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Cpt. Balu

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Posts posted by Cpt. Balu


  1. Speaking from a game designer's standpoint the 'realism' mentality with the zeds right now is completely out the window.

    For instance lets say that these zombies are freshly made with decent eyesight, someone made a point that they shouldn't be able to tell survivor vs zombie on sight alone, I agree. Additionally the developer's comment to 'try break their los quickly as opposed to silently sneaking' with the current gimmicks and glitches is like walking out onto an airfield glowing bright pink, you'll just aggro more and probably die. [insert dev trollface]

    If the zeds stay as is, then we really need to get starter weapons back. Just like zombies being at their peak, the survivors likely did something/had something that made them the lucky ones to survive. Seriously if i'm alive after the initial outbreak i probably scrounged some food and water and for sure a weapon. Starting with zero defensive measures itself IS unrealistic. Getting into a town after crawling for 50 minutes and careful attention to zed locations still netted me a bite in the ass from a zed walking through a wall and the subsequent 10 minute run where i tried buildings/hills/los/docks with no luck breaking the angry bugger off. Picking up a rock is marginally less effective than a crowbar let me at least try that...

    Secondly the noise level we make when crouching/running etc are completely off. Almost all of them are boosted in the extreme further contributing to our very short lifespans. I know for a fact that you can crouch run and sprint with boots on pavement/concrete without a normal human hearing you until you are within 8-20 meters as opposed to the tap dancing performance survivors deliver in game.

    Lastly, if the intention was to have the 28days later rage zombies, they have 1 thing in mind only: food. IE straight beelines to targets and no magical teleportation abilities. The biggest threat from zeds should come from getting overwhelmed by mistakes by players and multiple aggro, not 1 magical zombie breaking the sound barrier.

    on another note: i've noticed the game spawning zeds just for me in areas that i scouted out as having no zeds. which is fine, but EVERY SINGLE ONE was spawned heading right at my movement path. after another hour of testing this theory I can only say that new zeds always head toward where you will be if you keep moving in a line. THIS is just frustrating and beyond unrealistic. Just because zombie engagements are interesting and should happen doesn't mean 100% of them need to be locked onto you like a laser guided missile. Let em roam properly around town. This feature makes planning a entrance into town completely useless 100% of the time, what's the point of playing intelligently if 100% of the time you will get blocked...

    done with the complaints for now. love the game but needs mechanical fixes and zombie ai tweaks, hope they keep the changes coming and take our input.

    I fully agree with that. Especially with that "noise level on asphalt" point.

    So there goes my opinion: I see no point in sneaking into town anymore, play it the "realistic" way. So I succesfully sneak around 10 zombies and then all of a sudden I aggro a zombie from 100m away and he's all like literally flying at me with this superspeed and maneuverability. After that, I have to cancel sneaking, stand up, run somewhere else in hope to find a suiting building to LoS'ing him. That leaves me with the question as to why sneak in the first place when at some point I will be forced to run anyways by making the slightest mistake?

    The other option is to crawl ALL the time while in an area full of zombies. No, thanks, I did not start the game "Crawling Simulator 2012". This is 1.7.1.4 all over again :@

    I liked the zombies from 1.7.1.5 and was looking forward to see the "zombies hear you trough 3D objects less likely" change. But now, there was somewhere a tradeoff: they hear you less, but see you better. Not liking this much.

    We can have all those superseeing/hearing zombies, but make them slower! They run as fast as you and will follow you troughout whole Chernarus without losing distance for forever. To be fair, I have to add that losing them is a bit easier now, but still only if you have some obstacles in your path. On an open field, the keep following you like crazy fangirls :lol:


  2. The same happened to me some minutes ago. I was hit, lost more than 1000 blood, was knocked out and bleeded for like 1 minute, have broken bone. This was caused by one hit! Now I'm crawling around, hoping to find some morphine in Mogilevka.

    The zombies needs to be weakened down, only a bit, not much! Just the rate at how often their hits cause you to bleed or break a bone must be lowered in my opinion.

    And while I'm at it, their hearing & seeing ability should also be a little lower, like 10-15% lower than like it is now.

    Anyway, enough of me whining around. I'm looking forward to the new update.

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