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    Originally posted by Odetta View Post
    Do you guys have a solution to the problem on not being able to place blocks in certain areas (POIs). I think it make have something to do with quest markers but it's beyond frustrating taking over a poi and trying to build there and there being spaces you cant build on/in. Even if you go into dm mode you still can't place blocks there. It's always red.
    Did you post this in the bugs section? Its the first I've ever heard of it.

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      Originally posted by madmole View Post

      Did you post this in the bugs section? Its the first I've ever heard of it.
      This has been brought up since A17 exp. I might be miss remembering but I think it was said it was not a bug but a effect of the new questing system.

      What do you use to record and edit your play sessions. I can make a video and send to the Bugs section.

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        Originally posted by Odetta View Post

        This has been brought up since A17 exp. I might be miss remembering but I think it was said it was not a bug but a effect of the new questing system.
        Got that too, around 5 blocks straight in front of the door. Surrounded it with some planks, gotta test if vertically is limited or goes up to the heavens.

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          Originally posted by beerfly View Post

          Got that too, around 5 blocks straight in front of the door. Surrounded it with some planks, gotta test if vertically is limited or goes up to the heavens.
          Did these prefabs reset by quests? I have seen odd stuff happen when quests reset a prefab, cannot really confirm but seems not all blocks or placeholders are reset properly. Also saw some weird stuff when someone reset a prefab for quest when he just woke up sleepers, some of them were stuck in place.

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            Originally posted by Odetta View Post

            This has been brought up since A17 exp. I might be miss remembering but I think it was said it was not a bug but a effect of the new questing system.

            What do you use to record and edit your play sessions. I can make a video and send to the Bugs section.
            Can confirm it's been a reported issue for even longer than that. The most common I've seen is where there is a light fixture on the ceiling. Then on the floor above that, you are unable to place a block. (which is pretty strange considering there is a full solid block in between the spaces.) I can recall this going back at least as far as a15.

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              Originally posted by Thecolours View Post

              How about the pyramid slopes people are using? The zombies attempt to walk up, but cant and instead of attacking the block they just walk in place.
              I've finally got a chance to use this method in MP and altho it is a bit OP I dont think it needs to be changed much.

              It's actually a bit realistic that the zeds try to jump up the wedges. In groups they are already capable of jumping on top of each other. If anything, the zeds should jump and swing so their is at least some damage.

              Edit: what needs to be fixed are zeds not pathing over arrow slit blocks imo...
              Last edited by Laz Man; 4 weeks ago.

              Comment


                Originally posted by Haidrgna View Post

                Did these prefabs reset by quests? I have seen odd stuff happen when quests reset a prefab, cannot really confirm but seems not all blocks or placeholders are reset properly. Also saw some weird stuff when someone reset a prefab for quest when he just woke up sleepers, some of them were stuck in place.
                I just moved into it and made base without activating a quest. It is a 1 story house and a build in attick, with this old fireplace glowing and wooden catwalk couple of blocks left to it. Never had any other problems. No stuck sleepers, at least for the 30ish quests since A18e.

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                  Originally posted by Laz Man View Post

                  I've finally got a chance to use this method in MP and altho it is a bit OP I dont think it needs to be changed much.

                  It's actually a bit realistic that the zeds try to jump up the wedges. In groups they are already capable of jumping on top of each other. If anything, the zeds should jump and swing so their is at least some damage.

                  Edit: what needs to be fixed are zeds not pathing over arrow slit blocks imo...
                  I think zeds should be able to be both capable of damaging any shape of block as well as scale it if the player could. I am just hoping the AI system will not get case by case additions for each shape but rather more robust system to scale/break any kind of shape that will be added in the future as well.

                  Comment


                    Originally posted by Laz Man View Post

                    I've finally got a chance to use this method in MP and altho it is a bit OP I dont think it needs to be changed much.

                    It's actually a bit realistic that the zeds try to jump up the wedges. In groups they are already capable of jumping on top of each other. If anything, the zeds should jump and swing so their is at least some damage.

                    Edit: what needs to be fixed are zeds not pathing over arrow slit blocks imo...
                    It sucks big time when you start getting demolishers. Really sucks...

                    Comment


                      Originally posted by SylenThunder View Post

                      Can confirm it's been a reported issue for even longer than that. The most common I've seen is where there is a light fixture on the ceiling. Then on the floor above that, you are unable to place a block. (which is pretty strange considering there is a full solid block in between the spaces.) I can recall this going back at least as far as a15.
                      Ya, that's why when madmole said it's the first he's heard of it I was confused. I've seen others mention it in the dev diaries as well. Maybe it's not reported to be a bug and more of a limitation. I just really hope they get it sorted. Most frustrating thing in the game for me at least.

                      Comment


                        Originally posted by Odetta View Post

                        This has been brought up since A17 exp. I might be miss remembering but I think it was said it was not a bug but a effect of the new questing system.

                        What do you use to record and edit your play sessions. I can make a video and send to the Bugs section.
                        Geforce experience.

                        Comment


                          Originally posted by faatal View Post

                          I finished some changes to AI last week specifically for that case. AI now do some height evaluation in their path, so dumber ones tend to not want to go through the effort of climbing the ramp, but some will and it changes over time. Destroy area chance is now also shared/increased with the zombies around the one that fell, so a little different behavior there too.
                          Are they going into destroy mode because they fell or because they took damage? Some variations use either slopes all the way to the ground or hay bales to keep zombies from taking damage.

                          Comment


                            Originally posted by Thecolours View Post

                            How about the pyramid slopes people are using? The zombies attempt to walk up, but cant and instead of attacking the block they just walk in place.
                            No changes for that. It is on my todo list.

                            Comment


                              Originally posted by dcsobral View Post

                              Are they going into destroy mode because they fell or because they took damage? Some variations use either slopes all the way to the ground or hay bales to keep zombies from taking damage.
                              It is fall distance, but it does not matter much anymore, since a good amount of zombies won't even climb the ramp now.

                              Comment


                                Originally posted by Viktoriusiii View Post
                                @MM
                                not posting much anymore. But you said back when A18 released that you are just now taking a look at electricity.
                                Sooo... anything that you noticed?

                                Just a quick reminder:
                                -Electric current can not be interconnected (so no 2 powersources and no massive grid and electric fences can't form a square)

                                -On that point: if you have a solar panel (50 watt) powering a solar bank (300 watt), at night, it will switch to the batterybank, but in daylight you only have the 50 watt, even if the batterybank could output more (cameras, some traps for roaming Z's and whatnot)

                                -connecting doors with motion cameras works, but is a pain and super confusing to newer people, even if they read the tooltip

                                -Generators can not hold enough fuel for multiplayer, but it would be comfortable for singleplayer as well to have like a huge oildrum that could fuel it.



                                And while I got your attention:
                                I know you dislike foodspoilage. So a working fridge is out of the question. But maybe add more electrical applyances for better quality of life.
                                examples include:
                                -working oven for all baking recipes (better cooking and less ressource management)
                                -frying pan for some hp regen foods
                                -electric furnace (maybe for steel, but also so that you do not need to refuel every 20 minutes)
                                -acclimation (heater and ventilation) with enourmous radius
                                -wood fuel generator

                                I don't want to say it because it sounds uninspired, but maybe take inspiration from Tekkit. You do not go overboard with it, but since 7d2d lacks an endgame, giving us more goals to "automate" our base is an awesome way to prelong the gametime.


                                Thank you for your attention.

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