View Poll Results: Alpha 17

Voters
0. You may not vote on this poll
  • A17-E will be released as soon as the issues are solved and the showstopping bugs fixed.

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

    0 0%
  • Feat Freeze -> Hitler Vid -> MM gameplay

    0 0%
  • -> Spider Meme -> Stream Blitz ->

    0 0%
  • -> Release Candidate -> A17-E

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

    0 0%
  • FIRST POST UPDATED: August 10

    0 0%
  • SECOND POST UPDATED: July 25

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

    0 0%
  • News for console versions is only announced by Clare in the console news forum.

    0 0%
Page 1168 of 1816 FirstFirst ... 168668106811181158116611671168116911701178121812681668 ... LastLast
Results 17,506 to 17,520 of 27229

Thread: Developer Diary: Alpha 17

  1. #17506
    Fun Pimps Staff
    Join Date
    Jan 2018
    Location
    Indiana, USA
    Posts
    551
    Rep Power
    2
    Quote Originally Posted by Red Eagle LXIX View Post
    The AI will evaluate the path based on the blocks, number of blocks, and number of upgrades/downgrades that must occur but does not account for the material bonuses (example DamageBonus.stone" value="10") because it doesn't know about the material components just block HP and upgrade/downgrade. Does that sound as if I understand correctly?
    It is not really the AI, but the pathing system, which scans the world and makes a layered grid around each player. All animals and zombies use that grid, but the grid does not know about them.

    Quote Originally Posted by Red Eagle LXIX View Post
    Does the path to player calculations include being able to tell a double thick wall versus a single thick doorway?
    Example: My wall is 2 blocks thick (4 blocks total to reach hall/path/room) with a single door. The blocks themselves when compared 2 wood versus the upgraded door would make the wall the easier choose if the wall was only 1 block thick.)
    Do the zombies gain knowledge that the wall is actually 2 blocks thick and the door is the better path?
    One more: if they can evaluate multiple layers of walls/doors, at what distance are they no longer able to evaluate for a path beyond solid objects?
    The path finding calculates the cost of every reachable grid node (block) as it works its way to the destination. Cheapest total cost wins. It will break through 40 blocks of concrete if that is the cheapest way to you.

    It is the standard A* concept.
    https://en.wikipedia.org/wiki/A*

  2. #17507
    Scavenger
    Join Date
    Dec 2017
    Posts
    41
    Rep Power
    0
    Quote Originally Posted by RavenGT View Post
    A survival game that wants to be taken seriously should make more effort than not to get these things more or less right. Shooting is a large part of this game, at least how I've seen it played over the years. I get what you're saying, don't misunderstand me, but I also think the weapon system, in particular the firearms, could benefit from tweaking.
    Streaming games are often mistaken for real gameplay. Crafting and building might be fun to play, but hardly fun to watch, so you I think gameplay seen on youtube doesn't necessarily equate to average gameplay. That said, yes, I am all for giving weapons some live as well, I just don't think it should be the number one priority in this game.

  3. #17508
    Colony Founder Lonestarcanuck's Avatar
    Join Date
    May 2014
    Location
    Texas
    Posts
    1,546
    Rep Power
    1
    speaking of AI...

    a common way to deal with zombies is to build an underground base with a flat at ground level hatch and build like an L shape. so down 20 blocks or so and tunnel out at a right angle 20-50 blocks and build your forge room there. you can easily survive all scenarios related to horde night and screamers. they will spend all the time over your forge room and never get more than 1 block down.

    I recall back in A14.x the zombies would actually dig.

    so can we address the AI or have diggers that show up or something?

  4. #17509
    Community Moderator Red Eagle LXIX's Avatar
    Join Date
    Jan 2014
    Location
    NJ,USA,North America,Earth,Sol System
    Posts
    3,038
    Rep Power
    1
    Quote Originally Posted by faatal View Post
    It is not really the AI, but the pathing system, which scans the world and makes a layered grid around each player. All animals and zombies use that grid, but the grid does not know about them.



    The path finding calculates the cost of every reachable grid node (block) as it works its way to the destination. Cheapest total cost wins. It will break through 40 blocks of concrete if that is the cheapest way to you.

    It is the standard A* concept.
    https://en.wikipedia.org/wiki/A*
    Does the pathing evaluation does not stop at the visual layer then? That was the real question. I think the answer is no, pathing continue beyond the visible layer. If I understand correctly a zombie can tell the difference as to which side would be best to attack if one had the following where C is concrete, W is wood, and P = player (more specifically even being able to tell the NE side in this example):
    Code:
    CCCCCCCCC
    CCCCCWCCC
    CCCWWWCCC
    CCC   CCC
    CCC P CCC
    CCC   CCC
    CCCCCCCCC
    CCCCCCCCC
    Is that correct?

  5. #17510
    Leader Aldranon's Avatar
    Join Date
    May 2014
    Location
    Somewhere in a universe near you.
    Posts
    5,192
    Rep Power
    1
    Quote Originally Posted by faatal View Post
    It will break through 40 blocks of concrete if that is the cheapest way to you.
    And that's why my concrete walls will be 41 blocks thick!!

    ...Picture of me winning in A17 forthwith.
    ...While drinking a cold beer.
    ...And singing "Nobody does it better".
    ...While in my hot tub.
    ...Heated by my fiery will for victory!
    ...In A17.

  6. #17511
    Refugee
    Join Date
    Jan 2018
    Posts
    19
    Rep Power
    0
    if i had wall made out of 40 players will they go for the players with the lowest fortitude to get to the concrete blocks? XD

  7. #17512
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Houston-ish, Texas
    Posts
    18,093
    Rep Power
    1
    Quote Originally Posted by faatal View Post
    It is not really the AI, but the pathing system, which scans the world and makes a layered grid around each player. All animals and zombies use that grid, but the grid does not know about them.



    The path finding calculates the cost of every reachable grid node (block) as it works its way to the destination. Cheapest total cost wins. It will break through 40 blocks of concrete if that is the cheapest way to you.

    It is the standard A* concept.
    https://en.wikipedia.org/wiki/A*
    How often is the path updated?

  8. #17513
    Inventor toores's Avatar
    Join Date
    Dec 2013
    Location
    Estonia
    Posts
    897
    Rep Power
    1
    Quote Originally Posted by KavasMasta View Post
    if i had wall made out of 40 players will they go for the players with the lowest fortitude to get to the concrete blocks? XD
    No, it’ll go through the player with the least health

  9. #17514
    Refugee
    Join Date
    Jan 2018
    Posts
    19
    Rep Power
    0
    wow that joke just gave me a great idea. make traders give quests that require players to power an object poi and repair it while protecting it from zombies.
    the context would be they need the poi's to maintain communications, maintain trade lines or protected areas for trade caravans to meet up.

  10. #17515
    Leader Aldranon's Avatar
    Join Date
    May 2014
    Location
    Somewhere in a universe near you.
    Posts
    5,192
    Rep Power
    1
    Or... Deliberately make a long corridor with just barbed wire and have about 4+ shotgun turrets aiming down...

    - - - Updated - - -

    Quote Originally Posted by KavasMasta View Post
    wow that joke just gave me a great idea. make traders give quests that require players to power an object poi and repair it while protecting it from zombies.
    the context would be they need the poi's to maintain communications, maintain trade lines or protected areas for trade caravans to meet up.
    Oh I like how you think! BEFORE the planes will start dropping supplies, you need to keep the signal tower safe and undamaged until day 14 (much longer for harder difficulties)

  11. #17516
    Tracker Cazmyr's Avatar
    Join Date
    Mar 2018
    Location
    Colorado
    Posts
    151
    Rep Power
    1
    Quote Originally Posted by Guppycur View Post
    How often is the path updated?
    I believe a few pages ago they said it updates every time a block changes.

    *Goes and looks for the post*

  12. #17517
    Inventor Demonoid74's Avatar
    Join Date
    May 2015
    Location
    Las Vegas AKA Hell
    Posts
    860
    Rep Power
    1
    I always thought we should have to build a bell tower and find a little guy in a white suit to announce "De Plane! De Plane!"
    in order to get supply drops...

  13. #17518
    Leader Aldranon's Avatar
    Join Date
    May 2014
    Location
    Somewhere in a universe near you.
    Posts
    5,192
    Rep Power
    1
    Quote Originally Posted by Guppycur View Post
    How often is the path updated?
    You thinking drawbridge? I'm thinking drawbridge. I'm thinking two drawbridges at opposite ends of my fortress... Yeah, that's what I'm thinking.

  14. #17519
    Tracker Cazmyr's Avatar
    Join Date
    Mar 2018
    Location
    Colorado
    Posts
    151
    Rep Power
    1
    Quote Originally Posted by Demonoid74 View Post
    I always thought we should have to build a bell tower and find a little guy in a white suit to announce "De Plane! De Plane!"
    in order to get supply drops...
    wow.....you're old.....
    Last edited by Cazmyr; 05-12-2018 at 09:21 PM.

  15. #17520
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    11,658
    Rep Power
    2
    his old what....?

Posting Permissions

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