View Poll Results: A18 Developer Diary

Voters
0. You may not vote on this poll
  • [size="3"]Release Estimate: Sept/Oct

    0 0%
  • 0 0%
  • -------------------------------------------------------

    0 0%
  • Check the First Post for Updated News

    0 0%
  • The following are off-topic for this thread but may be discussed in General Discussions:

    0 0%
  • Release Dates, Game Mods, LBD, Level Caps, Blood Moon Evasion, Water and Boats

    0 0%
  • quest marker, killable trader, book xp

    0 0%
Page 1298 of 1498 FirstFirst ... 29879811981248128812961297129812991300130813481398 ... LastLast
Results 19,456 to 19,470 of 22470

Thread: Alpha 18 Dev Diary!!

  1. #19456
    Refugee NightRanger's Avatar
    Join Date
    Sep 2019
    Location
    America
    Posts
    14
    Rep Power
    0
    MM or anyone who knows: Is there a file/screenshot of all the overhauled perks that we can use to decide early what play through we would be interested in. I know there is a video where you covered them, but I would like to look at them in detail. Thanks.

  2. #19457
    Zombie Hunter
    Join Date
    Feb 2019
    Location
    The Afterdeath
    Posts
    471
    Rep Power
    1
    Quote Originally Posted by Orsey View Post
    ММ, have you thought about making air drops more useful and unique?

    Here are some ideas:
    - super loot, which can only be in an air drop and which cannot be created (super antibiotics or unique enhancing drinks, unique schemes or books, special super cartridges or grenades ...)
    - limited time until the box with loot disappears (did not manage to pick up during the day, the box self-destructs)
    - maybe the plane drops different boxes with different markings, which need to be opened for a long time, like safes (fortified military boxes with ammunition, fortified medical boxes, fortified box with tools and diagrams, and so on)
    - the danger of getting an air drop: zombies, wolves, zombie dogs, zombie bears or bandits at the place where the box falls, which constantly arrive at the point until you pick up the loot, and you have to fight back and try to destroy the box and so on ...
    Having an airdrop's content despawn after x amount of time would be a misdirection, imo. Imagine if I didn't have enough time to get it (say, the horde night was coming); I shouldn't be forced to get it if I don't have the time. Or if I had just finished looted a large POI three km from home, I was halfway home, and the airdrop dropped back where I came from. I wouldn't be going back to it then, but it would be nice if a week later, I decided to head out there and get that airdrop in my free time.

  3. #19458
    Fun Pimps Staff madmole's Avatar
    Join Date
    Sep 2013
    Posts
    13,284
    Rep Power
    2
    Quote Originally Posted by Amaitaro View Post
    Thanks MM, will try next time

    Another question is about a low health vehical trigger a land mine sometimes will turn the HP to 0 and just need to repair.

    But it is possible to just disappear (including the loot inside) is it remain the same in A18?

    Just got a bike and a 4x4 vanished by stepping on a land mine.

    It just me or someone else facing the same problem? LOL.

    Me and my friend just get caught by land mines all the time
    Hadn't seen that.

  4. #19459
    Fun Pimps Staff madmole's Avatar
    Join Date
    Sep 2013
    Posts
    13,284
    Rep Power
    2
    Quote Originally Posted by TSBX View Post
    So Madmole, back to your Gyrocopter incident. It's very important to adjust the targeting settings before horde night. This is the default.

    Nice one! See burns are fun

    Next someone will make a mod for the bow called the Madmole Grip. Gives you better aim and faster draw but has a 10% chance per shot to drop the bow

  5. #19460
    Fun Pimps Staff madmole's Avatar
    Join Date
    Sep 2013
    Posts
    13,284
    Rep Power
    2
    Quote Originally Posted by Blake_ View Post
    Oh, GS. I forgot. So there isn't any way that you can test that horde with a GS of 600, then, I guess.
    I get high on firepower in a17.4 no prob against that horde with around 600 GS and I run out of Zds by 1 o'clock. Molotovs are king.

    You can pretty much get used to the 64 Zd horde . Actually. That horde is a thrill to the body!

    My point is. Even if I'm an adrenaline addicted player, I suggest you test the Gazz change with a radical amount of Zds and the 120 min day horde (the most extensive that the game settings can offer) and with a radical amount of firepower and with a radical amount of GS to see if the changes on Horde continuity and thrill are consistent. 12 Zds is like testing a 2 month old glass of water for water quality. Otherwise, the tweak is halfarsed and prone to the usual: "no Zds at 11 o'clock" stuff. That is, for 120 min day players, which are quite a lot I gather (statistics are still in my butt).

    I hope I'm not being disrespectful with your love with a18, I'm an open minded guy and I understand a man can love a number. Just stating a fact and a specific advanced setting problem that I personally wish to be consistently solved. Zds all horde night in all possible choices pls.
    Log out and log back in, horde restarts.

  6. #19461
    Tracker Ti2xGr's Avatar
    Join Date
    Jul 2017
    Location
    Bend, Oregon
    Posts
    197
    Rep Power
    1
    Quote Originally Posted by madmole View Post
    LOL this is one of the solutions I posted already, pretty much exactly, except I'd give the player a note so you don't have to write it down.
    Great minds think alike...

    I feel like I just found the car keys only to find out you had the master set. I'll keep pondering. At some point, I hope to be able to help contribute to your game just to show thanks for all the hard work you've already put in. I'll keep trying.

  7. #19462
    Zombie Hunter
    Join Date
    Feb 2019
    Location
    The Afterdeath
    Posts
    471
    Rep Power
    1
    I just noticed in the day 88 horde video that there is a gear icon beside each piece of gear that I presume contains mods in it. I was just going to request that very feature for a future release (it's so annoying selling your own gear by mistake), but it seems it has already been covered. Good change.

  8. #19463
    Refugee
    Join Date
    Jun 2019
    Posts
    6
    Rep Power
    0
    Quote Originally Posted by madmole View Post
    I have contempt for walls of text for sure.
    Are you are saying we added too much loot?
    I generally hate writing them but I like this game a lot. No, More loot the better especially if it is a material you can't craft. As for A18 I don't want to come off as I hated everything I have seen. I stand by my statements about A16 but yes it had A ton of jank and needed to be changed. All things being said I can't wait for A18.
    Last edited by Lukeirot; 1 Week Ago at 02:37 AM.

  9. #19464
    Reconstructionist 4sheetzngeegles's Avatar
    Join Date
    Jun 2017
    Location
    Southern USA
    Posts
    565
    Rep Power
    1
    I like the new way of getting and doing weapons and armorments as it is now explained.

    Mainy because I play as a scavenger. I hunt kill loot explore, not necessarily in that order
    and prior having to stop, micromanage parts layouts, combinations, and math was a sumovabeach
    to maintain. This way seems to simplify it so the more intense i play the more useable things
    i can find. I whack every piled bag in pois to get cobblestone and concrete mix to supliment
    what i can't trade for or produce in early gamestage.

    The new way if i understand it correctly fixes that.

    Edit: leave the bags please and thank you

  10. #19465
    Fun Pimps Staff faatal's Avatar
    Join Date
    Jan 2018
    Location
    Indiana, USA
    Posts
    1,876
    Rep Power
    2
    Quote Originally Posted by Vedui View Post
    Hi faatal!

    Appreciate all your hard work (and all the devs) to give us this wonderful game!

    Would it be possible, to have the "mandatory" explosion on death be an XML attribute in the demolisher entity definition?

    The reason I ask, is that having a "non stoppable" explosion is a huge difference to game play and hordes, and one that I fear will have huge issues with base building. It might be just fine, but you can imagine having a few demolishers exploding in your base dealing 5k damage, where you'll see bases crumble, storage lost, and basically either way generate hours of cleanup. And this without a way to actually kill them such as through headshots and avoiding it.

    A simple "explode on death" true/false would solve that, allowing the community to play around with this setting. Heck, I'd include that in the cop as well, so we could see how it'd affect cops always exploding regardless of fa(a)tal damage or not.

    The same goes for the detonation time delay. Putting in XML would allow players and modders a hugely more effective way to make changes.

    Maybe on a more advanced, even an attribute as to "explosion on death" property to specify "demolisher/cop" allowing us to easily mod other zombie entities to have the same explosion potential. But anyway, just an on/off for the mandatory explosion would be sufficient for a basic approach!

    (This of course if he always explode on death as I understood, if not, and you can actually terminally damage him and prevent headshots then it's more like cops and it's fine

    /Vedui
    You can already change that. Demo's have:

    <property name="Explosion.RadiusBlocks" value="5"/>
    <property name="Explosion.RadiusEntities" value="6"/>
    <property name="Explosion.BlockDamage" value="5000"/>
    <property name="Explosion.EntityDamage" value="800"/>
    <property name="Explosion.DamageBonus.earth" value=".1"/>
    <property name="StompsSpikes" value="true"/>
    <property name="ExplodeDelay" value="2"/>
    <property name="ExplodeHealthThreshold" value="0"/> <!-- Disable Health explosion -->
    <property name="SoundExplodeWarn" value="demolitionzexplodewarning"/>
    <property name="SoundTick" value="demolitionz_beep,.5,.9"/>

  11. #19466
    Captain Obvious
    Join Date
    Mar 2015
    Location
    In a Country
    Posts
    324
    Rep Power
    1
    Quote Originally Posted by madmole View Post
    Log out and log back in, horde restarts.
    Yeah... sounds cheap though. Workarounds count as gameplay too I guess.

    I had fun with 17.4 regardless. The Zd AI is top for me. Cunning little diggers.

  12. #19467
    Inventor Bubo's Avatar
    Join Date
    May 2017
    Location
    Olympus
    Posts
    810
    Rep Power
    1
    Quote Originally Posted by NightRanger View Post
    MM or anyone who knows: Is there a file/screenshot of all the overhauled perks that we can use to decide early what play through we would be interested in. I know there is a video where you covered them, but I would like to look at them in detail. Thanks.
    From the video (may be changed currently) ..

    1 perception.jpg 2 strength.jpg 3 fortitude.jpg

    4 agility.jpg 5 intellect.jpg

    Oh, and https://www.youtube.com/watch?v=A44Lh5gNbUs

  13. #19468
    Fun Pimps Staff faatal's Avatar
    Join Date
    Jan 2018
    Location
    Indiana, USA
    Posts
    1,876
    Rep Power
    2
    Quote Originally Posted by wolfbain5 View Post
    so bow/crossbow may not be a viable long term build then unless we avoid horde nights. doesn't sound promising. I know people were complaining about things like brass being against gun bunnies, but this may slant things too far the other direction. but I will have to reserve my opinion until I give it a good run.


    crossbow is covered by agility?

    is archery perks getting love or a book series? like quick draw, rapid reload, or multishot? using old d&d terms
    In my current game I am playing agility. You start with bows and knifes. Knife power attacks add multiple bleeds, so a lot of my damage is from them bleeding. Agility also covers 9mm pistols and SMGs, stealth and parkour.

  14. #19469
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,825
    Rep Power
    2
    Quote Originally Posted by faatal View Post
    You can already change that. Demo's have:

    <property name="Explosion.RadiusBlocks" value="5"/>
    <property name="Explosion.RadiusEntities" value="6"/>
    <property name="Explosion.BlockDamage" value="5000"/>
    <property name="Explosion.EntityDamage" value="800"/>
    <property name="Explosion.DamageBonus.earth" value=".1"/>
    <property name="StompsSpikes" value="true"/>
    <property name="ExplodeDelay" value="2"/>
    <property name="ExplodeHealthThreshold" value="0"/> <!-- Disable Health explosion -->
    <property name="SoundExplodeWarn" value="demolitionzexplodewarning"/>
    <property name="SoundTick" value="demolitionz_beep,.5,.9"/>
    Iím curious what kind of craters would result from changing the .1 to a 1.1 for Explosion.DamageBonus.Earth....

  15. #19470
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    21,933
    Rep Power
    1
    Big. These settings are similar to the cop. What's stompspikes?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •