PC V3.0 Sandbox Siege Dev Diary

@faatal : just recently I noticed what could be considered "weird behavior" on the part of the AI.
Is it normal that a wight passes right beside me and runs to an animal corpse to eat it instead of attacking me? :unsure:
 
@faatal : just recently I noticed what could be considered "weird behavior" on the part of the AI.
Is it normal that a wight passes right beside me and runs to an animal corpse to eat it instead of attacking me? :unsure:
It's normal. I see the zombies go to the easier (dead) animal instead of the person who's got these big guns and melee weapons... Makes sense.
One thing I like doing is kill an animal and watch sometimes 3-4 zombies going for it... Amazing stuff!
 
It's normal. I see the zombies go to the easier (dead) animal instead of the person who's got these big guns and melee weapons... Makes sense.
One thing I like doing is kill an animal and watch sometimes 3-4 zombies going for it... Amazing stuff!
Yeah, I know, but in this case the dead animal was behind me (far away) and the wight was coming from the opposite side.
It passed right beside me and ran like 20+ blocks away to reach the dead animal! That is a bit extreme in my humble opinion. :oops:
 
@faatal : just recently I noticed what could be considered "weird behavior" on the part of the AI.
Is it normal that a wight passes right beside me and runs to an animal corpse to eat it instead of attacking me? :unsure:
Yeah, that's normal and intended. The original dev stream showing off the behavior commented on it. Not every zombie will target that first, though. Some will still ignore it to attack you. I think it may be related to what they "see" first. The corpse can have a larger range than your character to be noticed, so depending where the zombie was and where the corpse is compared to you, they may attack you first or go to the corpse first. But that's speculation on my part. I've never really paid attention and just accepted that some attack and some eat. But they did talk about it back then.
 
If you throw a rock past your friend and it triggers the zombie to go to its location it will run past your friend until it reaches the rock.

If your friend hurts a zombie and you are between them, it will go past you to get to your friend.

If a zombie chooses a pathway to get to you it will ignore other pathways even if it means it must break a window and go outside and then up some stairs instead of just walking through a doorway.

They are completely single minded on the target of their current AI task, whatever it is, unless interrupted by causing them damage.
 
If you throw a rock past your friend and it triggers the zombie to go to its location it will run past your friend until it reaches the rock.

If your friend hurts a zombie and you are between them, it will go past you to get to your friend.

If a zombie chooses a pathway to get to you it will ignore other pathways even if it means it must break a window and go outside and then up some stairs instead of just walking through a doorway.

They are completely single minded on the target of their current AI task, whatever it is, unless interrupted by causing them damage.

And if you're unlucky like me, you'll throw the rock, it'll hit a zombie, bounce back to your feet, and the whole wandering horde will come charging for your position. :)
 
12500 game hours behind me, when 3.0 is released as stable, my game hours will increase by 1000-10000
Definitely will do. Oh, that`s till next one you know, right ;)

Many of us might miss early alpha`s stuff, but in some way it could be back with the new presets and options, which I hope bring many of others back.
 
I've been experimenting with the settings to create a custom set that comes as close as possible to the arcade feeling of classic horde mode. I'll share the code (after experimental drops) for anyone who wants to try it and then alter the settings if they have additional ideas to see if many minds can crack the puzzle better than I've been doing on my own. I think one of the fun new threads of the forum will be collaborations of people sharing codes and then others tweaking them and sharing back, and so on. I think we will eventually get a good library of option sets. It is a lot of fun to create a custom set of options as an initial base and then modifying it in different ways to see how gameplay gets changed.
 
I've been experimenting with the settings to create a custom set that comes as close as possible to the arcade feeling of classic horde mode. I'll share the code (after experimental drops) for anyone who wants to try it and then alter the settings if they have additional ideas to see if many minds can crack the puzzle better than I've been doing on my own. I think one of the fun new threads of the forum will be collaborations of people sharing codes and then others tweaking them and sharing back, and so on. I think we will eventually get a good library of option sets. It is a lot of fun to create a custom set of options as an initial base and then modifying it in different ways to see how gameplay gets changed.
Can you spoil me if there is a setting that lets me disable intellect masteries 25% chance to find magazines in loot, potentially also the 50% double read perk. Setting magazine loot to the lowest settings and then bypassing it with mandatory mastery perks would be annoying to me.
 
Sorry but no spoilers this close to when the head honchos are going to want to reveal their own secrets. That would be bad form. You'll get many questioned answered during the dev stream and then probably the rest during streamer weekend and the experimental public beta. Another popular thread is sure to be options feedback and suggestions so if for some reason the intellect mastery doesn't play well with certain options, you can report that and the team will definitely look at it. They've already spent many hours looking for disparities and conflicts between options but they probably won't catch them all which is where feedback and suggestions during experimental will surely be helpful.
 
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