View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #19921
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    Quote Originally Posted by Gareee View Post
    Most aaa games with throwables have had them for ages... all the farcry games have them. as all the assassins creed games. For open long distance throws it isn't an issue, but for tight spots like MM tossing them into an opening, you just need them. I think 2 or 3 hit the edge because he couldn't gauge getting them through the opening, which renders them worthless in that situation.

    Having at least a perk available for it satisfies both types of players.. just perk into it if you want it.

    (Of course watching MM fail without having it IS far more entertaining....lol!)
    Only games available on consoles have those systems. You will not find them in any older, pre console era games. Look at UT or quake to see how that still works fine, specially quake, which has a whole sub-game based on precisely thrown grenades
    Or UT, with the translocators. With a bit of skill, you could pull off amazing maneuvers, all without any visual aids.
    They are not required in my opinion, they are a system invented to combat the inadequacy of controllers for this kind of game.

    I vote against visible throwing aids. They are for the weak and lazy :')

  2. #19922
    Colony Founder KingSlayerGM's Avatar
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    Quote Originally Posted by Guppycur View Post
    You mean a visual aid? Ew. Just no.

    Game already has too many cartoony elements...
    -1

    I want more cartoony elements!!

  3. #19923
    Hood Ornament Gamida's Avatar
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    Quote Originally Posted by ecv View Post
    Only games available on consoles have those systems. You will not find them in any older, pre console era games. Look at UT or quake to see how that still works fine, specially quake, which has a whole sub-game based on precisely thrown grenades
    Or UT, with the translocators. With a bit of skill, you could pull off amazing maneuvers, all without any visual aids.
    They are not required in my opinion, they are a system invented to combat the inadequacy of controllers for this kind of game.

    I vote against visible throwing aids. They are for the weak and lazy :')
    I dont have a dog in this fight because I don't care one way or the other about this but you last remark sort of gave me an itch.
    You probably didn't mean it as a dig but it came off as one. When someone makes a suggestion and someone else comments that it is "for the weak and lazy" well that doesn't seem right to me. They have their opinion and ,yes you have yours too but remarks like that can lead to flame wars. Just saying. A18 being so close it making us all twitch but at least we can still be civil about discussions.

  4. #19924
    Ranger NukemDed's Avatar
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    i like lazy. i play to relax. both console and pc. the option would be nice. getting that bang in the right place at the right time can be very amusing. please may we have this.

  5. #19925
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Hek Harris View Post
    Resistance is futile. You're the Borg.
    The problem is spawning stuff in the wild has no game staging so you can't be too brutal, at least not until we can make players only spawn in the forest. I can add some feral/rad dogs at some point.

  6. #19926
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by KavasMasta View Post
    So I noticed in your video a large number of zombie drop bags despawned by the time the horde was over. Any news on that?
    We increased the chance a bit, and I think the tougher zeds have a higher chance.

  7. #19927
    Colony Founder KingSlayerGM's Avatar
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    Quote Originally Posted by madmole View Post
    We increased the chance a bit, and I think the tougher zeds have a higher chance.
    I believe you misinterpreted his question. He said a lot of zombie drop bags had despawned before you could get to them. Any thoughts on this?

  8. #19928
    QA Tester unholyjoe's Avatar
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    Quote Originally Posted by KingSlayerGM View Post
    I believe you misinterpreted his question. He said a lot of zombie drop bags had despawned before you could get to them. Any thoughts on this?
    they are not indestructible... it could have been because of grenade radius, traps, zombie damage or he accidentally shooting them in a cluster of zombies.

    i just finished my day 49 and all my z-bags but 1 survived... that one got wasted because zombie died at blade trap and blade took it out.

  9. #19929
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by wolfbain5 View Post
    interesting design, curious which is faster them running past the pressure plate or the dart hitting them and not the other dart trap, that will bear some watching. Also, crawlers and dogs and spiders will make the traps target each other, blowing them out as they are.

    should have put a hatch every third bar above it tho, for repairs and looting unless you have a master switch for the pressure plates to turn them off for when you go by?

    - - - Updated - - -



    but are they ai'd like boars where if you get to close or attacke, they then go after you, or are they ai'd like wolves, where they see you they attack?

    I ask because I have personally walked up on cougars and coyotes in the wild. they stared, but when I backed up or turned slightly away, they left me alone.
    The hatches just cover my relays so I can walk on it. You can repair them from the top they are part of the walkway. There is a master switch in my base.

  10. #19930
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by MechanicalLens View Post
    @madmole Is that a new gyrocopter I'm seeing? :P

    https://pbs.twimg.com/media/ED6rvNdUUAEyaIv.jpg
    Yes it turns out I had found/bought the schematics to craft one. Took some work to craft it, felt rewarding.

  11. #19931
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by unlike them View Post
    Madmole, put a single line of electric fence along the passage (knee deep), it will slow them down and dart traps will have a chance to hit them.
    Wouldn't that break their pathing if an obstruction is there? Or do zombies just walk through electric fences? I need to get in and out myself, so a fence seems like it would stop me from that.

  12. #19932
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by ozzysfang View Post
    Any chance we can set up a cage match between a cougar and a spider zombie? And please let the coyotes chase the chickens and never catch them...maybe some random fake tunnels painted on walls?

    JK I can't wait to play this alpha. those grenades look like a frickin blast. I feel like those helper blocks are really assisting MM in making multiple horde bases in a short amount of time...so you got that goin' for ya'.
    My base is 95% cubes, so not really IMO. They are still nice though. There are only r concrete shapes, but concrete seems to have a lot of shapes yet. SHould get that fixed but we might overhaul the whole thing anyway so it might be a waste of time.

  13. #19933
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by wolfbain5 View Post
    wont work as is, pressure plates are in the way
    It already works well a screamer came to see what was going on and her and her minions mostly died, I only fired a few assist rounds and that was with only a few on one side online, once the other side goes online it should work well.

  14. #19934
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Thecolours View Post
    Pro tip. Put the dart traps behind arrow slit blocks to protect them from getting damaged.
    Are you saying my dart traps are going to damage my opposing dart traps?

  15. #19935
    Reconstructionist Hek Harris's Avatar
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    Quote Originally Posted by madmole View Post
    The problem is spawning stuff in the wild has no game staging so you can't be too brutal, at least not until we can make players only spawn in the forest. I can add some feral/rad dogs at some point.
    Logical, as usual. On the other hand, it would be interesting to increase the hit points of animals (including harmless animals) according to the level of difficulty. When I play in extreme difficulty, animals should be more difficult to kill, as are zombies. But hey, it's not that important. Forget it : just release A18

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