We have a lot of changes in progress for storm buffs and biome hazard unlocking. Like biome unlocks will not be chained together and be craftable for friends.
My hope is we end up making the snow/wasteland even more difficult meaning even tougher zombies, but would like it balanced with even better late game player power. Walking into the wasteland early game should absolutely kick your butt.
My plan is to refresh some biome spawns on storm start so you have more buddies to hear you.
@faatal the road-Poi square cliffs are still happening, but they are less common and are reduced to those POI with a wide floor area, like Red Mesa (happened to me with that one in 2.1, a few meters of 6 meter cliff here and there right next to the road).
-Also, I noticed that zombie AI needs to walk sideways, too many instances of them standing stuck in the air because of them not being able to solve pathing in between the half-space between blocks. there are many places that you can try what I'm saying, for example, Am I gone funeral , the second coffin, located to the left room of the main congregation area, has a half-margin to the wall in which you can try this issue by spawning zds there, and they fly and they don't move. Some other instances, happening in several POI like car garages, tier 4-5 POI with weird raillings and or pillars or just junk with half-areas, etc... also have this issue.
Yeah, I know, but the more rare overlaps are harder to fix and the fixes start making the roads more restrictive, which I did not like so that is a TODO.
Pathing is on a 1m grid. There is no .5m pathing, so the in-between is handled by obstacle avoidance (which is limited), brute physics pushing/sliding or stuck checks to hit/jump.
I don't remember if I read it here or on Reddit, but do zombies stop spawning after awhile? I know that was a thing in the pine forest, but that was supposedly fixed a few versions ago.
I moved to the Wasteland a few horde nights ago. Now after being there for a few weeks, around my house and my horde base, for instance, I never see zombies walking around outside anymore. If I go to an area I haven't been to or only passed through quickly, I'll see zombies.
Yeah, I know, but the more rare overlaps are harder to fix and the fixes start making the roads more restrictive, which I did not like so that is a TODO.
I have generated a metric buttload of test maps over the past week due to some of the stuff I've been tinkering with, and I have to say that you are SO freaking close to having the corner-road overlaps fixed.
95% of the overlaps I've seen on wilderness POIs (up to 150x150 -- so excluding crazy oversized prefabs) have been perhaps 3 blocks, cutting just across the corners of tiles or POIs. It's extremely rare now to see major overlaps along edges, and when they do happen, it's generally non-destructive.
Like, you're so close lol. It "feels" like whatever threshold you have set for POI/tile avoidance with roads just needs to be pushed out just a teeny tiny bit more.
Of course, I'm just going by my observations. I have no idea what the code looks like or how difficult it is to make a "teeny tiny" adjustment.
In my experience the biome zombies do eventually stop spawning. There was a bug topic for 1.x about this, and I forget who it was, a QA person, said it was being worked on. It's still happening. My pine forest is dead now, no zombies spawn outside of POIs (Edit: or wandering hordes or screamer hordes).
De nombreux changements sont en cours pour les bonus de tempête et le déblocage des dangers des biomes. Par exemple, les déblocages de biomes ne seront plus liés entre eux et pourront être fabriqués par des amis.
J'espère que nous finirons par rendre la neige et le désert encore plus difficiles, avec des zombies encore plus coriaces, mais j'aimerais que cela soit équilibré avec une puissance de jeu encore meilleure en fin de partie. Entrer dans le désert en début de partie devrait vraiment vous donner un coup de fouet.
Mon plan est de rafraîchir certains spawns de biomes au début de la tempête afin que vous ayez plus de copains pour vous entendre.
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Eh bien, super ! J'espère que vous continuerez à détester ce qui semble être l'un de vos jeux préférés pendant des années !
Plus sérieusement, de bonnes choses nous attendent pour les tempêtes et la progression des biomes, même si certains aspects nous déplaisent également. Le plaisir d'essayer d'accomplir beaucoup de choses et de se faire pousser la porte.
D'après mon expérience, les zombies du biome finissent par cesser d'apparaître. Il y avait un sujet de bug pour la version 1.x à ce sujet, et j'ai oublié qui c'était, un responsable de l'assurance qualité a dit qu'on y travaillait. C'est toujours le cas. Ma forêt de pins est morte maintenant, plus aucun zombie n'apparaît en dehors des points d'intérêt (modification : ni hordes errantes ni hordes de hurleurs).
Thanks, that will definitely help to explain to players what is happening and why.
Unfortunately, the Trigger on Tap really messes up movement for those of us who prefer to control the amount of time spent in Sprint, including for very short periods (taps).
It now functions counter intuitively, so we end up fully sprinting rather than just briefly (which is a big problem when you have a broken leg and you unexpectedly find yourself running full on).
Tapping "sprint" rapidly in succession has long been the answer in many games to control speed of movement where full speed is not desired, such as combat vehicles where a gunner would be jostled about too much, or in 7 Days to Die where stamina needs to be monitored and not depleted.
An option to prevent Sprint from locking on would be greatly appreciated.
Merci, cela aidera certainement à expliquer aux joueurs ce qui se passe et pourquoi.
Malheureusement, le déclencheur sur Tap perturbe vraiment le mouvement pour ceux d'entre nous qui préfèrent contrôler la quantité de temps passé en Sprint, y compris pendant de très courtes périodes (taps).
Cela fonctionne désormais de manière contre-intuitive, donc nous finissons par sprinter à fond plutôt que de courir brièvement (ce qui est un gros problème quand on a une jambe cassée et qu'on se retrouve soudainement à courir à fond).
Appuyer rapidement et successivement sur « sprint » a longtemps été la réponse dans de nombreux jeux pour contrôler la vitesse de déplacement lorsque la vitesse maximale n'est pas souhaitée, comme dans les véhicules de combat où un artilleur serait trop bousculé, ou dans 7 Days to Die où l'endurance doit être surveillée et non épuisée.
Une option permettant d'empêcher Sprint de se verrouiller serait grandement appréciée.
J'espère qu'il rendront ce système sur console comme les autres jeux et qu'il réfléchirons a ta suggestion, j'espère qu'ils sont à l'écoute des joueurs qui sont sérieux (et investis) dans leur avis
Toggle sprint and hold to sprint absolutely must be 2 separate keys. At a bare minimum, the option to separate them. Too many times the hold doesn't work when I really need it to, and this is across 3 different computers with 3 different keyboards.
Toggle sprint and hold to sprint absolutely must be 2 separate keys. At a bare minimum, the option to separate them. Too many times the hold doesn't work when I really need it to, and this is across 3 different computers with 3 different keyboards.
Hold doesn't work? I've never had that problem. It always works to hold. That part hasn't changed at all. They just added a tap option to lock it on. Holding works even if you lock it.
I want zombies that don't do basic melee attacks. I want actual specialized zombie that will give variety to our gameplay no matter if your in the snowy or desert biome. I play this game and I'm left thinking the regular zombies are 90% and the specials are just a tad different and don't pop there skills all that much.
Yeah, I know, but the more rare overlaps are harder to fix and the fixes start making the roads more restrictive, which I did not like so that is a TODO.
Pathing is on a 1m grid. There is no .5m pathing, so the in-between is handled by obstacle avoidance (which is limited), brute physics pushing/sliding or stuck checks to hit/jump.
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Biome zombies never stop spawning, but they are on timers. Harder biomes have faster timers and the wasteland's are quite fast.
+1 for devs that care. Your game is awesome and matched only by Skyrim in my total hours played. I know that there is a lot of negativity, but I deeply appreciate how awesome the game is. The massive transformation from alpha 7-15 has me very excited about the changes you are introducing into the game now.
We have a lot of changes in progress for storm buffs and biome hazard unlocking. Like biome unlocks will not be chained together and be craftable for friends.
Independent unlocking of biomes? This is a good idea. It's not fun when you have snow nearby, but you have to go to the burnt forest first, then to the desert and only after that you can unlock the snow biome. I hope this change will not take long to come.
Yeah, I know, but the more rare overlaps are harder to fix and the fixes start making the roads more restrictive, which I did not like so that is a TODO.
Pathing is on a 1m grid. There is no .5m pathing, so the in-between is handled by obstacle avoidance (which is limited), brute physics pushing/sliding or stuck checks to hit/jump.
The POI overlaps are mild compared to before, but you are VERY close to solving them.
That's bad news regarding raycast vision and grid. That means major changes to a huge rewriting to make them better from the start... but bandits will also have that pathing so... "add sidewalking into a main behaviour" when there's a stuck check and then go to jumping/destroy, or get the stuck checks some convoluted love and make them to also detect the "type" of "stuckement" by making the entity "see" the obstacle when the "check" is activated so they can react into jumping, breaking or sidewalking. I might as well be spouting nonsense because I have no specific idea on how pathing and AI works in this game, but the question is....
Do you have future plans to improve the issue?
Can we hear them? I am interested.
On-the-water or underwater bases where water actually makes a difference against zeds would be great!
I don't mean like water stopping the zeds (they already swim quite well), but maybe just have the zeds slow down a lot in water so we can again start using moats for our fort-bases.
We have a lot of changes in progress for storm buffs and biome hazard unlocking. Like biome unlocks will not be chained together and be craftable for friends.
My hope is we end up making the snow/wasteland even more difficult meaning even tougher zombies, but would like it balanced with even better late game player power. Walking into the wasteland early game should absolutely kick your butt.
My plan is to refresh some biome spawns on storm start so you have more buddies to hear you.
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Well, cool! I hope you continue to hate what sounds like one of your favorite games for years to come!
Seriously though, we have good things coming for storms and biome progression as we don't like some of it either. The joys of trying to get a lot of stuff done and pushed out the door.