View Poll Results: Alpha 17 HP

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Thread: Developer Diary: Alpha 17

  1. #17866
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    Quote Originally Posted by sillls View Post
    Why would it be any different for them than the player?

    Zombies don't care if you are a scavenger, a rock star or a bandit. You are just one thing to them, FOOD.

    .
    from a story point you are correct. now. play a horde night. do you notice any of the zombies attacking the animals? I dont. they usually kill them, but not on horde night. they tend to ignore other ai and go for players. as I have stated; we don't know the interaction between these ai's yet, as nothing has been stated on it.

    so, I asked faatal, who isn't aka sills, how is this being handled?

  2. #17867
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    Quote Originally Posted by wolfbain5 View Post
    from a story point you are correct. now. play a horde night. do you notice any of the zombies attacking the animals? I dont. they usually kill them, but not on horde night. they tend to ignore other ai and go for players. as I have stated; we don't know the interaction between these ai's yet, as nothing has been stated on it.

    so, I asked faatal, who isn't aka sills, how is this being handled?
    Yes they do attack animals. Unless they are a wolf or normal bear. Then it's the zombies get attacked.

    I have never seen an animal on hoard night and I have played plenty of hoard nights.

    But go ahead and ask faatal
    Last edited by sillls; 1 Week Ago at 01:58 AM.

  3. #17868
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    Quote Originally Posted by Roland View Post
    If I'm interpreting you correctly.....


    For those who felt I was trying to stifle conversation, I sincerely apologize. Discuss to your hearts content AND be assured that TFP is aware of the points you've brought up either because A) they are obvious, B) the work isn't finished, or C) thanks to your feedback

    (Pick whichever scenario brings you the most joy.)
    I would like to add this game needs more zombies.

  4. #17869
    Super Moderator Roland's Avatar
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    Quote Originally Posted by NoamChomsky View Post
    For those that deeply care about making hobson's choices over poop and bones they can keep the inventory size small.
    For poop and bones it’s more like Sophie’s choice....

    And if THAT doesn’t help you see that I was being facetious and poking fun at the whole debate by making such a ridiculous statement in my original post I’m happy to go back and tint the text purple for you.

    I’m all for options.

  5. #17870
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by sillls View Post
    Yes they do attack animals. Unless they are a wolf or normal bear. Then it's the zombies get attacked.

    I have never seen an animal on hoard night and I have played plenty of hoard nights.

    But go ahead and ask faatal
    They would ignore them if they were there anyway, because they're in feral mode on horde nights. aka, GPS mode.

    /not faatal since 1971

  6. #17871
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    Quote Originally Posted by The Gronk View Post
    You could let the students use calculators every now and again, the abacus was a good invention in its day but 5318008 just isn't the same with beads.

    :-)
    That's true, but teaching with an abacus intimidates the administration so they avoid Roland and leave him alone.

  7. #17872
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    Quote Originally Posted by wolfbain5 View Post
    from a story point you are correct. now. play a horde night. do you notice any of the zombies attacking the animals? I dont. they usually kill them, but not on horde night. they tend to ignore other ai and go for players. as I have stated; we don't know the interaction between these ai's yet, as nothing has been stated on it.

    so, I asked faatal, who isn't aka sills, how is this being handled?
    I don't know yet, since I have not looked at that. When I do, I can discuss it, but many other tasks are higher priority.

  8. #17873
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    Wow, all my ramblings in one place.

  9. #17874
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    Quote Originally Posted by Guppycur View Post
    They would ignore them if they were there anyway, because they're in feral mode on horde nights. aka, GPS mode.

    /not faatal since 1971
    was my assessment as well

    Quote Originally Posted by faatal View Post
    I don't know yet, since I have not looked at that. When I do, I can discuss it, but many other tasks are higher priority.
    nod. yes boss
    Last edited by wolfbain5; 1 Week Ago at 03:34 AM.

  10. #17875
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    Quote Originally Posted by faatal View Post
    Wow, all my ramblings in one place.
    Yes scary, very scary.

  11. #17876
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    Quote Originally Posted by faatal View Post
    Wow, all my ramblings in one place.
    It took a legendary steel shovel with several mods attached to make the pile as deep as I did...

    ;-)

  12. #17877
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    Quote Originally Posted by Roland View Post
    It took a legendary steel shovel with several mods attached to make the pile as deep as I did...

    ;-)
    Oh so you were really trying to bury them? Nice!

  13. #17878
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    So... behavior trees... with several behavior options to choose from at any given moment it would not be a bad idea to use a behavior tree. Have they been implemented and, if so, what type? Will the modders be able to build their own from a bit of xml trickery and boilerplate code?

  14. #17879
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    Quote Originally Posted by faatal View Post
    Yes.

    If there were multiple penalty types in each grid location, zombies could even use different weighting combinations, so they would have varied behavior, like weaker ones place a stronger value to block health, while higher damaging zombies don't care to go around as much. More data in the grid will use more memory, but should be fine.

    There it is.


    I obviously didn't read that carefully! This will make every zombie type not only unique and interesting, but the players targeting choices will require some thought if they make an asymmetrical base.

    Edit: So the only smart way to focus all your turrets on one side IMHO (I could be wrong), is to build into the side of a mountain at ground level, like some NORAD thing.

    It could be interesting!
    Last edited by Aldranon; 1 Week Ago at 05:12 AM.

  15. #17880
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    This might be seen as a rant so just be aware :P

    I must confess I am worried about this update, I mean A16 vastly improved how I enjoyed the game in a positive way however I was disappointed by how many things didn't make the cut that were showcased in the previews and A17 is in dangerous territory for a repeat, the showing off the gyrocopter, jeep and other smaller things that aren't being fully implemented(or implemented at all). I mean I almost think that Joel or someone needs to put up a video explaining the current state of the alpha 17, maybe even hold off on adding of the jeep until passengers and upgrades/customization can be added leave that for 17.2 or something(assuming 17.1 will be mostly bug fixes). I don't wanna be a downer but transparency is key when making a game in early access imho.

    Also I hope that the power system gets a relook in the future adding in garage doors that open on a button(or sensor) and even a electrical conduit that is a solid piece so we can clean up the messy wires etc(or just give us the ziplines :P ). The current system seems like its lacking a little polish, its a fantastic addition though don't get me wrong.

    I dunno I love the game and it has great potential I just hope a17 isn't flashy features and not fleshed out features.

    ¯\_(ツ)_/¯ some people won't agree, maybe some people will but eitherway felt I needed to say something.

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