View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #11341
    Community Moderator Crater Creator's Avatar
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    Quote Originally Posted by Roland View Post
    The new glancing blow is in so it is included. The issue is that only head shots really have a chance to stun or knockdown an enemy. So if you miss the head but glance the shoulder for some damage thanks to the new feature, yes-- its not a total miss like it would have been so some damage gets done but in terms of dealing with the zombie and trying to avoid getting hit yourself it does nothing. That is the biggest change. I take more hits than ever before which uses up bandages and food etc. When you get a knockdown or a stun you are so happy as it delays the possible speed up and gives you a moment to get ready.
    This becomes a critical point, then.



    If you swing like this in Alpha 18, does it count as a headshot, as in a 'full' hit with chance for stun or knockdown? Or does it count as a 'glancing the shoulder' body shot despite appearances, without the benefits for headshots?

    I feel strongly that this should count as a headshot. I don't see the new sweeping arc system as granting leniency, I see it as adding accuracy. Landing it perfectly in the center could give you some 'critical hit' bonus, but in my humble opinion it shouldn't be necessary to register a headshot.

    If the sweeping arcs aren't dependent on glancing blows and I'm worried about nothing, then apologies in advance.

  2. #11342
    Super Moderator Roland's Avatar
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    I think these are questions Kinyajuu would probably have to answer as I can’t tell just from the visual and the sound effects. Sometimes my hit hits twice as it sweeps through and I don’t know if one was a body and one a head or if both count as body nor if there is more or less damage assigned.

    “Kinyajuu....Kinyajuu....Kinyajuu”

  3. #11343
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    Quote Originally Posted by Crater Creator View Post
    This becomes a critical point, then.



    If you swing like this in Alpha 18, does it count as a headshot, as in a 'full' hit with chance for stun or knockdown? Or does it count as a 'glancing the shoulder' body shot despite appearances, without the benefits for headshots?

    I feel strongly that this should count as a headshot. I don't see the new sweeping arc system as granting leniency, I see it as adding accuracy. Landing it perfectly in the center could give you some 'critical hit' bonus, but in my humble opinion it shouldn't be necessary to register a headshot.

    If the sweeping arcs aren't dependent on glancing blows and I'm worried about nothing, then apologies in advance.
    this. Make it so that when it aligns, it is a "crit" and if it doesnt align but is still obviously hitting the head, it should be a normal headswing.

  4. #11344
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    Quote Originally Posted by Roland View Post
    The new glancing blow is in so it is included. The issue is that only head shots really have a chance to stun or knockdown an enemy. So if you miss the head but glance the shoulder for some damage thanks to the new feature, yes-- its not a total miss like it would have been so some damage gets done but in terms of dealing with the zombie and trying to avoid getting hit yourself it does nothing. That is the biggest change. I take more hits than ever before which uses up bandages and food etc. When you get a knockdown or a stun you are so happy as it delays the possible speed up and gives you a moment to get ready.

    That is one of the big differences between A18 and all the previous alphas for me. After some slight adaptation for new ranges or timing I always got back to the point where I almost never took a hit in combat. Now I take hits. It doesn't happen in every engagement but it happens daily and that is a drain on medical resources including food AND a big dinner bell to all nearby vultures I might add.

    In my last game I was offered a SMG or 10 medicated bandages and it was a no brainer: 10 medicated bandages thank you.
    Good to hear to be honest. Zeds never have been much or a threat, particularly when they are walking. This sounds like there is a lot more risk now.

  5. #11345
    Scavenger Socrastein's Avatar
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    Quote Originally Posted by Quantum Blue View Post
    And, MadMole, while I know you can tough out the forum non-positivity, remember that there are a FEW of us always lurking in the 'background' (reading every post) who feel this is one of the greatest pre-games ever, and want to experience what YOU (and maybe Faatal or SEAN (Shawn - see I read every post) think a great game would be.
    I see what you did there

  6. #11346
    Captain Obvious
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    Quote Originally Posted by Roland View Post
    Definitely. The rage feature is sure to result in some rage quitting when coupled with network lag...lol.

    At least until (and if) people adapt.

    I know that I always get hit more at first going to a server game after having played SP for awhile. There is definitely a learning curve to compensating for network lag.
    What is this zombie rage thing your talking about?

  7. #11347
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    Quote Originally Posted by sillls View Post
    What is this zombie rage thing your talking about?
    From the OP

    "+ When wounded, zombies will randomly speed up for a short time."

    Zeds 'rage' when hit now adding some needed variance in zeds combat technique.

  8. #11348
    Community Moderator OzHawkeye's Avatar
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    Quote Originally Posted by sillls View Post
    What is this zombie rage thing your talking about?
    You hit Zombie, Zombie speeds up and chases after you.

    Curses FA_Q2, dagnamit. ;-)

  9. #11349
    Captain Obvious
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    Quote Originally Posted by FA_Q2 View Post
    From the OP

    "+ When wounded, zombies will randomly speed up for a short time."

    Zeds 'rage' when hit now adding some needed variance in zeds combat technique.
    Oh, is that all? And I was thinking that it was going to be hard. lol
    Thanks. FA_Q2.

    lol

    Thank you to QzHawkeye.

    So, no more kiting. That's fine. There are other ways to dodge a zombie. lol

    Believe me, I know.
    Last edited by sillls; 07-17-2019 at 02:41 AM.

  10. #11350
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    I would love to see some animation in the Traders of 7D2D.

    Seeing them move there head or arms or shifting there weight from one foot to the other, lean forward or back.
    Even pick there noses if you wish.
    Having them walk around would be even better.

    I just wish that the traders would move around a bit and not stand there.

  11. #11351
    Super Moderator Roland's Avatar
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    Don’t tell the traders how to play the game. They might like standing there. Not everyone likes moving around and picking their nose.

    I speak for the Tree...aders

  12. #11352
    Inventor Odetta's Avatar
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    Quote Originally Posted by Roland View Post

    “Kinyajuu....Kinyajuu....Kinyajuu”
    Kinyajuu said backwards kinda sounds like Huenink... There is something weird going on around these parts...

  13. #11353
    Community Moderator OzHawkeye's Avatar
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    Quote Originally Posted by Odetta View Post
    Kinyajuu said backwards kinda sounds like Huenink... There is something weird going on around these parts...
    Next, we'll find out TFP has hired a new programmer, called, Elom Dam.

  14. #11354
    Community Moderator Crater Creator's Avatar
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    Quote Originally Posted by sillls View Post
    I would love to see some animation in the Traders of 7D2D.

    Seeing them move there head or arms or shifting there weight from one foot to the other, lean forward or back.
    Even pick there noses if you wish.
    Having them walk around would be even better.

    I just wish that the traders would move around a bit and not stand there.
    Well good news! Trader Rekt has been making rude gestures every time you turn your back for the last three years.

  15. #11355
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    Quote Originally Posted by madmole View Post
    Similar to what I posted, but I like my idea better where the more kills you score on a BM the chance to drop bags goes up. This method you could let the traps do the work and just make sure to kill the special zed who drops loot and conserve ammo.
    Serious question, why does it matter how you kill them? Why have traps at all if you do not want people to use them as a force multiplier? Why penalize smart play in favor of brute force methods?
    Last edited by Grue; 07-17-2019 at 05:07 AM.

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