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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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My wish in life is for people to stop bringing up passive zombie killing xp. I can't speak for them, but every indication is that this will never be a thing.

 

How would this even work on MP horde nights/ What if the person who placed the traps is offline? Does everyone just get xp? Like some participation trophy?

It's a big wiggly can of worms and unless someone has a brilliant design (which this is not a request for) I don't think it's going to change.

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If you guys can't make the "leveling" "skills" and "XP" - then remove it away completely.

This crap is full in other games.

Make an interesting game based on other things.

 

This "not yours", but you well can to do other more interesting things.

 

It was necessary to remove "levels pumping" and not the main biomes.

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The 7 day horde is not intended to be a loot delivery truck.

 

Loot still drops but if you want it you'll have to make a run for it. ;)

 

When have you ever seen the crew of the Walking Dead go outside the fence during a "horde" to loot the zombies? never that I can recall :)

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The 7 day horde is not intended to be a loot delivery truck.

 

Loot still drops but if you want it you'll have to make a run for it. ;)

 

The drop rate is what 2 or 3%? It's not a delivery truck. With only 1 or 2 packs dropping a night it can't be that big a performance hit to let the bag(s) stay until morning. So, why do they go poof so quickly now? When there were hundreds of lootable gore blocks I could see them needing to go poof.

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Does anyone tested pipe bombs yet? I have a point in "explosive weapons", but other than block damage it does almost nothing against zombies.

 

I havent but from what i have seen..even shooting barrels does nothing to blocks anymore either...i think explosive damage needs tweaking!!

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Thanks for the link, sadly not what i really search.

 

What i want is something that explains me how i can get rid of this green box and place the Prefab finally

6A4DC3F2295B455774C46A3911614CEF8A9AF259

 

how did you get this screen to come up? is this on a play test or on a live game?

 

--- your messages are full btw, Royal.

 

press K then Dynamic Prefab... had a little trouble getting the yellow box to pop up with the prefab inside it. Also seem to be unable to rotate the prefab, or lower it to the ground. also noticed when I click the yellow box it turns green. i assume thats the "bounding box" or "BB" as some options call it. these are all greyed out for me.

 

relogged to my game and now i cant figure out how i got the yellow box up in the first place again. :(

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Although * I was not the one complaining about trap xp * what's the issue with doing it? It's often mentioned about technical viability of making them give exp, but doesn't blocks have or can have an owner assigned? just like doors and a few other stuff, why not have it assigned to trap blocks and when a spike collides with a zombie it sends the owner id to the function? if that finishes the zombie you award exp to the owner and it's partners if needed.. distance? not that hard to check but I don't see a case where this would be abusable anyway, so it's only a matter of checking if the owner is online.

 

I mean, this is a wild wiiiiiiiiiiiild guess, where I have zero knowledge on the code behind this game. I'm curious tho :p

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Does anyone tested pipe bombs yet? I have a point in "explosive weapons", but other than block damage it does almost nothing against zombies.

 

Pipe bombs are too weak. Not worth the resources at the moment.

 

I did (in a test world with max character) a steel base with max BM horde and threw a couple of stacks of pipe bombs at them. I would have killed more with a bow in the same time span. It should at least have an impact that collapses the zombie tower (jumping on each other to reach you) if it explodes.

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It's a big wiggly can of worms and unless someone has a brilliant design (which this is not a request for) I don't think it's going to change.

 

I'm ok with not getting exp from spikes, can't have it all, right?

 

The only way I could see it being remotely viable is having a player interaction (aggro, weapon fire, etc) trigger all traps that cause damage in the calculated path to that player to be tagged with that particular player's ID for some "earnPlayerExp" flag for the next 60 seconds. If the zombie dies from said tagged traps in the given time frame, the player is awarded exp for weaponizing a trap and leading them to it. If it is a passive trap (no player ID, no interaction leading them to the spike) that tag is empty, no exp awarded to anyone as it is now.

 

I am not arguing for having this be a thing, just wanted to voice out a potential solution to a puzzle since I like puzzles. :D

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Does anyone tested pipe bombs yet? I have a point in "explosive weapons", but other than block damage it does almost nothing against zombies.

 

I've used them, did no damage to zombies, just massive holes in the ground. But I can't remember if that was in b199 or b208, lol

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I am not 100% but I think it may take a while to download the random gen map. How long did you wait?

 

I waited til it was downloaded, but then I get ab "out of memory" prompt or my game crashes. In the case of the former, the music stops and it won't ever finish loading.

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If you guys can't make the "leveling" "skills" and "XP" - then remove it away completely.

This crap is full in other games.

Make an interesting game based on other things.

 

This "not yours", but you well can to do other more interesting things.

 

It was necessary to remove "levels pumping" and not the main biomes.

 

They just need tweaking as the devs say they are doing. I actually love that aspect, it's what brought me into the game. I saw 7DtD before it was in, and wasn't interested, once it added leveling and a feeling of progression, I've come to love this game. I know it's just something I love and not everyone does, but that feeling like I'm getting somewhere and not just a Zombie defense game made this great for me.

 

- - - Updated - - -

 

Is there a trick to placing bicycles the first time? I can't find any place for it to go green and I'm not sure if there's a trick I'm missing or if I've found a bug to report.

 

As long as you are trying to place it as you would a block, then I'm guessing it'd be a bug if you can't place it. I've had no issues.

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Is there a trick to placing bicycles the first time? I can't find any place for it to go green and I'm not sure if there's a trick I'm missing or if I've found a bug to report.

 

try to move bit, then try place it again. i had slight problem too. i moved few blocks and then was able to place bike

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When have you ever seen the crew of the Walking Dead go outside the fence during a "horde" to loot the zombies? never that I can recall :)

 

I used to bring this up all the time in one way or another. Do you want to know what I learned? This game is clearly marketed as a zombie survival game with heavy doses of horror, but you would be shocked how many of these players have never seen the Walking Dead, never heard of a Romero and have no clue what a Bub is. It seems the crossover appeal is specifically Minecraft more than zombie. Which is fine.

 

Where I have a problem with this is when the non zombie crowd start asking for zombie nerfs and things detrimental to a horror game. Its like they forgot they were playing BOTH a building game and a zombie horror game.

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This may have been asked before, but what is the best way to find iron now? With the iron-rich boulder gardens out of the picture, I have been running low on iron for building. Any clever ideas out there?

 

I've always felt the cost of upgrading iron blocks should be lowered slightly, so expensive. But wasteland biomes are good for iron, the scrap piles laying around add up rather quickly. Can also knock down those radio towers made of trussing blocks, generates a lot of scrap piles.

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Sorry if this is in wrong area or already addressed...I'm fighting with the search engine on this forum and I finally gave up =/.

 

Can anyone tell me if the antibiotics are bugged on Alpha 17 (b208) right now? Or if maybe the mechanics of how you use them changed? It doesn't seem to matter when I take them or how much I take, my infection just keeps getting worse and I have to use nearly my whole stash of meds & food/H2O to stay alive...IF I'm lucky enough to be near my base.

 

Thanks much!

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Sorry if this is in wrong area or already addressed...I'm fighting with the search engine on this forum and I finally gave up =/.

 

Can anyone tell me if the antibiotics are bugged on Alpha 17 (b208) right now? Or if maybe the mechanics of how you use them changed? It doesn't seem to matter when I take them or how much I take, my infection just keeps getting worse and I have to use nearly my whole stash of meds & food/H2O to stay alive...IF I'm lucky enough to be near my base.

 

Thanks much!

 

I think it's changed to not work instantly. It appears to gradually heal over the duration, but they do work. I usually use an antibiotic combined with a honey or herbal, or both.

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