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3 minutes ago, MechanicalLens said:

Unless you've added that in A19, no, that has never been the case. At least not for the past few/several alphas.

SHUT UP! Zombie bears mixed in a BM horde sound WAY more terrifying than the demolishers! :peep:

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Just now, Jost Amman said:

SHUT UP! Zombie bears mixed in a BM horde sound WAY more terrifying than the demolishers! :peep:

I never said that wouldn't be the case. I was simply stating that, unless TFP changed something and didn't tell us about it, zombie bears currently do not spawn during BM hordes. They haven't since A14 or A15 I believe.

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1 minute ago, MechanicalLens said:

I never said that wouldn't be the case. I was simply stating that, unless TFP changed something and didn't tell us about it, zombie bears currently do not spawn during BM hordes. They haven't since A14 or A15 I believe.

No, no, you got it wrong... I was saying shut up in the sense "don't give Madmole ideas"! Shhh! 😬

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Regarding mines, I fear that even if they could give XP to the player in the future, they would still remain obsolete due to their cost-to-kill ratio. Most players would rather craft grenades or pipe bombs that could net them a few to several kills vs a single mine that may grant them 1 kill, perhaps 2, but also with the chance of 0. I do not have any sort of solution to this that would make sense (other than "self-regenerating"/charging landmines, but that wouldn't make any sort of logical sense), but I thought I'd might as well point this out.

2 minutes ago, Jost Amman said:

No, no, you got it wrong... I was saying shut up in the sense "don't give Madmole ideas"! Shhh! 😬

Madmole, you have two votes in our corner. We want zombie bears on horde night. 😈

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32 minutes ago, Jost Amman said:

SHUT UP! Zombie bears mixed in a BM horde sound WAY more terrifying than the demolishers! :peep:

Maybe if you run around on the ground level with the zombies meleeing but apart from that that they are a non issue for the majority of horde bases...

 

...Maybe if there is a flying/exploding/spitting version then sure? LOL

 

Edit: a fire breathing version would make things interesting but not until we get a flamethrower trap ourselves...🤣

Edited by Laz Man (see edit history)
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2 minutes ago, Laz Man said:

Maybe if you run around on the ground level with the zombies meleeing but apart from that that they are a non issue for the majority of horde bases...

 

...Maybe if there is a flying/exploding/spitting version then sure? LOL

 

Edit: a fire breathing version would make things interesting but not until we get a flamethrower trap ourselves...🤣

Now you're making me want to fight dragons on horde night. 😛

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Just now, Laz Man said:

Maybe if you run around on the ground level with the zombies meleeing but apart from that that they are a non issue for the majority of horde bases...

 

...Maybe if there is a flying/exploding/spitting version then sure? LOL

A giant flying pooping version maybe... :flypig:

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2 hours ago, LewZephyr said:

@madmole

 

Are there plans to re-visit the apartment building (sorry I dont know the POI name)  its the one thats 4 or 5 stories, very square shaped and each apartment has its own balcony.  Top floor has skylights in 2 of the apartments.

 

We ran into this one yesterday (hadn't seen it in a while).  It was pretty meh compared to all the new and re-vamped POI's.  But the building looks like you could do a great dungeon rework on it.  Heck even just an update that brings it on par with the other buildings.

 

A19 has been very solid and impressive.  The game is better than ever. 

Thanks for all of TFPs  hard work. 

I don't know, I'm not a level designer. I do know they will revisit every POI at some point.

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Why did you guys go out of your way to ruin the buried supplies quests? They are awful now. That stupid circle makes it take 10 times as long, and it worked fine before if you properly use the marker to find where to dig.

 

It's already enough of a pain (and takes forever) to walk all the way there and back, because let's face it these are only early game quests since the loot is only a few cans of food so you aren't doing these with a vehicle. The requirement to dig for 20 minutes (because you also don't have decent tools yet) is just terrible design.

 

Please at least make it so the marker is at the location of the chest like it used to be, not the location of the yellow circle's center.

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9 minutes ago, LiftPizzas said:

Why did you guys go out of your way to ruin the buried supplies quests? They are awful now. That stupid circle makes it take 10 times as long, and it worked fine before if you properly use the marker to find where to dig.

 

It's already enough of a pain (and takes forever) to walk all the way there and back, because let's face it these are only early game quests since the loot is only a few cans of food so you aren't doing these with a vehicle. The requirement to dig for 20 minutes (because you also don't have decent tools yet) is just terrible design.

 

Please at least make it so the marker is at the location of the chest like it used to be, not the location of the yellow circle's center.

Facts matter, try using them. The rewards are NOT only food. Just yesterday I drove to the location on my motorcycle on D10 in game. Lvl II buried supplies quest. I pulled a level 5 scrap leg armor and a lvl 6 primitive bow out of the same chest. The armor I sold cause I go light armor tree but the bow was an upgrade from my lvl 3. Having the chest actually work as intended and be in a random place in the area is now fixed so yea, your exploit of using the marker to know the exact coord is now removed. I dig supplies and treasure the exact same way I always have, In lines skipping alternate rows using the flashing red marker. When I'm done I seal the tops with wood frames. It's far from being a time intensive process. This is still with a stone shovel even.

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22 minutes ago, LiftPizzas said:

Why did you guys go out of your way to ruin the buried supplies quests? They are awful now. That stupid circle makes it take 10 times as long, and it worked fine before if you properly use the marker to find where to dig.

If you want to find that treasure fast, max the perk. 3 "blocks" removed and circle shrinks? Probably find it in no more than 12 "blocks" removed. Quit whining about something being fixed so that you can't just dig down and find immediately. I seriously doubt anybody could find an exact spot something is buried out in the open in real life, even with GPS. It gives a bit more common sense feel to finding the buried goods. And once you can dig a dirt block with one swing, it would be mere seconds to find anyways

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44 minutes ago, LiftPizzas said:

Why did you guys go out of your way to ruin the buried supplies quests? They are awful now. That stupid circle makes it take 10 times as long, and it worked fine before if you properly use the marker to find where to dig.

 

It's already enough of a pain (and takes forever) to walk all the way there and back, because let's face it these are only early game quests since the loot is only a few cans of food so you aren't doing these with a vehicle. The requirement to dig for 20 minutes (because you also don't have decent tools yet) is just terrible design.

 

Please at least make it so the marker is at the location of the chest like it used to be, not the location of the yellow circle's center.

Well that's a first...its actually faster for me with the circle...

 

Before I would use frames to narrow down the dig area.  

 

If the dig area is on a mountain it can take even twice as long. (In A18)

Edited by Laz Man (see edit history)
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6 minutes ago, Laz Man said:

Well that's a first...its actually faster for me with the circle...

 

Before I would use frames to narrow down the dig area.  

 

If the dig area is on a mountain it can take even twice as long. (In A18)

Yeah I would say 99% of the users would agree the new digging system is better. A, you can't exploit it, B the shrinking circle is helpful. Buy the perk to maximize its effectiveness. Before I'd end up with 5000 clay on some digs you just couldn't find it for x reason. Now it shrinks and I'm guaranteed to find it.

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1 minute ago, madmole said:

Yeah I would say 99% of the users would agree the new digging system is better. A, you can't exploit it, B the shrinking circle is helpful. Buy the perk to maximize its effectiveness. Before I'd end up with 5000 clay on some digs you just couldn't find it for x reason. Now it shrinks and I'm guaranteed to find it.

From a usability and time management standpoint i think its great.  If your the type of player who was fine with the rally point marker for quests, the change is probably welcome.  If your big on immersion, less hud elements, harder survival, probably not so much.  It would be nice if at some point there was a survival+ (very hard) mode sorta like how Fallout 4 did later after release.

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3 minutes ago, madmole said:

Yeah I would say 99% of the users would agree the new digging system is better. A, you can't exploit it, B the shrinking circle is helpful. Buy the perk to maximize its effectiveness. Before I'd end up with 5000 clay on some digs you just couldn't find it for x reason. Now it shrinks and I'm guaranteed to find it.

The new system does require more digging.  Don't like the circle, though, breaks immersion for me.  Also makes tons of holes all over the MP maps, it's a hazard there.

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52 minutes ago, LiftPizzas said:

Please at least make it so the marker is at the location of the chest like it used to be, not the location of the yellow circle's center.

lol...I remember describing the shrinking circle and people stating how useless it was going to be because the chest was always right below the zoomed in icon on the map. Then I explained that the chest could be anywhere in the circle area and not just directly below the map marker.  The map marker matching exactly the location of the chest was not intended. You were always supposed to have to search for the chest within the area. A19 fixed that but also gave a shrinking guide circle so that the experience would be a hot/cold minigame and not just blind digging. Despite the circle itself being pretty arcadey-- it does make finding the chest faster than otherwise.

 

The unlinking of the exact chest location and the map icon was going to happen anyway. Don't blame the circle for that.

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1 minute ago, RyanX said:

The new system does require more digging.  Don't like the circle, though, breaks immersion for me.  Also makes tons of holes all over the MP maps, it's a hazard there.

No, not really.

It only does if you used to exploit one of several bugs with dig quests in A18.

Bugs got fixed.

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5 minutes ago, Gazz said:

No, not really.

It only does if you used to exploit one of several bugs with dig quests in A18.

Bugs got fixed.

Every previous alpha I just dug a hole straight down 3 blocks, stood roughly at the location of the center of the red flashy chest, then dug around in a circle till I found it.  Was much, much quicker.  No bugs, etc.  I'm not knocking the difficulty, though.  I'm fine that it takes longer.  Just don't like the yellow ring.  I don't have solutions either, but the holes are even bigger now creating craters all over MP maps which was already a problem using the old method, requiring moderators to police them.

Edited by RyanX (see edit history)
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25 minutes ago, madmole said:

Yeah I would say 99% of the users would agree the new digging system is better. A, you can't exploit it, B the shrinking circle is helpful. Buy the perk to maximize its effectiveness. Before I'd end up with 5000 clay on some digs you just couldn't find it for x reason. Now it shrinks and I'm guaranteed to find it.

Digging quests are great and a fun way to collect Clay I find.

 

2 hours ago, madmole said:

Yes, this is the biggest issue, is that the limited range of voxels makes rifles kind of pointless, because most encounters are short to mid range. There are some uses for the rifle for sure, but it doesn't make it enticing enough to spec into.

I thought it was on high GS.

 

What about allowing us to equip on Rifles a bayonet ?... this would then act as a spear when not fired for close quarters and give that extra plus for rifle users.

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2 hours ago, Laz Man said:

That actually sounds like a great incentive to kill things farther out.  Great idea.

i mean it makes sense!

 

 

Snipers have longer barrels so the bullet can pick up more speed! and the faster the bullet! the more damage!

 

at close range it would be its base damage but if you hit a zombie from a far it will up the damage!

2 hours ago, MechanicalLens said:

 

Madmole, you have two votes in our corner. We want zombie bears on horde night. 😈

i though they where a thing for hordes!

 

 

 

also add crispy zombies to the mix!

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3 hours ago, madmole said:

We don't have a way to store who made the spike (so no way to award XP) unless we turn it into a model entity instead of a block, and then we get poor performance from too many entities, draw calls, etc.

 

I was thinking more like the perk makes it so you get exp when anything dies from any spike, regardless of owner. 

 

Obviously not important and not worth spending any real time on... and if there are any problems with it, like you said, not worth doing, heh.  Plus it might be exploitable. 

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55 minutes ago, Adam the Waster said:

Snipers have longer barrels so the bullet can pick up more speed! and the faster the bullet! the more damage!

 

at close range it would be its base damage but if you hit a zombie from a far it will up the damage!

That is the complete inverse of how most firearms (outside of gyrojets/rockets which continue accelerating once they leave the barrel/tube due to their propellant being contained within the projectile itself instead of being held in the casing the projectile is fitted in) work.

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1 hour ago, Laz Man said:

From a usability and time management standpoint i think its great.  If your the type of player who was fine with the rally point marker for quests, the change is probably welcome.  If your big on immersion, less hud elements, harder survival, probably not so much.  It would be nice if at some point there was a survival+ (very hard) mode sorta like how Fallout 4 did later after release.

We have enough options I don't think it is needed really.  Fallout wasn't a survival game when it shipped and my guess is they saw the success of us and Rust, Day Z, etc, and decided to toss survival in. Then that didn't work so they thought the magic secret sauce must be MP so they made Fallout 76. The difference is they were trying to make the game something it wasn't, to appeal to a wider fan base. We are making the game what it is, and to appeal to us internally. If we think a system isn't very good we improve it. Of course there is always some guy who thinks the hacked in quick version was better. We don't. That is the draw back with early access is some players get married to unfinished systems that we put in as a placeholder, or its missing the polish features we wanted to do but didn't have the time, etc. But as we polish for gold that always makes a few haters, but generally we make more fans.

 

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From catching up i can say this, mines are useful till the corpse lands on other mines and detonates them lol

Zombie bears on horde night?  Bring it with a special radiated version of the dogs and bears

 

My Ideas, can we have a new stage of irradiated zombie, the way they look now, we could have a harder version that is actually glowing, could make for the rad suit to come back into effect

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