View Poll Results: Developer Diary for Developers

Voters
0. You may not vote on this poll
  • Newly Updated

    0 0%
  • Check out the newest reveals by Madmole

    0 0%
  • Over 100 new perk books with set collecting and bonuses

    0 0%
Page 3418 of 3418 FirstFirst ... 24182918331833683408341634173418
Results 51,256 to 51,265 of 51265

Thread: Developer Discussions: Alpha 17

  1. #51256
    Fun Pimps Staff
    Join Date
    Jan 2018
    Location
    Indiana, USA
    Posts
    1,804
    Rep Power
    2
    Quote Originally Posted by danielspoa View Post
    @Roland hello, is any relevant new information available about the 17.3 update?

    thank you.
    So far this week, there were about a dozen bugs fixed and 4 builds made. There are around a dozen remaining bugs for 17.3 and of course whatever new ones the testers may find.

  2. #51257
    Ranger danielspoa's Avatar
    Join Date
    Jan 2018
    Location
    South Murica
    Posts
    334
    Rep Power
    0
    thanks!

  3. #51258
    Scavenger
    Join Date
    Dec 2017
    Posts
    41
    Rep Power
    0

  4. #51259
    Refugee
    Join Date
    Jul 2018
    Posts
    8
    Rep Power
    0
    recursive problem solving.

  5. #51260
    Scavenger SrslyGTFO's Avatar
    Join Date
    Nov 2018
    Posts
    30
    Rep Power
    0


    Only 12 bugs left from a week ago? How's this week looking? HYPE

  6. #51261
    Ranger beHypE's Avatar
    Join Date
    Nov 2015
    Posts
    337
    Rep Power
    1
    I'm secretly torn between wanting to know the release date of 17.3 and coming here every hour going mad at the F5 key.

  7. #51262
    Chronic Cougher Ouch Quit It's Avatar
    Join Date
    Sep 2014
    Posts
    1,775
    Rep Power
    1
    Can we go to a 16384 map in RWG with 17.3????

  8. #51263
    Tracker Weazelsun's Avatar
    Join Date
    May 2017
    Posts
    224
    Rep Power
    0
    @faatal, I know that RWG is still be worked on. But, will the large bodies of waters and lakes come back? That I feel is the main thing that really is missing. So far with several of the maps I've generated for the A17.3 EXPERIMENTAL, some don't even have any water sources or none that are easily discernable when previweing seeds.

    Now as for the horde and zombies AI. Will more of specific zombie functions be implemented? Some things I could think of since zombies can dig now are:

    - Making the spider zombie be able to climb blocks and be able to damage them. Like for example, the horde base we currently use in A17.2 (b27), is a tower. I think having spider zombies be able to stick to walls would add to the danger building such as thing.

    - Adding to the above, perhaps zombies can have a preference in terms of what spawns. So, if a player decides to build a tower they'll get more zombie vultres, spider zombies, and cops. Since the vulture and cop can vomit it would keep players on their toes having to determine which to take out. However, if a person decides to build a bonafide bunker-style base, like using pillar 50's to make a melee base, they'lll have to contend with fat zombies like the hawaiian shirt, mama juju, and the biker. While, if one decides to build an underground base, dogs and screamers would spawn more. Dogs to dig fast and screamers to make person have multiple ways out.

    -I also think the burning zombie is underutilized. What I think the burning zombie do, is that it would have increased damage against blocks including those like iron, stone, concrete, and steel. It would also add another factor in building a base.

  9. #51264
    Chronic Cougher Ouch Quit It's Avatar
    Join Date
    Sep 2014
    Posts
    1,775
    Rep Power
    1
    Quote Originally Posted by Weazelsun View Post
    @faatal, I know that RWG is still be worked on. But, will the large bodies of waters and lakes come back? That I feel is the main thing that really is missing. So far with several of the maps I've generated for the A17.3 EXPERIMENTAL, some don't even have any water sources or none that are easily discernable when previweing seeds.

    Now as for the horde and zombies AI. Will more of specific zombie functions be implemented? Some things I could think of since zombies can dig now are:

    - Making the spider zombie be able to climb blocks and be able to damage them. Like for example, the horde base we currently use in A17.2 (b27), is a tower. I think having spider zombies be able to stick to walls would add to the danger building such as thing.

    - Adding to the above, perhaps zombies can have a preference in terms of what spawns. So, if a player decides to build a tower they'll get more zombie vultres, spider zombies, and cops. Since the vulture and cop can vomit it would keep players on their toes having to determine which to take out. However, if a person decides to build a bonafide bunker-style base, like using pillar 50's to make a melee base, they'lll have to contend with fat zombies like the hawaiian shirt, mama juju, and the biker. While, if one decides to build an underground base, dogs and screamers would spawn more. Dogs to dig fast and screamers to make person have multiple ways out.

    -I also think the burning zombie is underutilized. What I think the burning zombie do, is that it would have increased damage against blocks including those like iron, stone, concrete, and steel. It would also add another factor in building a base.
    Use the seed Afterlife..was a great seed for 17.....now its an island...with 2 small towns on it..useless..but it has alot of water

  10. #51265
    Refugee
    Join Date
    Jun 2019
    Posts
    15
    Rep Power
    0
    Hey just wanted to share a compilation of ideas of my own + some very appealing ones i've seen so far.

    >>>Stationary weaponry => cannons(on vehicles(like tanks))/tripod mg's(good for manned defensePVPVE or suppressionPVP)/mortars (for siege battles, because the engine supports vehicles and rockets so why not combine the best both worlds);

    >>>Catapults (idk why);

    >>>Grappling hook (because Grappling hook);

    >>>Ziplines;

    >>>Integration of Firearms 2 mod (which adds a ton of awesome functioning models);

    >>>Bulldozers for all your excavational/demolitionary;

    >>>Perfurators for all your mining needs;

    >>>Removal of Oil Shale, add in oil with water texture;

    >>>Oil Pumps (for infinite oil but low production rate so the more u place the best);

    >>>Gravitometer (For finding and detecting Oil and rare materials underground);

    >>>Planes with a catch!(they have a ramp which allows u to pick up a vehicle (1 jeep or 2 bikes);

    >>>Functioning Elevators;

    >>>Caltrops (tier above iron traps, much higher durability);

    >>>Zombie Moleman (which will try to dig into your base) but every time he scratches the walls, loses a bit of hp. Potentially making a hole which other zombies will then target as a weakness in ur defense;

    >>>Blocks catching fire due to eg: burnt victim hitting wooden block. Fire spreading (perhaps creating a meta for players to move onto the burnt zone only after they get cement or alternatively just make stone/rebar structures to prevent against this);

    >>>Reworked zombies (bc laggy in numbers and rigid+clunky);

    >>>Reworked block/building collapse (bc lol wth);

    >>>Boats (when larger watermasses become a thing);

    >>>Custom map creation with mapping tools + custom factions;

    >>>Zombies seek not only to damage wall but if wall is to stronk, try to climb it wwz style;

    >>>Wolves become werewolves in bloodmoon;

    >>>CCTV cameras (ik theres a mod for it but could do in vanilla);

    >>>Guards for trader (ik they're in mods but theres also alot of other undesirable stuff in those mods);

    >>>Placed stationary(or not) AI defenders/workers/attackers (This one I know is way to ambitious but just imagine how cool that'd be);

    >>>NPC's scattered around the map (like roaming traders, quest givers, etc etc);

    >>>Bandits;

    >>>Flags;

    >>>Varying sizes for drawbridges and gates;

    >>>Screaming Child zombies (ouch that gimme spook factor);

    >>>Blocks for connecting wires through walls, no more funny looking power chord crossing wall;

    >>>Jetpack (idk why);

    >>>Power chords cost resources;

    >>>Power chords with more electricity flow must be bulkier and more expensive;

    >>>Proper dynamite rigging (connected by wire) for mining/pvp siege sabotage/demolition;

    >>>Bombs;

    >>>Functional modifications for vehicles (with spikes for spiking zeds, retractable blades, weapons and shielding);

    >>>Zombies target vehicles (must protect ur property);

    >>>Shields for shield-bashing 1 on 1 mlee PVPVE, bullet protection on PVPVE (with bandits);

    >>>One handed/Double handed weapon types;

    >>>Pets (guard doggo, bear etc);

    >>>UrMom (lvl 9999 boss)(has a very low chance of spawning in a kitchen once ur in endgame gear);

    >>>Huge spiders able to climb walls (ew) so reinforce ur walls with defenses also;

    >>>Oil cauldrons (Connected with trigger plates that drop boiling oil on zeds, reducing HP and speed and lowering resistance);

    >>>Crocodiles;

    >>>Horses (+ saddles = ?);

    >>>Volcanoes (+ magma);

    >>>Natural disasters (earthquake, flood, volcanoes);

    >>>Repeater bow (the one from van-helsing looks really cool);

    >>>Nazi zombies (arrive on horde night and shoot you up);

    >>>Nazi zombie camps;

    >>>Much higher reload speed cap for bows;

    >>>Minigame for lockpicking;

    >>>Lockpicking levels (doors, cars, all the way up to safe cracking) with different models of lockpicking minigames;

    >>>Parachutes;

    >>>Lasso;

    >>>Placeable blocks that break on stepping (to make pitfall traps);

    I have some others but less relevant...
    Last edited by Hamburglar; 3 Days Ago at 02:53 PM.

Posting Permissions

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