Did i hear my name?now watch jax is gonna go add both those abilities to his mod lol![]()
Your guys close to getting mecanim working?Did i hear my name?![]()
We MAY have a jumping zombie in 3.0. Who MAY be able to jump 2 blocks. MAYBE.
Not as of yet. Admittedly I have not dabble all that much as i could be with it. Our glowy, round friend has it working i believe though. But you need the secret passcode and shouting "Open Sesame" doesn't work the way it used to without showing some legYour guys close to getting mecanim working?
Having a high HP boss doesn't necessarily mean it's a bullet sponge in my view, if you balance it appropriately. Ie, melee attacks from behind do 5x damage. Or fire damage does double while slowing him down... etc.etc. High HP from normal attacks with vulnerabilities of certain kids that fit in adds more depth, compared to just having high hp (like radiated feral cop vs normal cop).behemoth would've been (bullet sponge)^2
The problem from those Demos is that they work for what they are intended to work. Showing players possible future developments. Aside from that, if everything would have worked out, it would have been implemented. That it wasn't implemented just means that problems occured which halted the development, whatever problems those are. Either the effort was underestimated and the implementation long way from being finished; or there were other projects way more important than a new feature. Or maybe this implementation had balancing issues, or it was interfering with other functions. Anyway, I dont know since I am not involved in this project.if you saw Joels Videos of a16 preview, they already had a working system of zipplines and it looked totally awesome. i was pretty disappointed that it didnt get to the release because it would fit perfect to my buildingtype =(
You need to use the right way to kill them.Use a gun to lower hp and an explosion to kill thrm.I find exploding crossbow bolts cheap, fun and easy to useHaving a high HP boss doesn't necessarily mean it's a bullet sponge in my view, if you balance it appropriately. Ie, melee attacks from behind do 5x damage. Or fire damage does double while slowing him down... etc.etc. High HP from normal attacks with vulnerabilities of certain kids that fit in adds more depth, compared to just having high hp (like radiated feral cop vs normal cop).
While cops take 2x damage from explosions, it's far too easy to have an explosion trigger his explosion animation, and by the time you reload and shoot again he's already exploded. And the radiated one is just a buffed up bullet sponge version of the cop![]()
I just love your sarcasm, haha.That's exactly what they want. I'm sure they are in the process of changing their name to The Boredom Pimps at this very moment.
I disagree. The game could use some boss zombies to prolong end game...
My thoughts exactly.I think that having bosses to fight would be a cool thing... expecially if they gave you good rewards and if they were connected to quests..
A17 will bring "mini-bosses" on few dungeons, this makes more sense than a giant beast...I thought the Behemoth zombie was a good idea, or at least some iteration of one. There is basically no single zombie that makes you "afraid", afraid for your base and for your life, no matter what level you are. THIS was what I was waiting for. A large enemy to fight that would give awesome drops and awesome xp gain! Hopefully they add him OR some iteration of him in in the future as well as more varied types of zombies. Much needed I think.
Its a never ending game........this isn't wowI disagree. The game could use some boss zombies to prolong end game...
The question was answered.Five pages and nobody has answered the original question?
Pathfinding. The reason the Behemoth was dropped was because it took up too much space and it would require a huge re-write of the pathfinding algorithms to make sure it didn't try to squeeze through a normal sized door.
I wasn't a fan of the Behemoth in the first place but I am going to miss the addition of ziplines.