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Thread: Developer Diary: Alpha 17

  1. #17806
    Ranger dhlmaster's Avatar
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    Quote Originally Posted by Siveria View Post
    I find the shotgun weak myself, its base damage is not to high when you factor in you bascally have to be kissing the zombie to do anything to it. Its headshot mult is low, and its per ray/pellet. Meanwhile the sniper hits almost as hard as a shotgun (with buckshot not slugs), at a much farther range with a 9x headshot bonus iirc. Add in the fact in a17 you can have a silenced sniper rifle, and well.... yeah.. I can't see ever using the shotgun unless it gets a silencer as well. Has too many demerits compared to any of the rifles. I find the pistol equally useless, as its range is ass, and it hits like a wet noodle. SMG is slightly better but not by much due to its lower headshot mult, but it does fix the range/sound issue. When a wooden bow with stone arrows hits as hard or harder at quality 25-50 than a 560 quality pistol, you know there is a balance issue there. You could argue clip size, but I find clip size moot, because of how much the zombies move after a headshot, its rare to be abel to double tap a zombie before its head moves way out of range.. They need to fix that tbh, they move way to much when shot.
    Agree that pistols should be stronger than bows, especially when the pistol is better quality

  2. #17807
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by Siveria View Post
    As for the walking dead comment.. I think the smell would have alot to do with it. Who would want to constantly coat themselves with putrid smelling rotting flesh everytime they go outside?
    The whisperers, the next iteration of bad guys after negan. Well, they one up the guts, they literally wear the skin.

  3. #17808
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    Quote Originally Posted by Siveria View Post
    As for the walking dead comment.. I think the smell would have alot to do with it. Who would want to constantly coat themselves with putrid smelling rotting flesh everytime they go outside?
    I would use a raincoat with rotting flesh on it instead.

  4. #17809
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    Quote Originally Posted by Roland View Post
    Okay...I admit that people might eventually learn such zombie behavior -- IF -- the zombies actually will all go to the single layer side of the base and leave the double layer side alone-- which I still doubt will happen except for very small bases and once faatal is done it may not even uniformly and predictably happen for very small bases.
    In another comment you admired the players ingenuity (to always find exploits once they know the behaviour of the zombies) and still you deny them the intelligence to find out the rules of the zombies from hours of observation. Even masked by randomness a player will see "habits" of the zombies emerge, for example after watching dozens of zombies on a horde night or watching a screamer horde.

    Visitors of Italy soon find out that Italians talk with their hands, even if some of them don't.

  5. #17810
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    Hey guys, hey devs. Hello everyone.

    I have a question/suggestion for you..

    Is there any chance to add an option to remove the random mines/bombs from Wasteland Biome?

    I like the idea of random mines, but sometimes I just wanna run and have no time to focus where I'm walking..
    Please? ^^

  6. #17811
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    Quote Originally Posted by zWolfer View Post
    Hey guys, hey devs. Hello everyone.

    I have a question/suggestion for you..

    Is there any chance to add an option to remove the random mines/bombs from Wasteland Biome?

    I like the idea of random mines, but sometimes I just wanna run and have no time to focus where I'm walking..
    Please? ^^
    That sounds moddable in the XML files but it would take someone with more knowledge to tell you where.

  7. #17812
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    Quote Originally Posted by Gnomaana View Post
    That sounds moddable in the XML files but it would take someone with more knowledge to tell you where.
    That does not work for me.

    Its just sometimes I want to remove them. Like when im going to dig a treasure. So after it, i want them back. This way I would just have to back to menu and change it. Modding xml everytime will make me lose more time than looking for the mines in game. :/

  8. #17813
    Inventor Siveria's Avatar
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    Quote Originally Posted by Aldranon View Post
    Yeah, pistols are a waste of skill points (in A16 anyway) and I was completely turned off from the shotgun since A15.

    Well, atleast the shotgun turrets for some reason do some epic damage. Balance issues, like you said.
    Pistol should have lower base dmg than say xbow/rifle, but it should be somewhere in between bow/xbow. Maybe a high qual one should be at 20-22 dmg or so? without perks. Insted of my 588 qual one that is at 12.xx dmg on survivalist diffculty.

  9. #17814
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    Quote Originally Posted by zWolfer View Post
    That does not work for me.

    Its just sometimes I want to remove them. Like when im going to dig a treasure. So after it, i want them back. This way I would just have to back to menu and change it. Modding xml everytime will make me lose more time than looking for the mines in game. :/
    I understand what you want but i am not sure if that is even possible to do. If it is it probably will not done till Beta or Post Launch.

    Also instead of constantly editing the xml you could just have a modded and a normal one and switch them out but that would be the only way to do it right now.

  10. #17815
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    Quote Originally Posted by meganoth View Post
    I would use a raincoat with rotting flesh on it instead.
    Much better idea.

  11. #17816
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    Quote Originally Posted by DaVegaNL View Post
    Guys. You are 'fighting' over something which hasn't even come out yet. Let's see how it works when A17 is released around Halloween.



    Hmm. That felt weird. That's usually one of the arguments used against me.

    Ps. No matter how difficult the developers will make the AI, players will always find a way to exploit it.
    Who are you? ...and what have you done with the REAL DaVega?!

  12. #17817
    Leader Tin's Avatar
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    Quote Originally Posted by zWolfer View Post
    That does not work for me.

    Its just sometimes I want to remove them. Like when im going to dig a treasure. So after it, i want them back. This way I would just have to back to menu and change it. Modding xml everytime will make me lose more time than looking for the mines in game. :/
    Just enable "god mod" every time you get into those moods, so you don't die when one explodes.
    F1 to bring up the command line.
    dm [enter]
    [esc][esc] tick "god mode".
    Continue game.

    Then [esc] untick "god mode" to Continue game when you want to go back to normal mode. No edits involved.

  13. #17818
    Scavenger Armstrrong's Avatar
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    Quote Originally Posted by zWolfer View Post
    That does not work for me.

    Its just sometimes I want to remove them. Like when im going to dig a treasure. So after it, i want them back. This way I would just have to back to menu and change it. Modding xml everytime will make me lose more time than looking for the mines in game. :/
    Only Tin and Hubcap mines in wasteland, and they can't kill you if you are at full health.

  14. #17819
    Super Moderator Roland's Avatar
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    Quote Originally Posted by meganoth View Post
    In another comment you admired the players ingenuity (to always find exploits once they know the behaviour of the zombies) and still you deny them the intelligence to find out the rules of the zombies from hours of observation. Even masked by randomness a player will see "habits" of the zombies emerge, for example after watching dozens of zombies on a horde night or watching a screamer horde.

    Visitors of Italy soon find out that Italians talk with their hands, even if some of them don't.
    Ya...And I do believe that in general. I guess that one specific example just seemed way out there to me and, as I have said, I really don’t believe that the zombies are going to run around to the weakest side of your base. That is not how it’s going to work—especially if you have a large base.

    People are taking what faatal has written about the foundational work of pathing and block targeting and started poking holes in nonexistent problems because what he has described to us is not the whole of it but some are acting as if what he has described is the new AI.

    But by all means poke away since it is on topic.

  15. #17820
    Scavenger qprophet's Avatar
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    Quote Originally Posted by Tin View Post
    TWD zombies wouldn't even be a threat without the ppl in the show consistently being stupid and not paying attention to their surroundings. Here lets walk into this room without even being halfway cautious and just walk in.. zombie food!. Hey! lets walk around this corner, as tight as possible, instead of as wide as possible.. zombie food!. Hey! lets go to the city where the highest population counts used to be at.. zombie food! on and on..
    Really hope they don't base the zombies in 7D2D on TWD zombies.
    I believe the mini horde zombies in 7D2D are based directly off of TWD zombies. Those...ninjas...manage to move through grass, debris, and crowded buildings without making a sound.

    They can't just show up when I am visibly searching around....oh no. They have to appear when I have my inventory open, deep in thought about whether I should ditch the 22 bones I have in my inventory for the 3 turds I found in the toilet.

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