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Thread: Please DEV's

  1. #1
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    Please DEV's

    1, Please DEV's Take away the zombies abilities to path to & distroy support beams of buildings/bases.

    2, Please bring back the ability to build in trees. this give poeple somewhere to go when night comes for a quick safety area, other than logging off.....

    3, Please bring back the old spikes, they were a lot more fun as the zombies walk on the spikes when upside down and it looks nicer too.

    4 Make Jump jets a thing we can craft in game.

    thanks, you all are doing a great job.

  2. #2
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    Quote Originally Posted by ROTeN View Post
    *snip*
    1. No!
    2. No. (at least not as a safe place)
    3. sure! Or at least a replacement. Since they avoid iron spikes like the plague (one iron spike is more than 10 dirt and one reinforced concrete for a zombie)
    4. aren't they already? I thought I read about this beeing a mod that you can install into your boots.

  3. #3
    Fun Pimps Staff Gazz's Avatar
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    1. If you want invulnerable blocks you have to mod the game.
    2. You already can.
    3. They looked meh normally and not at all like a trap when upside down. That's why.

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    Colony Founder n2n1's Avatar
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    Quote Originally Posted by Gazz View Post
    ////
    3. They looked meh normally and not at all like a trap when upside down. That's why.
    they looked dangerously. (the shape should not be a round cone, but octagon cone)

    <property name="OnlySimpleRotations" value="true"/> - solve upside down problem.


    +1
    for remove mediocre pathfinding
    Last edited by n2n1; 06-03-2019 at 07:36 AM.

  5. #5
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    The cones are still there in dev blocks, and can easily be modded back in.

    I do like putting them on the sides of things for that spikey punk look.

  6. #6
    Colony Founder Scyris's Avatar
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    Quote Originally Posted by n2n1 View Post
    they looked dangerously. (the shape should not be a round cone, but octagon cone)

    <property name="OnlySimpleRotations" value="true"/> - solve upside down problem.


    +1
    for remove mediocre pathfinding
    Yeah I miss the log spikes, I never used to use them upside down, just on the floor but I like how they last a while and don't break from 1 zombie walking over it. Should put them back and use that thing you mentioned to prevent them from being used upside down on cielings.

  7. #7
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    Quote Originally Posted by Scyris View Post
    Yeah I miss the log spikes, I never used to use them upside down, just on the floor but I like how they last a while and don't break from 1 zombie walking over it. Should put them back and use that thing you mentioned to prevent them from being used upside down on cielings.
    actually, pointing DOWN from ceilings would make sense. hmm.. Pointing up from floor, down from ceiling ... JAWS!

    yer gonna need a bigger boat!


  8. #8
    Tracker Linkhead2's Avatar
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    I still rememberer the days where they just didnt care about walls and ran straight for the door. That was so heavily exploitable because you just didnt build a door and theyd ignore you.

    Or you could camp ontop of ur house and shoot the zombies when they approached the door.

    - - - Updated - - -

    Quote Originally Posted by Viktoriusiii View Post
    1. No!
    2. No. (at least not as a safe place)
    3. sure! Or at least a replacement. Since they avoid iron spikes like the plague (one iron spike is more than 10 dirt and one reinforced concrete for a zombie)
    4. aren't they already? I thought I read about this beeing a mod that you can install into your boots.
    I think programming Iron spikes to be avoided and go for the door makes it easier? I mean they arent destroying ur base, theyre coming for the door where u can gun em down with ease. Or beat the daylights out of them

  9. #9
    Colony Founder Scyris's Avatar
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    Quote Originally Posted by Linkhead2 View Post
    I still rememberer the days where they just didnt care about walls and ran straight for the door. That was so heavily exploitable because you just didnt build a door and theyd ignore you.

    Or you could camp ontop of ur house and shoot the zombies when they approached the door.

    - - - Updated - - -



    I think programming Iron spikes to be avoided and go for the door makes it easier? I mean they arent destroying ur base, theyre coming for the door where u can gun em down with ease. Or beat the daylights out of them
    IMO zombies should not be smart enough to walk around traps. They should see any trap as a air block. Which means they will try to walk thru it no matter what trap is there. It just pisses me off when I set some traps up and see the zombies just start pathing around them, its almost like why even bother?

    - - - Updated - - -

    Quote Originally Posted by Viktoriusiii View Post
    1. No!
    2. No. (at least not as a safe place)
    3. sure! Or at least a replacement. Since they avoid iron spikes like the plague (one iron spike is more than 10 dirt and one reinforced concrete for a zombie)
    4. aren't they already? I thought I read about this beeing a mod that you can install into your boots.
    The mod exists in the code, it is in game, it does work. However you can only currently get it via creative menu as there is no recipe or schematic in game to craft them, nor can you loot them or buy them from the trader. I'd also worry about what kind of fall damage you'd get from using them as well, which MAY be why you cannot get them in game yet normally.

  10. #10
    Reconstructionist Dimpy's Avatar
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    Quote Originally Posted by Linkhead2 View Post
    I still rememberer the days where they just didnt care about walls and ran straight for the door. That was so heavily exploitable because you just didnt build a door and theyd ignore you.
    Alternatively, you could spam doors to confuse them:
    20180530155748_1.jpg
    Last edited by Dimpy; 06-03-2019 at 06:07 PM.

  11. #11
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    Quote Originally Posted by Scyris View Post
    IMO zombies should not be smart enough to walk around traps. They should see any trap as a air block. Which means they will try to walk thru it no matter what trap is there. It just pisses me off when I set some traps up and see the zombies just start pathing around them, its almost like why even bother?
    Agreed.

    When I played A17.1, I saw that if a zombie would start bashing a block outside my base, and then I put a barb wire against that block (but on the inside), they would choose another block to start bashing...so not only were they actively avoiding traps, but they had x-ray vision as well.

    Can anyone confirm if this is still the case?

  12. #12
    Super Moderator Roland's Avatar
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    Quote Originally Posted by hotpoon View Post
    Agreed.

    When I played A17.1, I saw that if a zombie would start bashing a block outside my base, and then I put a barb wire against that block (but on the inside), they would choose another block to start bashing...so not only were they actively avoiding traps, but they had x-ray vision as well.

    Can anyone confirm if this is still the case?
    Its simply the expense of the path. It's not that barbed wire was added, it was that making it a more hp expensive pathway resulted in a different pathway being chosen as the cheaper one. They will always flow along the path of least resistance as their base movement rule but faatal is adding in some factors that cause some of them to forget the optimal path so it won't be quite so apparent.

  13. #13
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    Quote Originally Posted by Gazz View Post
    1. If you want invulnerable blocks you have to mod the game.
    2. You already can.
    3. They looked meh normally and not at all like a trap when upside down. That's why.
    Because I don't want indestructible blocks, I just don't want them to beeline to my support structures. If they rampage on them incidentally while trying to get to me, that's one thing. Auto-target / destroy the most vulnerable part of the structure sucks.

  14. #14
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    Quote Originally Posted by Roland View Post
    Its simply the expense of the path. It's not that barbed wire was added, it was that making it a more hp expensive pathway resulted in a different pathway being chosen as the cheaper one. They will always flow along the path of least resistance as their base movement rule but faatal is adding in some factors that cause some of them to forget the optimal path so it won't be quite so apparent.
    And this is something I fundamentally disagree with.
    They should generally try and take the path of least resistance, yes.
    BUT there are two things that NEED to be implemented, or this whole system is worse than ever:

    a) they must ignore spikes and other traps. ANY of them. Not a single point for traps. They are mindless zombies with no sense of preservation. Traps are not "do not tresspass" signs. They are traps designed to catch the unaware. Be it animals in reallife or zombies in game.

    b) if there is no direct line of sight, they should not know what lies behind.
    What I mean by that is the following:



    1_| || ||| ||||
    2_| __|||| ||||
    b ||| ||| __ | ____Zombie_____
    4_||||_|_| |||
    5_||||||||||||

    its a bit confusing, but I dont want to start painting now. (basicially every | is 500 hp where every block can have |-|||| hp.

    If the zombie has a as its goal, it should NOT go for the 2nd path, even if it is the easierst one. It should go for the 3rd, then soo that 4th is easier to break, continue on 4 and then goup again as they hit the 4 hard wall. (I know its hard to understand, but im really REALLY lazy )


    NOW can you program in that "just hit randomly" thing. Then someone might "accidentially" break a stronger block that opens up the path more, but not because they know whats behind.

    Basicially TL;DR:
    You can calculate the route they SHOULD take/which are possible, but only ever give the zombie the information they have (so in sight, maybe around small corners) never more. (maybe on bloodmoon, but even then point A and B still should apply.

  15. #15
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    I just wish the zombies would quit marching in single file. Honestly, they're all trying to get to the tasty brains, they should be spreading out as much as possible to potentially be the first to get to you.

    It's frustrating when you make a 5-wide kill box, and the just walk along either wall.

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