PC V2.0 Storms Brewing Dev Diary

Faatal- Надеюсь, у вас будет убийственная неделя, и вы приблизитесь на шаг к экспериментальному 

Это что-то новое? Не помню, было или нет? 
No. As far as I remember, there are definitely no mutants now, and I don't think I've seen any burnt zombies either.

 
Faatal - Here's the question. Do you plan to add new zombie attack mechanics? Well, right now I see the following:

Almost all zombies attack the same way in close combat and most of them, in my opinion, differ only visually
Zombie cop - separate mechanics of self-detonation and spitting (in general, not very dangerous, but if you do not have time to dodge, you can get a good one)
Mutant - throws spit around himself spit (in my opinion, more of a decorative mechanic since it almost does not cause damage or interferes with the player)

Spider - jumps and bends down (this is just a unique mechanic that forces you to change your position and dodge)

Demolitionist - also a cool mechanic that breaks bases and makes players come up with new killboxes

That's basically it. But after 10-15 hours of play, this is not particularly surprising and killing turns into a routine. I want more new mechanics and challenges.

Well, as an example, add the bull mechanic: That is, the zombie gets enraged and quickly runs in a straight line towards the player. And either does a lot of damage to the player or to the block it crashes into.

HUGE thanks for the new zombie difficulty. After level 50-100, the current radioactive ones stop feeling at all.

Now I am playing the first 20-30 hours of the game with great delight (the initial stage). But as soon as the player gets a tier 3 weapon, the game becomes much easier and everything comes down to a banal run and shoot (That is, just complete tier 6 quests and wait for the red night, even on the highest difficulty). This quickly gets boring, and to be honest, there is no motivation to get more than level 150 (BUT I will say right away that this is just my perception of the game)

Are you planning to develop activities at the late stage of the game, and if so, which ones?

In any case, a huge thank you for the game. I think if you add a little more activities in the middle and late stages, the game will have no equal. Looking forward to 2.0

 
I'm curious what the new Charged Blue and Infernal Orange endgame zombies will do with their new behaviors. I've been thinking the blue ones will probably electrocute you if they touch you and the orange ones will probably set you on fire? I mean at first i thought maybe they were just Rad zombie reskins with more health and damage (which they probably still are) but the "new behavior" they're supposed to have has me interested. Thoughts anyone?

 
I'm curious what the new Charged Blue and Infernal Orange endgame zombies will do with their new behaviors. Thoughts anyone?
I shared my guesses on page 62. I think if a zombie electrocutes us, it'd be too overpowered, unless the stun lasts for a nanosecond. The new burnt biome zombie will set us on fire with this new update, so the infernal orange would not be unique.

 
I shared my guesses on page 62. I think if a zombie electrocutes us, it'd be too overpowered, unless the stun lasts for a nanosecond. The new burnt biome zombie will set us on fire with this new update, so the infernal orange would not be unique.
Yeah makes sense for sure. One hit from the electrocution on any horde and you're just dead. Good point with the burnt zombie already doing that. Really racking my brain what the new behaviors are, unless it shoots fireballs which would be cool. Although from what i gather the new Plague Spitter shoots bugs at us and the Frost claw has a projectile too. So idk, maybe projectiles are the name of the game for this update lol.

 
Faatal - Here's the question. Do you plan to add new zombie attack mechanics? Well, right now I see the following:

Almost all zombies attack the same way in close combat and most of them, in my opinion, differ only visually
Zombie cop - separate mechanics of self-detonation and spitting (in general, not very dangerous, but if you do not have time to dodge, you can get a good one)
Mutant - throws spit around himself spit (in my opinion, more of a decorative mechanic since it almost does not cause damage or interferes with the player)

Spider - jumps and bends down (this is just a unique mechanic that forces you to change your position and dodge)

Demolitionist - also a cool mechanic that breaks bases and makes players come up with new killboxes

That's basically it. But after 10-15 hours of play, this is not particularly surprising and killing turns into a routine. I want more new mechanics and challenges.

Well, as an example, add the bull mechanic: That is, the zombie gets enraged and quickly runs in a straight line towards the player. And either does a lot of damage to the player or to the block it crashes into.

HUGE thanks for the new zombie difficulty. After level 50-100, the current radioactive ones stop feeling at all.

Now I am playing the first 20-30 hours of the game with great delight (the initial stage). But as soon as the player gets a tier 3 weapon, the game becomes much easier and everything comes down to a banal run and shoot (That is, just complete tier 6 quests and wait for the red night, even on the highest difficulty). This quickly gets boring, and to be honest, there is no motivation to get more than level 150 (BUT I will say right away that this is just my perception of the game)

Are you planning to develop activities at the late stage of the game, and if so, which ones?

In any case, a huge thank you for the game. I think if you add a little more activities in the middle and late stages, the game will have no equal. Looking forward to 2.0
1 - No plans other than what was done for the Frostclaw and Plague Spitter.

2 - Bandits in 3.0 and story line in 4.0.

 
@faatal

Sometime between experimental and stable, can you adjust a single animation sequence

to allow 1 zombie to have the ability of all of the non melee attacks, simultaneously please.

If it is built in to the vanilla code and available now please acknowledge, if not please allow.

As an EAItask, that allows them to be actuated by a tag inclusion in entities classes.

:devilish:

 
I think he was grandfathered in, for allowing responding to the forum. The new

prerequisite seems to be more like the White Lines message. Don' do it, baby.

And for gosh sakes Don't look .em in the eye.

 
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