge, or at least both times I've done it the forge has been live. Get stiff and you're all tooled up for the duration, with a wrench you'll never hurt for forged iron either until you've leveled up enough to afford the perk point spend yourself.

 
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