AaronG85 Posted July 6, 2019 Share Posted July 6, 2019 Any news or updates if we will get XP from traps? Was thinking it could work like the shared XP you get from team mates, so every trap within the certain distance when they kill a zombie everyone gets shared XP? Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 Yea, its a game. There are also puking zombie cops and players running around with 30 tons of bricks on their back. Every shape of flagstone blocks having different health and cost would be a nightmare and would probably make 90 percent of shapes unusable. Why would I want to take up the same amount of space with a low health block. In most cases id default to highest health. Yes it was a balancing nightmare when blocks of the same material had various costs and health values. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 Any news or updates if we will get XP from traps? Was thinking it could work like the shared XP you get from team mates, so every trap within the certain distance when they kill a zombie everyone gets shared XP? We are planning for turrets to give xp but not floor traps nor spikes. Link to comment Share on other sites More sharing options...
Crater Creator Posted July 6, 2019 Share Posted July 6, 2019 Honestly, the table saw is cool, but it feels pretty useless as a workstation right now, imagine in a18. Nice for creative though. I would love to see some meaningful crafting in it (traps?, mods?... wooden BLUEPRINTS? big modular walls? Pinocchio?). Part of me likes the idea of progressing from basic shapes to advanced shapes, whether it's through a station, books, perks, or something else. The other part of me is irritated when I can't quite build what I want without a table saw, even though the shapes I want seem 'basic'. Probably nobody will agree on exactly which shapes should count as 'basic' versus 'advanced'. Link to comment Share on other sites More sharing options...
Crater Creator Posted July 6, 2019 Share Posted July 6, 2019 A flagstone block and a flagstone post have the same resource cost and HP despite one being significantly smaller than the other? It's been that way for a long time. Since Gazz is on record as not interested, I had plans to make a mod that makes cost and HP proportional to each shape's size. It would cut down on some exploiting, like making a pillar out of 4 quarter-blocks instead of 1 full block to get 4x the HP while presenting the same profile to zombie hands and puke. It was going to be significantly easier now that we have xpath syntax... but unfortunately this shape selector will put a damper on it. Link to comment Share on other sites More sharing options...
toores Posted July 6, 2019 Share Posted July 6, 2019 For a large number of blocks there are 24 rotations. How would you key bind all all of those? If a block had full 45 degree rotations available, this would double to 48 possible rotations. There are still only 6 rotation DIRECTIONS. (3 axis and both directions in every axis) rotate clockwise rotate counter clockwise rotate forward rotate backward roll left roll right I could bind my num pad to do all complicated rotations for example. Or I could bind ALT+ mouse wheel to rotate froward, backward. And since i have wheel tilt, i could also do rol left and right. EDIT: [Key 1] rotate +X [Key 2] rotate -X [Key 3] rotate +Y [Key 4] rotate -Y [Key 5] rotate +Z [Key 6] rotate -Z This would also handle 45° rotations. Exactly! Link to comment Share on other sites More sharing options...
toores Posted July 6, 2019 Share Posted July 6, 2019 CTRL is sneak I think, unless thats just me. How about ALT? It is not needed for gameplay. Hold L Alt to rotate: clockwise = left click (does the same as without pressing ALT) counterclockwise = right click forward = mouse wheel forward (rotate a block the same direction as the wheel) backward = mouse wheel backward Every mouse has at least 2 buttons and a wheel and covering both directions in 2 axis makes it already tons faster. Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted July 6, 2019 Share Posted July 6, 2019 How about ALT. It is not needed for gameplay. Hold L Alt to rotate: clockwise = left click (does the same as without pressing ALT) counterclockwise = right click forward = mouse wheel forward (rotate a block the same direction as the wheel) backward = mouse wheel backward Every mouse has at least 2 buttons and a wheel and covering both directions in 2 axis makes it already tons faster. Good thing I asked... then everyone starts posting ideas for it. This is all awesome, but I would still settle for a simple reverse. Link to comment Share on other sites More sharing options...
Odetta Posted July 6, 2019 Share Posted July 6, 2019 We are planning for turrets to give xp Nice, not just the junk turret correct? Link to comment Share on other sites More sharing options...
beerfly Posted July 6, 2019 Share Posted July 6, 2019 Nice, not just the junk turret correct? Don`t bully the potato turret ! Link to comment Share on other sites More sharing options...
KingSlayerGM Posted July 6, 2019 Share Posted July 6, 2019 Hey @madmole couple of questions about the shape menu: do all materials have the same shapes? for example the shapes you can make with wood are the same that you can make with concrete? or some restrictions apply?you place down a rebar ramp, you pick it up, can you now change it's shape and plae it again? even if you placed it already? Link to comment Share on other sites More sharing options...
ozzysfang Posted July 6, 2019 Share Posted July 6, 2019 i think this was brought up when quests were first being discussed. It would be great if there were quests that , if successful would lower your game stage. Link to comment Share on other sites More sharing options...
The Gronk Posted July 6, 2019 Share Posted July 6, 2019 Yes it was a balancing nightmare when blocks of the same material had various costs and health values. I would have thought that would have been one of the easiest thing to balance, volumetric maths is hardly a new field. No offence meant but at this point I find myself no longer surprised at what you're prepared to simplify and smooth over under the guise of balancing. Link to comment Share on other sites More sharing options...
The Gronk Posted July 6, 2019 Share Posted July 6, 2019 Yea, its a game. There are also puking zombie cops and players running around with 30 tons of bricks on their back. Every shape of flagstone blocks having different health and cost would be a nightmare and would probably make 90 percent of shapes unusable. Why would I want to take up the same amount of space with a low health block. In most cases id default to highest health. Every shape of block different than one metre square would have a health and resource cost which is a direct percentage of the base block, you could automate that on a spreadsheet. It would make more sense to carry the resources required to make the block to the building site and construct it there. Humanity gave up on dragging huge blocks of stone around to build something shortly after the pyramids were finished, it was too much effort apparently. Simplification is good to an extent but if it were the "be all and end all" of game design then Shogun:Total War would have been a copy of xiangqi with pretty animations. Link to comment Share on other sites More sharing options...
Exxodous Posted July 6, 2019 Share Posted July 6, 2019 I would have thought that would have been one of the easiest thing to balance, volumetric maths is hardly a new field. No offence meant but at this point I find myself no longer surprised at what you're prepared to simplify and smooth over under the guise of balancing. I'm not sure what your surprised about to be honest. Block health and recourse cost has been this way for at least a few alphas, correct? If it wasn't something you noticed until now I'd say its a non issue in the "simplifying the game" conspiracy theory. No offence of course Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 How about ALT? It is not needed for gameplay. Hold L Alt to rotate: clockwise = left click (does the same as without pressing ALT) counterclockwise = right click forward = mouse wheel forward (rotate a block the same direction as the wheel) backward = mouse wheel backward Every mouse has at least 2 buttons and a wheel and covering both directions in 2 axis makes it already tons faster. Alt is third person. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 Nice, not just the junk turret correct? Correct. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 Hey @madmole couple of questions about the shape menu: do all materials have the same shapes? for example the shapes you can make with wood are the same that you can make with concrete? or some restrictions apply?you place down a rebar ramp, you pick it up, can you now change it's shape and plae it again? even if you placed it already? It becomes a generic rebar frame when you pick it up, or returns to the stack of rebar frames on your belt. Not all materials have the same shapes for now. It always felt stupid making stairs and railings from a frame then upgrading them, so flagstone/brick might have more stuff than wood/rebar. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 i think this was brought up when quests were first being discussed. It would be great if there were quests that , if successful would lower your game stage. Why in Navezgane would you want to lower your game stage? Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 I would have thought that would have been one of the easiest thing to balance, volumetric maths is hardly a new field. No offence meant but at this point I find myself no longer surprised at what you're prepared to simplify and smooth over under the guise of balancing. Its klunky design having hit point values and recipes all over the place. It leads to harvest bonuses failing, edge case exploits and another of 1000's of examples where realism fails yet again. Overdesign is the most common designer trap, don't think you are intelligent when you start overdesigning, the opposite is in fact, the truth. Link to comment Share on other sites More sharing options...
Katitof Posted July 6, 2019 Share Posted July 6, 2019 We are planning for turrets to give xp but not floor traps nor spikes. Good, now allow steel ammo to be loaded into them, so non shotgun turrets are actually usable. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 I'm not sure what your surprised about to be honest. Block health and recourse cost has been this way for at least a few alphas, correct? If it wasn't something you noticed until now I'd say its a non issue in the "simplifying the game" conspiracy theory. No offence of course The most simple way is almost always the most elegant solution. Dumbing down is often mistaken for improvement. At this point I'm kind of cringing looking at the wood framed block icons and just want to build with solid wood instead, because building with cobblestone is better because you don't have to upgrade everything and you can see what the hell your building. The only drawback is if you make a mistake. Link to comment Share on other sites More sharing options...
madmole Posted July 6, 2019 Author Share Posted July 6, 2019 Good, now allow steel ammo to be loaded into them, so non shotgun turrets are actually usable. There is no steel ammo, and no shortage of bullets unless you are lazy. Link to comment Share on other sites More sharing options...
agrastiOs Posted July 6, 2019 Share Posted July 6, 2019 Good, now allow steel ammo to be loaded into them, so non shotgun turrets are actually usable. Steel bullets will be removed in A18. Edit: Oof, Madmole beat me. Link to comment Share on other sites More sharing options...
toores Posted July 6, 2019 Share Posted July 6, 2019 Alt is third person. It's not a button you need to press too often so it could be changed. It would be very welcomed if there were better rotating controls to accompany the new shape menu. Link to comment Share on other sites More sharing options...
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