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platecloak

Low aggro mode/state for infected

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While the infected in DayZ aren't technically zombies, they share most of the attributes and gives the same experiences and situations to the player. With one exception (there are other): they're fast and that's good. The typical slow zombie movement wouldn't work well as it would be way too easy to handle.

Yet, it makes the urgency level switch between two extremes: slightly dangerous to immediate with little in between. First the infected haven't aggroed and you can move around quite freely albeit slow. Then suddenly you push it too far and an infected aggros. Now the situation is upside down. Whatever you do must happen fast, either shooting starts or you have to run. From this point the situation quickly escalates to a involve a whole bunch of them.

Too create a more creeping kind threat I suggest a new kind of infected mode or state: low aggro. At this state the infected have not yet noticed the player but have heard something that makes it move in that general direction.

  • It would happen in a zone between the audible range for player activites (=weapons, often) and a further distance outside which infected won't react at all. So within the audible range the infected go into full aggro like normal. On a longer distance, the infected would go into low aggro mode. Further out, the infected won't notice.
  • In low aggro mode, all that happens is that the infected immediately starts moving in the direction of the sound. No scream or anything like that. The speed is unchanged.
  • The infected still haven't noticed the player. The only real difference from no aggro is that the infected moves in a specific direction.
  • Once in this mode the infected could either go into full aggro (for the usual reasons) or it could go into renewed low aggro mode, this time in the direction of the latest triggering sound.

Some situations this could create:

  • two players sneak towards a house but just before they reach it, an infected aggros. They run into the house and shoot the infected and some that followed. As the eerie silence returns, they bandage themselves, reload their guns and starts looting and divying stuff. A few minutes later one of them looks outside the window and to his horror see 10-20 infected slowly moving towards the house, getting really close now.
  • a loud shot echoes through a valley and a player falls dead. As the sniper looks for more victims, two low aggroed infected slowly moves towards his location from behind. The sniper see someone else through his scope and wait for the player to move into vulnerable situation and a perfect shot. Before that, however, the sniper has now come within the visual range of the two infected and as he shifts a bit the infected notices him. They go into full aggro and the snipers blood freeze to ice when he hear their screams and understands what's about to happen.
  • somewhere else another sniper gets a little too close to a town and with a scavenging player in his scope he pulls the trigger. The shot misses but the sniper calmly reloads while the terrified scavenger tries to get to grips with the situation, expecting the next shot to end his life any second now. As the sniper once again have a steady view through the scope he realises his mistake. All infected in the town now faces him and slowly advances to his position. The scavenger notices this too and now knowing the position he can dive into cover. The hunter becomes hunted.

Well that's what I can come up with but in general it would create more complex and dynamic situations and hopefully a few moments of that classical zombie horror.

There could probably be some problems (in a fire fight, the infected might switch back and forth like a typical tennis game audience. A cool down could be required to fix that). There's room for tweaking though, and the whole mode can easily be removed without causing balance problems.

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