I figured that would be what you say, I will not bother wasting my time then in writing up a bunch of facts in order to prove you wrong as I said I would in my previous post. No offense.Sorry but once again....never saw that happen.
Fair enough, that's up to you. After all that howling in this thread for a reasoned argument as to why 16 was better, I expected more from you.I figured that would be what you say, I will not bother wasting my time then in writing up a bunch of facts in order to prove you wrong as I said I would in my previous post. No offense.Maybe someone else will.
+1 rep for you for not getting offended.Fair enough, that's up to you. After all that howling in this thread for a reasoned argument as to why 16 was better, I expected more from you.
I made 3 other points, you know, only one of my 4 points was the easy to exploit infinite ramp.
This often manifests itself only when zombies are running. There were no problems with walkers.Sorry but once again....never saw that happen.
Also tried to replicate in A16 and I can't. You will have to be more specific.
and that too.maybe cuz people liked the Dumb zombies instead of smart ones.
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....well.... in my opinion it is so bad that it would be better not to have it.No doubt there are still improvements to be made but overall the general state of zombie pathing and destructive behavior when they can’t reach the player is superior in my view.
Except it's not. A defensible weak point is basic military tactics for a reason: it works. The dumbest and the smartest predators will try to find an easy way in because every other way is worse. The not-so-dumb ones will try to *make* an unanticipated easy way in, the A18 zeds don't plan that but they do attack at random some, you can't be sure nobody's getting in the back door or punching through a side wall, making it more of a surprise when they do.AI can be easily herded into attacking a single side at a single point, again making it trivial to defend. They will do this even when the player did not intend to exploit them into doing it!!! Not quite as exploitative as an infinite ramp, but still....stupid.
Yup you nailed it. An almost perfect description of our A16 horde nights. A16 horde nights were high drama and a white knuckle ride to cover all the breaches that started to occur. A18 hordes are dull as all hell in comparison because they are 100% predictable. We hardly ever need to even move in A18 hordes, which is heart-breaking and says it all imo.A pure all-the-walls attack … oh. I think I get it: in a high-max-alive attack that can work, it can bring enough zeds in contact that you have to desperately run around counterattacking and repairing, right? High drama, the zeds' aggregate block DPS can be high enough that you have to sequence your repairs right (and squeeze in enough counterattacks) or lose?
Your favorite alpha is the one with ziplines.Everyone is going to have their favorite alpha, that's for sure.
...Remind me again why A18 AI is better?
Used to be?In A16 there were infinite loops. Build a stairs with a one block gap and because zombies couldn't leap they would climb the stairs and fall and climb the stairs and fall forever.
Did you start reading the thread from that post? There was nothing “used to be” even implied. I was responding to someone who said there are infinite loops in A18. My post was saying they also existed in A16.Used to be?Some delusions of grandeur mate.![]()
This is still very much used today. Granted, its a little bit harder than just 1 block now tho... xD
Yep, you could. I built kill cages, stilt bases, took over POIs, and built full on castles and more in A16. The threat was rarely high in SP - if we're measuring by zombies managing to breach a wall - and we got our walls (one block only) breached once in MP. No repairs needed once you hit reinforced concrete and steel. Not to say I didn't enjoy A16 horde nights. I did. But once they got close enough to your base, they rarely *rarely* assaulted from multiple areas. Instead, they congregated to where the player was, spreading out to whatever degree was necessary for the number of zombies on screen.Okay. I'm guessing you could force an easy-win horde night against the A16 AI with a "legitimate" build, if wedge-tip skirts aren't enough a dry-moat-and-bridge defense, just leave the bridge down, give the zeds a way out of the moat, that'd make those also work in A18. And i'm'a try that suspension-base idea for sure. I like boring just fine if it keeps me breathing, I like having to think, not having to fight. It's one of the reasons I hanker after buffing the crafting and survival games, make success require more territory than you can easily defend. If you want to advocate for zeds getting (more?) quickly frustrated when they're blocked by other zeds and switching to either random-destruction or wreck-the-nearest-non-terrain-block I'll help, I agree that zeds "should" be able to find that, and my weak-point bunkers maybe "should" need more than their wedge-tip skirts, having to dig a moat so the zeds physically can't reach anything but the killzoned entrance would feel right to me. How about also having the zeds focus on any player-placed blocks on the map if they can't reach the player, so if you build your horde base so they just plain can't get to you, when they go random-destructo they just might head off to your farm and family home 1km down the road?
Personally, I don't have much of a 'better' or worse in this case. I like A18's AI more and it fixed some of the truly broken aspects of A16. Things like chairs and other objects were way to easy to use to make A16 zombies useless and their inability to track a path to the player often meant they spun or stood uselessly below the player, making for easy targets.I've come to a conclusion as to why very few players claim AI is not better in A18, granted I could be entirely wrong.
These players look at it like this. Since the AI can be exploited in A18 that makes the AI bad. Which.....come on....thats not the way you judge, the question is why is AI better prior A18. there were ways to exploit it in A16 as well as in A18. IMO from all the exploits I know of, there are less and or harder to do exploits in A18. I still would not say oh A18 is better becauce of that alone.
No, one must look at all of the AI capabilities and AI performance when comparing between Alpha. I think the few just do not understand how to judge the AI correctly when looking at it from a technical stnd point. I dunno....maybe I'm wrong for viewing it like this. I mean no offense to anyone that thinks prior A18 is better.![]()
Except that the running in circles happened everywhere without a pole block in sight, again: SeeI tried an experiment with this A16 running in circles thing, because I've never seen it. Taking the info from the other thread about AI, I used "pole blocks". Basically, centred pole pillars that look like lamp-posts. A block type I've never used in a base which might explain why I have never seen this circling effect.