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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Get your tinfoil hats out.

 

Was is all time the plan that the game become mature with A18 ?

 

I can vaguely remember MM mentioning something like that a looong time ago. But as always that can change, if it even was "a plan" :)

 

Cheers

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Of course not!

 

The Morlocs found the guys time machine,

packed it with Morlocs,

overshot our current time,

picked up some dinosaurs,

overshot our time AGAIN,

went to the far, FAR future,

picked up some 'Aliens'... and a six pack,

THEN finally came to our timeline!

 

Don't you guys know anything??

 

And falling! Falling to bedrock is the number one killer... for me, so it should be for everyone! Everyone whos bored dig pits, big pits to bedrock and then drive around in your minibike while talking to your wife because she STILL doesn't know how to record a show on TV, but you love her so much your character literally dies for her.

 

... Wow, this coffee is GREAT!!! I'll have another. :)

 

Pffft. You dig pits to bedrock, and don't have health/armor enough to easily survive falling into them?

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Was is all time the plan that the game become mature with A18 ?

Well, some already complain about the topless stripper. If this game went full-on mature...

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Well, some already complain about the topless stripper. If this game went full-on mature...

 

Fat lady get a black hole attack ?

Hey stop imagine it,

now.

 

Sure i mean this

maxresdefault.jpg

what else ^^

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What if I DO want to live underground AND I want to have to defend my position and overcome hazards in order to establish it in the first place? What if I want to do that MORE than I want to just ignore it all?

 

What if I don't want to force anyone out from underground or make it impossible to go there and what if I actually don't care at all how anyone else plays the game but completely and selfishly only am focused on what I want?

 

What about that?

 

Thats a fair question. I just think digging zombies is the wrong way to go. The idea of a human body digging underground without tools makes little to no sense.

 

I'd rather the underground threats to make sense. Like oxygen flow. Hazardous gases. Stuff like that.

 

Or Graboids! You think you guys can get the license for Graboids, oh man that would be sweet.

 

If it must be zombies then make them attack the doors or hatches to get down to you. That would be fine. Just no human zombies digging without tools.

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Suggestions for a17 and on

 

]

 

Hello madmole never realised your one of the devs until today must say this game is one that I have been wanting for years and I have played a lot of cod zombies (I mean a lot)

 

Just some suggestions and ideas for alpha 17/18 ect

 

1. A mode to allow game to utilise twin cpu socket computers (such as my pc and anyone who has converted servers into gaming rigs) win 10 seems to show it as a single 8 core but I could be looking at the wrong thing, it seems only a single core of a single cpu does all the work using 70-80%.

 

2. capability of 3d, 4K and VR. Seen players bringing a third party software to convert game to vr and while slightly stuttery from time to time they report it working really well.

 

3. A way to insert custom icons and artworks without the need of sdx (apologies if something is already coded in for such a thing just need info/ educating on how to).

 

4. Electrical system improvement, addition of step up and step down transformers to send power over greater distance with less of an impact to power (transformer, transition wire relay) e.g. transition wire relay can only connect to transformers, transition wire relay spans 2-3x the current wire relay span (recommend 3-4x should make distance like in reality). Addition of a inverter to connect multiple solar arrays to make a larger output exqual to array X number of array to a max watts, Fix issue that prevents switch light turning off when 1 battery bank is depleted in a 6 bank string monitored with 6 switches (normal lights too bright for job), maintainable lights where it’s just a case for the light with light bulbs that have quality that degrades also three bulb types, incandescent (50w), cfl (20w), led (5w) each with different degradation values to give not just power saving wattage, electric pay meters for players who want to supply electricity to other players, cable connection requires copper cable X units for X meters and a action to tack cable to walls making things look neater.

 

5. Raft/ boat to cross large lakes and an ability to mod in custom boats with ability to add a weapon and fire while on the move (also apply weapon to other vehicles I.e, pistol cars, bikes. Pistol or smg, boats either way restrict weapon type in xml)

 

6. Improve turrets to work upside down (read in xml sunny side up don’t work correctly)

 

7. Re introduce some removed items: such as copper to make cable using copper and scrap plastic, ability for advanced players to be able to make nitrate, coal and other materials you would collect with the exception of electronic parts. the callipers as a required recipe tool for the Work bench

 

8. Introduce some of the test blocks found in dev mode creative such as the quarter round (3x3 is it?) I’ll see what happens if I comment out the multi block in xml

 

9. World builder and editor

 

10. Npc survivors and tamed animal like in starvation mod

 

11. More wild animals like starvation again

 

12. Ability to build live stock farms (I’ll soon be working on a type of work station chicken coop and incubator where you hatch out eggs in a incubator block then move the chickens into a workstation hen house using hatched out chickens as a tool to breed more via feeding corn meal and water to make eggs which you take back to the incubator to hatch out chickens or chicken tool comp to make hen house work but the hen house will have a heat map buff

 

13. DX12: been having a read up on dx 11 and 12, I don’t know if you guys can do it your end but getting 7 days to run multi core that dx12 offers would be blinding for Lower end rigs and older rigs like my t7400 dell that bottle neck (still ascertaining wether my xeon 2x x5472 are even bottle necking need to look at cpu and gpu core useage to check on my creative mode mega base in its low FPS area) because a single core is maxing out and doing all the work, an upgrade to dx12 would probably be the making of the game and possible solve most if not some of the performance issues a lot of us are having, as by what I have read there isn’t much optimisation that can be done as the Unity engine is as optimised as it can be on unity’s side (but I’m no expert just a novice/ amateur modder)

 

14. Improve weather system, it’s nice to see snow in the forest where I tend to setup my bases but as it Stands I see no pattern in weather so perhaps a game day linked 4 seasons would be good, gives use to all the coats and winter clothing I keep finding

 

15. Bring in the behemoth and other stronger bosses linked to players survival time, level and what equipment is available to the player I.e rocket launcher

 

16. More weapons, grenades, musket, single shot pistol (all previous craftable), Barrett 50cal with 50 cal bullets , machine guns (50cal?), fixed mg 50cal and for powerful bosses heavy fixed defensive manned turrets with special ammo (sail era cannons craftable that are weak and slow but useful and assembled military more powerful and quicker to load?)

 

17. Option to turn off boss zombies like the behemoth, it’ll be a shame to not have them as a challenge on every so many weeks, my bases end up impenetrable by zombies on blood moons while making it easy a hard hitting boss zombie would make things more interesting

 

18. drawbridges from 1-4 blocks wide maybe wider? And electrically powered on down and off up?

 

That’s all I can think of other than that for now keep up the good work :) loving each new alpha and nothing being rushed when it finally enters and leaves beta it’ll be an epic game

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Someone suggested that forges and campfires could have a smoke/"low oxygen" AoE effect similar to the heat effect/buff they already have. If you make it so that it only happens "indoors", this could actually work.

 

The only way to counter that effect would be ventilation system that cancels out the negative buff. So you would have to progess to electricity before comfortably being able to use campfires, forges and fuel generators "indoors" and under ground. Or build open top rooms with iron bars as roof.

 

Could this be doable or would it be still too resource heavy?

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you don't need anything that crazy to survive any horde night. I build something a lot easier.

 

from level 1 to 10 I use a mix of 5x5x5 Wood upgraded or Cobble stone upgraded with 2 wood frames along the top that I can shoot through and I use a 2nd 2x2x5 pillar 4 blocks away that also has frames connecting it to the main platform. once I get lots of iron/scrap I upgrade and eventually get to iron bars and eventually upgrade to concrete.

 

WWWWWWWW

WWCCCCCWWWWWW

WWCCCCCWWWWCCWW

WWCCCCCWWWWCCWW

WWCCCCCWWWWWWW

WWCCCCCWWW

WWWWWWWW

 

The above W = Wood frame and C = Upgraded Cobble has worked for me since A14. eventually the W becomes Rebar frames.

 

I use a ramp about 3 blocks away on one side to jump onto it. I also put upgraded spikes under the wood to help.

 

Best way to deal with vomit cops I have 2 parts, I eventually put two rows of spikes far out around my base right before the pucking starts so they become crawlers. I also add barb wire on the ground on some sides to slow the zombies so I can use bows.

 

for Weapons I do my best to get to 350+ shotgun with SLUGS and xbow with exploding bolts. they are TOTALLY worth it. on a Diff 4 setting with 3/5 shotgun perk a level 560 shotgun with slugs does 198.12 damage. and exploding bolts will drop a cop and feral.

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Well, some already complain about the topless stripper. If this game went full-on mature...

 

Hardcore zombie orgies? Feral zombies with strap-ons spearing players as they run by them?

 

 

On a less mature note, I'd love it if the multiple factions would also fight each other instead of just "world against player". So maybe you discover a settlement that is in the middle of being attacked by raiders. Soon after you engage (picking whichever side you want to help) a wandering horde with your name on it enters into the mix.

 

Pure mayhem!

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I think there will be 2 Factions named Cats and Dogs ^^

 

Oooooooh! I saw what you did there! :D

 

Cheers

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Thats a fair question. I just think digging zombies is the wrong way to go. The idea of a human body digging underground without tools makes little to no sense.

Meh, it makes as much sense as zombies being able to bust through reinforced concrete or steel.

 

I'd rather the underground threats to make sense. Like oxygen flow. Hazardous gases. Stuff like that.

 

Seconded.

 

If it must be zombies then make them attack the doors or hatches to get down to you. That would be fine. Just no human zombies digging without tools.

 

What do the zombies do if a pit of doom separates them and the access hatches?

 

-A

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Cats are hell spawn, nobody disputes that and all dogs go to heaven, or so I've heard.

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Repeated for those who missed it in the milieu of hot topic discussions:

 

Cats = Snakes

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Repeated for those who missed it in the milieu of hot topic discussions:

 

Cats = Snakes

 

Snakes are bad, too, just ask Eve.

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Meh, it makes as much sense as zombies being able to bust through reinforced concrete or steel.

 

 

 

Seconded.

 

 

 

What do the zombies do if a pit of doom separates them and the access hatches?

 

-A

 

As far as it making as much sense as zombies breaking though cc I agree. But just because we have one game mechanic that makes no sense does not mean we need to add more.

 

As far as the pit of doom. You can't defeat the player totally. People will figure out ways to game the system. Who cares? My point was if people want to live underground and be safe I say let them. If you dont want to then don't. It desent effect you right? Then Roland said he wants to live underground but he also wants a threat in doing so. If making a pit of doom to defeat the zombies is boring because it too easy then don't do it.

 

I think people need to come to the realization there will always be easy cheap ways to game the system.

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So when a Screamer screams her shrill attracts a mini horde. Do Wolves and Dogs do the same? I like the idea of some zombies having the ability to rally others to help so maybe Wolves/Dogs and maybe Rabbits should do the same.

 

there should be a true Scout zombie like a the orc scouts in TLoTR that would use have a means of calling others.

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giphy.gif

come in

 

No, that's the Grope Train. If it was in America there would be so many lawsuits, the legal system would collapse! :)

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I think people need to come to the realization there will always be easy cheap ways to game the system.

 

I agree! I mean, i don't mind if there will be some mechanics to add depth to the survival immersion. Zombies crawling out of the cave walls is definitely not one of them.

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The problem is that 7D2D is no MMO with a static world. And the only way to prevent users to cheese the system would be a so tight system that the game would not longer work.

 

In PVE it is anyway not that big problem if single player cheese the system.

And the game was never thought as a real PVP game

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As far as the pit of doom. You can't defeat the player totally.

I'm not asking about defeating the player totally - just your ideas on the pit of doom. Since they are usually expensive to build (ie time), perhaps the risk vs. reward is already acceptable. At any rate, the tactic has been around for awhile, and there really is no counter against it.

 

People will figure out ways to game the system. Who cares?

The whole point of the game is to figure out "a way" to beat the game. If it's as simple and one dimensional as digging a pit, or an underground base, then the game is lacking. Not much challenge in either of those solutions, and since I want a game framework to be challenging in all aspects, I care. Others should care too.

 

My point was if people want to live underground and be safe I say let them. If you dont want to then don't. It desent effect you right? Then Roland said he wants to live underground but he also wants a threat in doing so. If making a pit of doom to defeat the zombies is boring because it too easy then don't do it.

 

Don't tell me how to play my game.

[/snark]

 

But seriously, it's not about making use or not making use of a certain tactic. If people want to live underground, then they should be able to. If people want to build towers they should be able to. But in both cases, preference and skill should drive the decision of what to do, and not that one solution is significantly more efficient than all the rest.

 

I think people need to come to the realization there will always be easy cheap ways to game the system.

Why do you tolerate this? You should be pushing developers to do better, so they remove the "easy cheap ways to game the system." n.B. I'm not suggesting they put the player in unwinnable situations, or that they remove ways to game the system. Just make it so nothing is easy or cheap.

 

-A

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If players want to cheese the system then that is their right. If they have the creativity and the desire to work to build such structures then more power to them. That is completely different than the system itself being so cheesy that enemies cannot even enter or threaten an entire section of the world.

 

As I said before, if there was a forcefield that made it so zombies could only walk along the edge of the forest biome but never enter it so that you could stand four blocks inside the border and be completely safe just standing there then that is systemic cheese.

 

If the zombie can get in but through ingenuity a player can create a base that can't be assaulted by taking advantage of SI rules then that is player cheese and I feel players should be able to do that all the day long and twice on Tuesdays if they wish.

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