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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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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.

 

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.

 

Could bandits be a "good" underground threat? I think they should be able to detect a hatch in the ground, open it and go down corridors, break doors etc and get in. Not keen on zombies underground (in the rocks) maybe in the soil where they can dig out and up (that would actually be quite awesome) but not down at bedrock.

 

Oh, and also - hehe, you all gonna hate this - a bandit comes across your hatch while you are out, and waits for you there on your return. Check your underground bases before you enter.... I know, I am evil :)

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Trump released the jfk files.... Im hoping he didn't forget to release the mm video.

 

He released the ones the FBI and CIA let him. The important ones are suppose to be released in 6 months, but that doesn't make sense unless they want time to start an "accidental" fire in the storage area.

 

You heard it here first.

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Lets hope the TFP team perceived the worries some of us have.

 

Hello,

I have been reading through this conversation for a while now. From what I see, both sides here DO understand what the other is saying however there seems to be some other breakdown in empathetic acknowledgement.

 

For instance, I am a builder. In my group, I design bases. Long hard cruel work. Since I can currently design a base that isn't underground that is still as safe as can be from zombies, I rarely build a base from scratch anymore. The challenge I take personally is find a POI I have never fortified or altered before, or two if there are two buildings near each other and it would be interesting to mod them together. Then I have to engineer a defense with those, which isn't always ideal. But thats the fun.

 

Royal Deluxe, I agree with you. There is room for building with a threat that compels you to build but not one that threatens your work to the hilt. My point is, this is personal horror, and entertainment. The more opportunity you are given easy control over how you want the horror to play out or how you want to be entertained, the better. All tastes vary and if we can have options for everything. Then we all get the mix we want.

 

Having said that though, I am probably a masochist when it comes to this game. Each game, each seed is like dealing a round of solitaire for me. (I mostly play alone and occasionally have a separate game I play with friends.) I do not know if I will win or not really. Because in my game, I have a winning scenario and a losing scenario. I play it as dead is dead. If I die...thats it. I lost that world. I reshuffle and play a new seed no matter how much it may hurt me. (Now, fair point, I do exclude deaths that were from teleporting zombies or glitches). My "endgame" just for me is this...I have to collect an entire hazmat suit, get to the edge of the map and walk out into the radiation zone. (assuming I get through that alive with the suit and all.) I chose this for a number of reasons.

 

1. It gives a use for the rad suit apart from selling it.

2. The pieces felt rare enough without being INSANELY rare to make the hunt for them compelling. After all, you DO have to make a base to survive, and food to eat etc etc. So...while you are hunting for these pieces, you have all of these other pressing needs closing in on you too.

3. It can be made scale-able. So, if I feel like I want to be able to earn an extra life and not be TOTALLY hard nosed to myself, I may sacrifice a hazmat suit piece, that is assuming I have it. Nothing pains you more than to know you have to give up that step that was bringing you closer to a victory just to stay alive. But to me it is a beautiful pain. If I need to ramp difficulty up I can say I need a suit fully repaired and at quality 300 or better, not just any old thing. Or 500 or 600. See...it can scale a little there.

 

The threat of a world ending death hanging above me makes me fight for my life even harder. Because that life really means something. That brings me into the game. That life means I can continue to explore this world. It means I can still get out of it and say I won...and that to me is worth fighting for. Building a base that gets you to escape, not a base that keeps you in, you follow me? If you cross a river on a boat you dont strap the boat to your back and take it with you usually.

 

I say all of this because of how personal I made the experience for me, and I love it that way, and it is fun for me. Some of you may think I'm on to something while others may think I am ON something and gasp at my insanity. What I love about this game is its a collection of tools that allows us to have a cathartic respite from our lives or a fun diversion on a given afternoon. What we get out of it is literally the mirror we look into this world with. We apply meaning and stories to our experiences.(we meaning some of us, I know some don't hee hee:) )

 

So I am ALWAYS in support of options, if options can be allowed. I don't mod my game to force me to re-roll a new world when I die, I don't have to have a win screen necessarily to feel I accomplished what I wanted. But thats just me. I want this game to be anything you want it to be too Royal D. To paraphrase a character that will remain nameless:

 

"Many do not game as I game, and that is ok...my game doesn't require them to."

 

Yay diggers, yay options. If we can have a way for everyone to be happy with their different views, why not take it?

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The bottom line is what TFP think and not anyone else.

 

MM basically said recently he wants all kinds of threats but he's OK if you can overcome threats by clever design or tactics. It was in the post where he also said he is invisible to zombies if he wants to be.

 

Done.

 

Edit: (Madmole, 2weeks ago, Zombies Reaching Players) I wanted to also add, that at the end of the day it will be harder to escape from zombies. Right now its entirely too easy to plug a door and go to a roof and be totally safe. There should be a reason to build a strong base. A challenge to players to find a way to stop them from getting to you. Or as mentioned above, alternate ways to deal with the hordes, through character development, (im so sneaky feral hordes cannot find me), rent a room at dukes casino, etc.

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I don't think that's what I'm saying at all. I clearly stated that if players want to be creative and build in a way that exploits the system somehow that is perfectly fine and good and fun and great for them. That is them being cheesy from a "what you realistically could do" perspective but totally playing in a fun sandbox type of playstyle and if it is single player then who cares? So that would be cheese and sandbox.

 

The system, itself, shouldn't be cheesy though but even this doesn't negate the sandbox nature of the game. Zombie CAN enter the forest biome and you can play sandbox style in the forest biome just fine. If zombies can enter the underworld through some kind of means that will also not stop players from playing in a sandbox style. So in this case it would be no cheese but still sandbox.

 

As long as TFP keeps the zombie pepperoni logs out of the sandbox, Im fine with the latitude, we can make flat bread and ... /facepalm, nvm.

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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.

 

I think you can only have time to do it once on Tuesdays....no one wants to miss out on TACO TUESDAY'S!

 

MTFGA

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Quote[ Bernard said alot of stuff]Quote

Page 242

 

Lol...definitely new here.

Sorry...no disrespect but ...pretty much every item you said has been asked for in some form over the last 3 years.

The response.....

Ahem*

It's an alpha, they have a vision, that's in another iteration of the game, it's a work in progress or NO...

Take your pick and

Welcome to the forums....watch out for Roland though....little scary!

 

Ouch

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Trolland.

 

Quote[ Bernard said alot of stuff]Quote

Page 242

 

Lol...definitely new here.

Sorry...no disrespect but ...pretty much every item you said has been asked for in some form over the last 3 years.

The response.....

Ahem*

It's an alpha, they have a vision, that's in another iteration of the game, it's a work in progress or NO...

Take your pick and

Welcome to the forums....watch out for Roland though....little scary!

 

Ouch

 

 

Haven't read anything of the conversation, I just woke up, checked the last page, saw something, and decided to knee jerk to it.

Welcome to the forums. Most everyone is a tool. Guppycur will make you laugh. Trolland will make you cry.

Cheers.

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Okay, here's an idea for toxic underground air that should be reasonably lightweight while being reasonably realistic.

 

A check for air toxicity doesn't need to be done every game-tick, this should save a butt-load of real-time calculation and means you can probably stick it into a co-routine to mull over at its own pace. Once every game hour should be sufficient. The check can also be skipped if the <Object> in question is outside, the same check that is used for plants and exposure.

 

There are few game objects that actually need to be included in this system and each would contribute a different amount to air toxicity. The following are just some place-holder numbers to demonstrate the idea.

 

Object -------- Toxicity --- Range

People ----------- 1 -------- 10

Campfires -------- 2 -------- 20

Forges ----------- 5 -------- 50

 

The toxic air should then build-up from the center of the object and spread out much like a water source does at the moment, causing more adverse affects the closer you are to it.

 

If there is a path from the object to an outside block then the effects of the toxic air around the opening can be substantially reduced or negated entirely. (I'm not sure about this part, it can be skipped without affecting the system too much)

 

This system should penalize people who are digging a two-block tunnel to the bedrock or sticking a dozen forges in a tiny house without crippling the system resources. The only data that needs to be saved is the current toxicity level of air blocks which is a single integer that can be shoved into the block meta-data.

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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.

 

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.

 

 

I have already given my opinion on "oxygen flow. Hazardous gases. Stuff like that. " so I will spare you all the rehashing.

 

The "Graboids" would be great but, I don't see them doing it.

 

The zombies "attack the doors or hatches to get down to you." sounds Great to me.

 

I don't know, maybe an negative buff for extended time underground that slowly eats at your health for being in a low light, damp, dark, ect, environment might help draw people up for the majority of the time in game.

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I don't know, maybe an negative buff for extended time underground that slowly eats at your health for being in a low light, damp, dark, ect, environment might help draw people up for the majority of the time in game.

 

Simple, doable, adds a type of risk/tension to underground life. +1 :)

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One thing that I would like to see improved in the next Alpha is the snow.

 

When ever it comes in a northern biome like the pine forest and it snows. It covers up everything. Including a lit camp fire. It looks really weird seeing only the top part of the fire over the snow with smoke coming out.

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