View Poll Results: A18 Developer Diary

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  • [size="3"]Release Estimate: Sept/Oct

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

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Thread: Alpha 18 Dev Diary!!

  1. #19081
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by SnowDog1942 View Post
    I know this will fall on deaf ears, but when the whining about demolishers doing too much damage and increased blood moon zombie counts commences, please dont give in and nerf everything all to hell.
    yep... and that will only happen after they (the players), get to a high GS level. and MM already said they will be doing more damage as MM's encounter is the debut for the demolishers.

    we really expected more damage but he will get better.

  2. #19082
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    Quote Originally Posted by madmole View Post
    Yep he's shy about 5k damage on his explosion. We'll fix it.
    seems good to me

  3. #19083
    Reconstructionist 4sheetzngeegles's Avatar
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    Madmole
    You spoke of arc and trajectory earlier regarding weapons.
    Will is it planned or does it exist with elevated running entities in A18.
    I ask because, presently unless jump is activated, there is no fall arc associated with speed. My visual
    example if im being chased
    on a roof at higher level than neighboring building i and zombies are running. unless i jump and its a spider chasing me gravity is
    almost instantaneous. To test so you can see, use a motorcycle and drive at turbo speed off elevated incline. the arc seems to brief.
    Basically can we have a variable for gravitational arc added to xml. Future request.

  4. #19084
    Hunter jdm311's Avatar
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    Quote Originally Posted by madmole View Post
    He will never explode unless the box is shot, and it will be 5k period since there is one condition it explodes, when the player shoots it. Explosions do not hurt terrain except tnt.
    Sounds awesome. Will the demolisher spawn in POIs? Might be a hex on SI...

  5. #19085
    Nomad Cazmyr's Avatar
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    Quote Originally Posted by JCrook1028 View Post
    So what's the point of the Demolisher if you're now going to make him just a different skin of the Cop? Having one be a block threat and the other an entity threat seems better to me.
    I believe Demolishers do a lot more block damage with their fists than cops do. And cops spit where Demolishers do not. The fact that they both blow up does not make them the same.

    The Demolisher in MMs video went through the iron bars at the top of his ramp in a couple hits. That was impressive and scary! I look forward to seeing them and finding ways to mitigate them.

    Caz

  6. #19086
    Refugee nemo888's Avatar
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    Quote Originally Posted by wolfbain5 View Post
    can we get a zoom in and zoom out for the camera on the turrets and motion sensor?
    /\ +1

  7. #19087
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    Demolisher explosion at 5k sounds like another #gate. Taking out full concrete walls by one misplaced shot doesn't sound too great for the average player. 4k could work, taking out pre-damaged blocks, still giving a chance for repairs and/or a little time to relocate for the next boom.

    I personally don't mind which you choose, I'll deal, but a friend of mine is going to ragequit..

    Nice horde night though, looking better and better - and love the "look and feel" of the demo as is

  8. #19088
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    Quote Originally Posted by madmole View Post
    Shoot the illuminated box. The best way depends where he is, shoot the box if he's a ways from your base, if your concerned about that damage lure him away.


    when he explodes will it still do damage to other zombies or only block damage?
    Last edited by Thecolours; 1 Week Ago at 09:05 PM.

  9. #19089
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Locusta View Post
    Thanks for the reply. Iím hoping the 70 POIs you mentioned will eliminate my concerns. That combined with not seeing the same POI twice and randomizing trader quests would definitely put things in the right direction. I guess I wonít know until A18 is in my hands


    Loc
    Duplicate pois is still in, that might be 19 before we fix it.

  10. #19090
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Kage848 View Post
    I'm excited to see what you guys settle on. With that said an enemy that requires you to leave your base doesn't sound very fun in a base defense game. Just my 2c
    It doesn't require it. You can put 500 rounds in his face or whatever it takes to kill one, or shoot that detonator when he's off in a field and isn't there yet.

  11. #19091
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by MechanicalLens View Post
    @madmole Just giving some feedback referring to non-dungeon POI's. Now before I continue, I want to make it clear that I organize non-dungeon POI's into two distinct categories: bog standard A16 houses, and POI's that have a lot of personality to them but still have somewhat of an "outdated" (but still welcomed, imo) design, such as fire stations, military bases, etc.; I will be discussing the latter in this post. Regarding many non-dungeon POI's (Meaty Burgers, trailer parks, the junk yard, Poopy Pants Daycare, military bases, fire stations, the Adult Movie Theater, etc.), I would just like to express my opinion in that besides the fact they are not "up to date" (dungeon-style crawls), I still believe they hold much value in "modern 7D2D" due to their "unique personalities". Despite the fact that they aren't as interactive as many recently designed/redesigned POI's, like I said, I still believe they hold their ground in terms of worth and interest. And to anyone else reading this, no, A17 has not completely done away with dungeons. Read the examples above.

    I'm just curious if you plan on updating these sorts of POI's, or if you share the same opinions on them? (Their justification for sticking around, I mean.)
    Not all updates require adding a path.

  12. #19092
    Colony Founder Doombringer101's Avatar
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    Quote Originally Posted by SnowDog1942 View Post
    I know this will fall on deaf ears, but when the whining about demolishers doing too much damage and increased blood moon zombie counts commences, please dont give in and nerf everything all to hell.
    Agreed.

  13. #19093
    Zombie Hunter
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    It would be interesting if when zombies came across a solid wall, they would attempt to dig under the wall to make a tunnel under it and emerge on the other side (much like in medieval warfare) or if they would try to collapse the wall by digging under it. Future AI change perhaps? (:

  14. #19094
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    On the dungeon poiís, I guess I just role play a bit. The empty, non-dungeon poiís were either abandoned when zombie apocalypse happened or people didnít fortify at all. The dungeon poiís were peoples attempts to fortify against the zombies, putting their Ďgoodiesí at end place. The pathway to the loot in the dungeon is the way the zombies broke in and made their way to the loot room where the people were. In this scenario, Iíd expect many of these since many people would attempt to keep zombies out.

    As for first night place to put my bedroll down...all I need is 4 ladders, 5 wood frames and a hatch to be safe all the way through the first horde night. Build on the side of any big building like the firehouse or survivors building. A non-dungeon house can work for some but with the above method I can have a very safe base needing only a small amount of wood and little to no work. When surviving, you need ingenuity not asking the developers to make it easier for you because you canít figure out how to be safe. If I have more time, I build on top of a water tower which is safe except for horde night, while building on the side of a building is safe at least through day 7 horde, I havenít tried day 14 horde but it might even work there.

    Iím happy with the changes you have currently explained for A18. I do not want to see fewer dungeons, but more basic buildings I guess are fine though personally I think thereís enough already. This incredible game just keeps getting better.

  15. #19095
    Super Moderator Roland's Avatar
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    Quote Originally Posted by RyanX View Post
    Doh, I hope that was sarcasm. That will be hell on a PvP server. If it's true that there will be an easy indicator, have the ability to turn it off?
    Its just above ground ore deposits like we used to have-- the difference being that these are actually connected to underground veins of the same type. Did the ore deposits above ground in earlier alphas cause problem in PvP servers?

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