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Developer Discussions: Alpha 17


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Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Wouldn't this be easy to fix like, not have screamers spawn on player placed blocks like natural spawns rules?

 

not making an argument just asking.

 

what would stop the possible misuse of said blocks to stop zombies from spawning everywhere than.

 

it happens to be an issue that ZU is having now... they want equality to roam the world to seek out new life and free dinner. :)

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Wouldn't this be easy to fix like, not have screamers spawn on player placed blocks like natural spawns rules?

 

It’s not the screamers themselves, is it? Isn't it the horde they summon which spawn in as a ring of zombies a certain radial distance from the screamer? If the screamer summons her horde far enough away from your base or if your base is large enough, that ring will intersect with your base and zombies will spawn inside.

 

Someone with a small base or who waits until the screamer gets really close before attacking would never experience the problem as their base would be inside the radial distance. Seems like they could still apply the same spawning rules for those zombies that line up with the protection of a bedroll.

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I would like to see TFP marry the screamer horde mechanic with wandering hordes mechanic eventually. You build up the heat level, It spawns a screamer that goes to your location. She screams and it calls a wandering horde to her location or her last location if she gets snuffed out during that time.

-or-

She screams and it call all zeds in the area that are already spawned to her location.

 

That would be great. She screams, and enemies come(from the edge of the area like wandering hordes are supposed to). Instead of she screams, and enemies pop out of thin air all around her.

 

Screamers are older than wandering hordes, aren't they? Maybe they got a good thing going, but they invented it in two parts... so now it's time to put the two together. :)

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It’s not the screamers themselves, is it? Isn't it the horde they summon which spawn in as a ring of zombies a certain radial distance from the screamer? If the screamer summons her horde far enough away from your base or if your base is large enough, that ring will intersect with your base and zombies will spawn inside.

 

Someone with a small base or who waits until the screamer gets really close before attacking would never experience the problem as their base would be inside the radial distance. Seems like they could still apply the same spawning rules for those zombies that line up with the protection of a bedroll.

 

How about instead of them spawning in a ring around her have them spawn behind her in a cone or half ring?

 

Would that not make them always spawn outside your base?

 

Hope this makes sense

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not making an argument just asking.

 

what would stop the possible misuse of said blocks to stop zombies from spawning everywhere than.

 

it happens to be an issue that ZU is having now... they want equality to roam the world to seek out new life and free dinner. :)

 

 

well. if a player wishes to fill the entire world with player placed blocks, i would think they kinda deserve it no?

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well. if a player wishes to fill the entire world with player placed blocks, i would think they kinda deserve it no?

 

For single player that would be okay but it would ruin multiplayer.

 

So i guess it could be seen as a form of griefing in MP.

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For single player that would be okay but it would ruin multiplayer.

 

So i guess it could be seen as a form of griefing in MP.

 

Maybe this would work:

"Zombies cant spawn within radius x of players".

 

That way, it cant be used for griefing. The only exploit I can see in this setup, is if multiple players position themselves, so that a large area will be zombie spawn free... But that would be difficult to do, and why would you?

 

It would also get rid of the: "zombies spawn on top of you" annoyance... (sleepers should be spawned in, long before I get close to any building... I think this is fixed for A17. Yey faatal).

 

The barrier to this might be, that it is CPU heavy. Since all players move around constantly, and the radius of players will overlap at times...

 

Anyone else see a problem with this?

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<snipped for space>

Anyone else see a problem with this?

 

As far as I know such a system is already in place, it wouldn't be CPU heavy as the calculation only needs to be done at spawning.

 

The current problem, as has been pointed out, is that although the screamer is not allowed to spawn within range of the player the zombies she calls do not have such a restriction. The called zombies are spawned around the screamer and, if like me, you're a terrible shot and have to wait for her to get close to kill her the called zombies can sometimes spawn behind you.

 

A better system would be to have the screamer call a wandering horde, it wouldn't take long to implement as both systems are already in place and would largely solve the ninja-zombie problem.

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...but facts are facts.

 

Apparently, based on your post, that depends on who is determining what constitutes "facts." It's the world we live in now, but there are many "alternative truths" running around out there.

 

Welcome to the forums, that's a nice rabbit you have there.

 

Nice!

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@Menace312

What if placing an lcb, assigns the enclosed area as a player lot, like the POI's in the city.

You would have a single fixed point and a perimeter, to set as origin.

 

im usually wrong in my thought process, but could that work

 

Your active bedroll should already do that. What system would be in place to stop a player from placing multiple land-claim blocks to negate zombie spawning entirely?

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As far as I know such a system is already in place, it wouldn't be CPU heavy as the calculation only needs to be done at spawning.

 

The current problem, as has been pointed out, is that although the screamer is not allowed to spawn within range of the player the zombies she calls do not have such a restriction. The called zombies are spawned around the screamer and, if like me, you're a terrible shot and have to wait for her to get close to kill her the called zombies can sometimes spawn behind you.

 

A better system would be to have the screamer call a wandering horde, it wouldn't take long to implement as both systems are already in place and would largely solve the ninja-zombie problem.

 

Good points...

 

But if a screamer calls in a wondering hoard, you already know the full extend of what will happen and the strategy to follow. You take out the screamer, and wait for the hoard and kill that.

 

The current system makes you panic! It's different every time, and the screamer may even get to call in zombies 2 or even 3 times before you kill her.

 

I'm not saying that the current system is perfect... Far from it... But let's not take away from it, in trying to fix it ;)

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@Menace312

What if placing an lcb, assigns the enclosed area as a player lot, like the POI's in the city.

You would have a single fixed point and a perimeter, to set as origin.

 

im usually wrong in my thought process, but could that work

 

The bedroll already does this... Could maybe change this, but you'd still be in the same predicament...

The bedroll and LCB are static object, so they only work in your base. And it also does nothing for the screamer spawn (see post where "The Gronk" corrected me above...

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Or once master lcb is placed, If it cn be made to act like planting. if i plant a tree. in x1y1 I get a red square if i try to plant another in same spot. So if a specific area is blocked from additional placement. next lcb would have to be outside perimeter.

 

- - - Updated - - -

 

I was looking at that before. trying to find range of scout spawn

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They have mentioned it in a few different videos they been wanting to wrap up 7DTD to do another zombie game but without the building/destruction aspect because it will give them more freedom to do different things. I think evidence points to that's what they have already started, they have more than tripled their staff (According to their videos), but are developing as a significantly slower pace than they ever have before. They have the largest team they have ever had, but this is the longest wait for an update they have also ever had despite it not being that significantly different. Take a look at Alpha 16, comparably not much smaller update than the new A17 but despite significantly larger staff its taken almost twice as long as A16 already. I'm sure before the end of this year we will hear about their next game they have been spending so much time/money on.

 

Yes, but who did they hire? One programmer I know of, Fataal. The rest seem to have been designers (please correct me if you have better info). Designers that produced about 70 POIs in this one year which if I remember correctly someone said that is the same amount that they produced in all the years before(?). This does look more like they switched from making more and more features to getting more story and content in. Not surprising if they want to finish the game "soon".

 

Also as far as I know adding features to a big code base takes always more time than to a small code base because of dependencies, i.e. if you add a feature you must make it so it works correctly with all the features that went in before. The complexity rises and the bugs multiply. And I didn't even mention that at least Gazz supposedly reworked a lot of lower level stuff which usually means most of the higher level features have to be adapted to work with the new lower level.

 

Sure, your theory is also possible. I just wanted to point out a more innocuous explanation.

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hmmmm maybe when a17 drops i might see a report with repro on it about this... (i do not have this issue myself and i am not saying it doesnt happen) :)

So there is possibility that with A17 it will not happen again? Mkay, will try it)

 

- - - Updated - - -

 

Wouldn't this be easy to fix like, not have screamers spawn on player placed blocks like natural spawns rules?

 

Nah, screamers themselves are spawning way outside walls. It's Zeds screamers are summoning who spawn inside.

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Good points...

 

But if a screamer calls in a wondering hoard, you already know the full extend of what will happen and the strategy to follow. You take out the screamer, and wait for the hoard and kill that.

 

The current system makes you panic! It's different every time, and the screamer may even get to call in zombies 2 or even 3 times before you kill her.

 

I'm not saying that the current system is perfect... Far from it... But let's not take away from it, in trying to fix it ;)

 

It sort of makes sense for them to spawn behind you if they also spawn in front of you, especially if the screamer has quite a range on her voice. I do like the idea of it attracting the attention of a wandering horde though. I've never liked the mechanic that the wandering horde uses to orient itself when it spawns. If you're not paying attention, at any time you're outside, you can turn around and 20 some zombies are on your face without making a peep. The idea of sound affecting the orientation of the wandering horde is pretty good though. It makes sense, and it feels more natural. Especially since the horde keeps on moving in a straight line if none of them even agro on you.

 

The wandering horde could be kept in the world 100% of the time. Could even do a few of them as long as you keep them from merging by keeping them spaced miles apart. You would not need to run them as AI once they are in normal despawn-range. Despawn the actors, but keep a representative location that moves around over time based on loud noises and other activity, plus some random factors. Once they are in range of a player, spawn the actors (maybe even save their states so it's not a total refresh of the horde), and make them walk toward the noises.

 

If a player is just standing there not doing anything to be noticed, then no obvious spawn on your face wandering horde happens unless they actually just happen to be going your way.

 

Also make them louder...

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Hey Skippy,

 

...at first glance it appeared that it would have some solid performance benefits and no major inconsistencies from the previous version.

LOL. That sounds about right. EVery programmer knows that feeling. "Yeah, i'm sure this will be fine... We will just make this one small adjustment here... oh OH NO! OH CRAP!!! MAYDAY MAYDAY MA*(&*(blrup(*)(I" *signal lost*

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