Jump to content

Danidas

Members
  • Posts

    280
  • Joined

  • Last visited

  • Days Won

    1

Danidas last won the day on October 22 2020

Danidas had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Danidas's Achievements

Ranger

Ranger (6/15)

158

Reputation

  1. They are getting merged into the same biome in A20 that will be a mix of burning and radiation hazards. Now as for the dog model I'm looking forward to them as they are far scarier then what we got now. Also looking forward to what they do to bears and zombie bears along with the other animals.
  2. Now that's a well done zombie dogo.
  3. Right now what your trying to do is impossible as water has no physics beyond source blocks spreading out a few blocks around them. But its not possible to make more source blocks like in other games and source blocks never move. So making flowing water ways or even repairing damage to existing ponds, lakes, rivers, and oceans is nearly impossible. Now in the future this is going to be changed as they are currently redoing the games water system to improve it. Which the current system is nothing more then a very jankey place holder.
  4. Yep, AP ammo's only purpose right now is hitting multiple lined up zombies at once and those behind a single semi-weak block. Other then that your almost always better off with HP ammo for the added damage.
  5. At least AP ammo's other main benefit still works as they still hit multiple zombies if they're lined up if you have the right weapon/perk combo. But damage wise your better off with HP ammo especially when clearing POIs and while on horde night if you have a kill corridor then AP is best as your shots will hit 2 to 3 zombies at a time.
  6. The thing is the devs have officially stated multiple times that this isn't a stealth game nor is it ever going to be as they have no intention of making it one. Instead stealth is nothing more then a tacked on feature to check off the "Does game have Stealth?" check box with just the basic framework to make it mostly work. The same as brawling checks off the "Can you play by punching zombies to death?" check box with a similar degree of effort from the devs to make it mostly work. As a result of this it's foolish to expect anything beyond basic minimal effort from the devs with a "Keep it Simple Stupid" or KISS approach. Especially when you consider that multiple times the devs have indicated that their top focus is hitting the Gold status in the game so they can move on to the next game. Which they still have a large chunk of game to do including the most difficult part in the form of NPCs who will literally be a massive game changer. As we are getting enemies with guns who will be far more deadly than anything we have now. Also lets not forget the special infected who will impact the classic run and gun play style the most as combined with NPCs it will be far easier to deal with them via stealth. Now as for stealth in A20 we already know that they may tweak the very rarely used Awake Sleeper Volume to be less destructive and easier for them to use. As a result the zombies will most likely end up awake and wondering their spawn area but not destroying everything in their way. Which will create hyper alert zombies that are harder to predict to spice up stealth. Other then that the realist in me strongly doubts that we will see much more in regards to stealth. Personally I still enjoy playing stealth in this game quite a lot but I know and respect the reality that it will never be good enough to forgo the rest of the game to focus completely on.
  7. The game doesn't use scripted events like that and instead all the sleeper volumes are in the from a 3d cube drawn around the spawn location extending towards the intended path to it. While also including quite a bit of the surrounding area to cover some of the unintended paths. The way it works is the second your hit box crosses over any of the cubes 6 sides the zombie spawn points with in will activate. Normally the devs would include a view blocking barrier on the intended path between the spawn volume's edge and the spawn location to hide the pop in. However in your case your bypassing the intended path and those pipes are just above the top of the spawn volume. Basically the way zombie spawning works in POI's is that no zombies exist until seconds before you would naturally see them. Otherwise none exist as the devs are ultra aggressive at keeping the total Zombie count as absolutely low as possible by ensuring that none exist that won't get immediately engaged by the player.
  8. No change to ammo at all in the update with no change expected until A20 at the earliest but may even be after that. As a result HP still does the most damage regardless of target. However AP despite being identical to normal ammo has the bonus of penetrating multiple targets mattering on the gun/perks used. In other words against a single target HP is the best but against multiple targets especially if they're lined up in a kill corridor AP is king.
  9. It's 3 items total that include the Santa Hat, Candy Cane Club, and the Candy Cane Knife.
  10. Right now the easiest way to avoid the Bloodmoon horde is to just accept the death by striping naked and running out to die. As once all players die the horde ends and if where you died is far enough from your spawn point all the zombies will despawn as well. Then you have a peaceful red hued night to do what ever you want as no more zombies will spawn outside the sleepers in buildings. Another option is to stack run speed/stamina regen to allow your character to out run the zombies on foot as that is very possible but difficult especially with cops and vultures. Edit - As for using any vehicle you can forget about that.
  11. Its the same exact issue as I mentioned above and was proven in that video, zombies never get a damage bonus against any specific block or orientation. The only thing that is occurring is that their hit box is able to enter the blocks to confuse the game into thinking they are stuck. Which is purely tied to only the exact position of the zombie relative to the block with nothing else mattering.
  12. Its been extrinsically proven that zombie attack bonuses to specific blocks is nothing more then a myth that was never a reality. Which resulted from players misunderstanding a highly inconsistent phenomenon of blocks randomly breaking faster then expected by established in game logic. As it appeared that zombies would randomly get the super power to do 6x damage to what appeared to be certain block shapes. But said phenomenon was near impossible to fully test and prove due to just how inconsistent it was. Now what's really going on is that zombies are clipping into the block's hit box with their own hit box during their attack animation. As a result it is fooling the game into thinking that the zombie is trapped in the block and triggers their emergency escape system. Which gives them a massive 6x damage bonus to free themselves and disappears once no longer detects their hit box entering a blocks. Now the actual block hit box doesn't really matter as its possible to have this occur with all of them including full blocks but it's very rare to occur with those. Basically the only thing that triggers the phenomenon is the exact position of the zombie's hit box relative to the blocks in question. See this video -
  13. My favorite is face tanking them with a stun baton as they can't do anything if you keep the stun going and it's even more fun with the stun repulsor mod to send the bear flying.
  14. The way that E to interact is coded it can't handle any variables and will always do the exact same thing. Which makes it impossible to handle any collection bonuses with out redoing the interaction system or using a trick to work around the limitation. For example having more then one of each plant and having the Use command that is more flexible plant the better versions. But this would require you to need to break and replant all your crops when ever you upgrade Living off the Land. Naturally this is even worse then what they are currently using via the flexible Attack command to detect that your targeting a crop and to apply the bonuses of Living off the Land to the action. Basically the devs are very limited in what they can do and how to do it by the game engine. Which anything beyond that needs valuable code time that is better used in other places.
×
×
  • Create New...