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Alpha 19 Dev Diary


madmole

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1 hour ago, madmole said:

Dead bodies float though, so all the other zombie fiction completely got it wrong.

Dead bodies that float are also broken down and squishy, because of the bacteria that are making the gases that cause them to float...

This zoms are doing hard reps at the gym..

Lame excuse.

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4 minutes ago, Demandred1957 said:

Dead bodies that float are also broken down and squishy, because of the bacteria that are making the gases that cause them to float...

This zoms are doing hard reps at the gym..

Lame excuse.

Saying something is an "excuse" is making the assumption that he has to answer to anyone.

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4 hours ago, RhinoW said:

Your best common sense is still staying on top of a building and waiting, getting on top of a building and shooting them down through your "floor" iron bars, or hoping on unrealistic killing houses that exploit the AI (which is not wrong and doesn't affect me, it's just a different playstyle that keeps getting more and more worshipped). 

 

My point is, the zombies are getting smarter and smarter, rendering a lot of previously decent bases, useless. And the player character is not even picking up the pace if the players want to play realistically (which forces people to use cheap tactics, bloodmoon "bases"  and those that don't want to use em, get screwed), again, staying on top of the roof is pretty one of the last few realistic and solid choices.

 

Oh and zombies now swim faster than you, let that sink in, because they won't anymore.

 

Pretty sure those previously decent "bases" that got rendered useless were because the AI was so terrible you had to work hard to NOT break the AI back then.

 

And I just tested my 4-corridor fortress build that you stand in the middle and shoot down whichever one the zombies are going down all lined up with electric fencing against 20 min day cycles min daytime horde night every night/max GS using a blunderbuss, iron crossbow, a DB shotty and a level 3 m60 for 9 blood moons in a row without needing much repairing. Worked well, no cheap tactics, so I don't know where you're getting at there.

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19 minutes ago, Demandred1957 said:

Dead bodies that float are also broken down and squishy, because of the bacteria that are making the gases that cause them to float...

This zoms are doing hard reps at the gym..

Lame excuse.

 

I mean, most people float in general because of body fat and stuff. 

 

Lungs full of water sometimes help you not float as well though.

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1 hour ago, Pegasus said:

Or rednecks saying "Hey y'all, watch this!"

Lol, sadly that's usually a rednecks LAST words...

7 minutes ago, Trekkan said:

Saying something is an "excuse" is making the assumption that he has to answer to anyone.

Don't care.

5 minutes ago, pregnable said:

 

I mean, most people float in general because of body fat and stuff. 

 

Lungs full of water sometimes help you not float as well though.

Ok, then big momma, and Hawaiian shirt dude should be the only swimmers.

I could live with that.

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1 hour ago, RhinoW said:

I used the world realistic to separate the base designs in cause from the slaughterhouses players build, I believe that was fairly obvious. As in, something that someone could live in (not necessarily real life) and have permanent entrances, not entrances that you get to by placing down 2 frames and removing them, but anyways.

 

Well, my first base in A19 was made from the destroyed house PoI with the water filled basement (has an ammunition box inside the water) and was holding up pretty well, until zombies "found" a weakness (literally the same blocks throughout the whole house, but these were slightly damaged) in the opposing side where they were originally coming from, and their hive mind AI simply sent them into attacking those 2 single blocks. 

 

And no, not everything has to work, but practical things that look good and are built to protect, should continue to be viable strategies. The example you said "pole sat on", is one of the things that in fact YOU SHOULD remove...Oh and i did have working designs on A17 and A18, otherwise I probably wouldn't be playing the game. The point here is not to see what works, but to ask yourself why don't the others work, when they obviously should? I'm not putting in cause the bases that work, that has never been my point, I merely questioned why do they keep working, but the others don't.

 

Oh and when you have double walls, triple, quadruple, you really SHOULD have it working. But as for someone who is putting concrete walls simply to direct them to the BIG *SS open entrance and mitigate focused damage, it's kinda frustrating when they prefer to break 2 blocks instead of going through an open area with traps (yes, zombies don't know what traps are) or each attack different spots at the same time.

 

But hey, each to their own, i'll make my own final judgments when the game finally comes out.

Ok, lets look at your two examples that didn't work:

 

One was where you had funnels built but the zombies didn't take it, probably because of lots of traps in there that looked like impassable blocks to the zombies. Now once you have seen that doesn't work you had many options:

1) Remove the traps

2) DIg one block down and have them flush with the ground

3) Make a ramp so they walk on the traps (plus increasing the height of the funnel, if necessary)

4) Make an obstacle course out of the traps so a zombie has to use a zigzag course to not walk into any traps

 

Did you do anything of above or a fifth option? Or did you just scrap your idea immediately and said "This can't work"? If I build anything in 7D2D or in real life I usually need to refine designs before they work perfectly. In principle I know the design works, so you really can't say this is not a viable strategy.

 

The other example was some POI you used and they broke through a wall you forgot to check. That happened to me on my current SP play as well by the way. Obviously this again is a viable strategy that is working in principle, because with the fixed and strengthened wall it would have worked, right?

 

Actually the only design problem or improvement I could see is that if the zombies find such an opening only a few run through and you get a chance to fix your mistake instead of imminent death because all zombies pour through that hole. Which is actually already in the game. Ask Fataal, zombies have different pathing ranges, so if you are lucky only a few get through and you might get time to react and repair. That happened in my current SP as well, after killing the zombies who got through (they didn't get through my safety door behind that) I actually had time to repair that hole. Might not always work out so well, you can't depend on it, but on that night in my SP it gave me the time.

 

 

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Technically, dead bodies sink ... then they begin to float after they start to decompose. 

 

However, zombies are not technically completely dead, and since they don't leave a trail of rotting body parts behind them, one can assume that something in the zombification process stops the decomposition process at some point before their bodies completely rot. 

 

The real question is whether or not they breathe.  If they breathe ... or at least their diaphragms work and inhales and exhales air into their lungs, it would make sense that they would float ... and that the movement of their legs and arms would mimic swimming. 

 

Although it does bring up the question to my mind ... where are all the fish?  Wouldn't fish eat the zombies as they try to swim?  I'm picturing swarms of those little minnow fish that are always nibbling on your toes when you wade in the pond.  

 

 

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16 minutes ago, FileMachete said:

sooo... how ya'll doing?

 

Nice day here... might make some iced tea..

 

wanna talk about Vultures?

 

:classic_biggrin:

 

LOL, I was just about to talk about vultures for real...

 

So I did my day 35 horde, and I did not get any cops this time... mostly soldiers, normies and irradiated spiders... but I also had A LOT of spitting vultures. 

 

It was pretty great TBH.  Even with a turret covering me, with maxed out turret skill, I still got an infected booboo. 

 

 

A slightly more annoying buzzard with good block damage would take care of a lot of cheesy builds. 

 

Just have a swarm of annoying pos buzzards eating away at your base from the top. 

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10 minutes ago, FileMachete said:

sooo... how ya'll doing?

 

Nice day here... might make some iced tea..

 

wanna talk about Vultures?

 

:classic_biggrin:

I'll take a glass please.

 

And I detest vultures.  I vote for setting them all on fire, salting the ashes and burying them at bedrock and sealing the crypt with 50 layers of polished steel.

 

Then jumping up and down on it while saying "Nya nya nya. Take that!"

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1 hour ago, Demandred1957 said:

Lame excuse.

Such an entitled attitude. You asked a question and received an answer. Move on.

 

Zombies swim for gameplay reasons because otherwise you could tread water forever (like you could for 18 alphas) with no repercussions. Realism and other interpretations of zombies are irrelevant.

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"cute" and "vulture" in the same sentence @Jugginator ? I worry about you sometimes, I really do... :classic_biggrin:

 

Teas done, come n get it! (handing glasses to Mechanicallens and Pegasus)

 

I actually had a bit on vultures as well Pregnable 😀

---

 

Running the Shotgun Factory I got infected by vultures twice. I started off with 1 jar of Honey, so first time I waited to take the honey till infection was about 3.7%. So of course shortly after the honey timer expired I got infected again. So I had to run quick like back to base for another jar, just made it too.

 

So two things.

 

1) seems like if a vulture/s get more than one or two pecks in you get infected. Btw, was wearing full set of q6 Padded armor. Is that working as intended?

 

2) was thinking maybe, maybe, having something like a Booster Shot, where it wouldn't cure infections, but it would slow down how fast say the first 10% progressed might be interesting. Either as a seperate item or possibly as part of taking Honey/Herbal/Antibiotics.

 

Point being, hopefully, to be able to not have to always pack some antibiotics with you. But for an ongoing cost.

 

??? also thinking maybe an Advanced Medical Kit consumable could include antibiotics. So late game, once you could afford to make some of these, you could carry just a single 'medical' item instead of FirstAidBandage or FirstAidKit, along with Pain Pills and Antibiotics?

(sry, ment to chk if FAK also handle what PP do, not sure if they do)

 

Edit: oops, meant to include a Splint/PlasterCast in the Advanced Medical Kit as well. Just trying to save a few precious backpack slots.

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43 minutes ago, jorbascrumps said:

Such an entitled attitude. You asked a question and received an answer. Move on.

 

Zombies swim for gameplay reasons because otherwise you could tread water forever (like you could for 18 alphas) with no repercussions. Realism and other interpretations of zombies are irrelevant.

"such a entitled attitude" Good thing I don't care about your opinion..

1 hour ago, FileMachete said:

sooo... how ya'll doing?

 

Nice day here... might make some iced tea..

 

wanna talk about Vultures?

 

:classic_biggrin:

Ugh.. bout sums it up. LOL speak of the devil and he shall appear. Walk outside and there is a swarm of vultures eating the last groundhog I shot and dumped out in the field..

Nasty ol things.

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