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whiteboy greg

Why walking inside running outside....WHY!

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In the stand alone Day z are the zeds going to have a totally arbitrary inside vs outside speed as they do now.? I would preffer they triple the zombie count and reduce the speed but I doubt that's the way it's going to go.

Im guessing the zomb..er..zeds are always going to be fast but how is this going to change the gameplay if they are fast inside as well. As the game stands the main strategy when I first start is running throught the nearest town and collecting supplys before I head for the woods.

The only reason I don't get chomped to death is because of the ludicrous speed at which zombies travel indoors.

Thoughts?

Edited by whiteboy greg

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Oh yes and for my own immersian I pretend the zeds are solar powered. Which is why they slow down inside.

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Get confirmation, but I'm almost sure Rocket said he wanted them to run indoors also, that it started off as them walking and he just left it that way currently, I think they're meant to change at some point though.

Personally, it's not something that makes sense, but I like it in gameplay. We'll see how it goes down, maybe a lot of people are attached to this way.

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Tbh if standalone had just walking zeds it would be more like shaun of the dead than walking dead.

We would run around kicking zeds up the ass and taking the piss out of them cos they would be no threat to anyone unless you are totally retarded or afk.

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It's a pathfinding issue that is tied to how arma currently handle AI movements inside and outside, it's mainly due to the built in assumption that arma is a war simulator, and not a zombie simulator: It only expect you to fight armed people at a reasonable range, and that in order to kill their prey, the AI don't need to come at point blank range.

I recall seeing a video where they had a debug "view" of the pathfinding system, and for what i understand, the AI use two different navigation systems wether they are walking on the world terrain or on/inside an object.

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this saved my life many times..anyway in SA this will be gone i think, so prepare to people whining because it was better in the mod..

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Hopefully this problem is gone in SA.

They run inside now, confirmed by Rocket. :)

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Oh yes and for my own immersian I pretend the zeds are solar powered. Which is why they slow down inside.

very good :D

you got my beanz

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They run inside now, confirmed by Rocket. :)

Holy shiet! :thumbsup:

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Tbh if standalone had just walking zeds it would be more like shaun of the dead than walking dead.

We would run around kicking zeds up the ass and taking the piss out of them cos they would be no threat to anyone unless you are totally retarded or afk.

HA! your totally right with the games current zed count. But say if they tripled them then ammo would become a problem at some point.

This is a total pipe dream but putting the best weapons in confined areas (sewers, prisons. schools) with hordes of zombies that you would have to blast though to get at the prize.

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Is there even a suggestion here?

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Is there even a suggestion here?

Read the second sentence smart ass.

Edited by whiteboy greg

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They run inside now, confirmed by Rocket. :)

Oh yes. That's gonna make DayZ feel different.

What's about the old rule that Zombies can't stand docks?

Got infos on that? :)

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Oh yes. That's gonna make DayZ feel different.

What's about the old rule that Zombies can't stand docks?

Got infos on that? :)

Nope, I have no idea. Sorry!

I have a feeling that won't have been changed yet as it didn't affect gameplay half as much as them walking indoors, but you never know. I'll test out the old tricks like docks and hiding in bushes when I get hold of the game and we'll see. :D

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hiding in trees and bushes is definetly a problem...especially if you are fighting someone or if you can reach the loot instead of running away because they are too many

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The zombies practice basic safety, if you run indoors you can slip and hurt yourself!

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I recall seeing a video where they had a debug "view" of the pathfinding system, and for what i understand, the AI use two different navigation systems wether they are walking on the world terrain or on/inside an object.

Yeah, exactly. In buildings the AI path is pre-configured in the model itself, which is kinda annoying when you create new buildings yourself since you have to recreate all the possible ai paths. It would be awesome if they'd edit the engine so that the AI just search their own paths inside buildings.

The requirements for that are allready there, every building has a geometry lod which would tell the AI where to stop and a roadway lod which tells them where they can actually walk. So it should be possible to provide a arithmetic that creates AI paths on the fly. Other games do that.

Edited by doskey241
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