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Charb

Zombie Crowd Control?

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Obviously with SA In the near future there are alot of things we don't know yet. Primarily for me, there are two things I have been thinking about for the last 2 months.

1. How many pistol shots will it take to kill a zombie?

2. How "Fast" will indoor zombies actually be?

Back in June I used to mow down zombies with a 1911 or Revolver out in the open, but after the pistol nerf I really had to start training zombies indoors and aim for the head to be more effective. L2sneaknoob you say? Okay sure, but there are always situations where you end up attracting unwanted attention. Obviously it being a while since I started the game I think it is safe to say I play it completely different. Playing 2017 I've tried really hard not to shoot zombies at all unless required. I wanted to be more stealthy and I thought really hard about what I used to do when i first started playing. Throwing items to distract zombies is something I've tried to do alot recently but am having alot of issues with. It just doesn't seem effective.

Can we improve on zombie distractions to create more/improved crowd control?

- I think throwing flares has issues as they will run to where the flare is originating from even if thrown while out of sight.

- Throwing Tin cans and empty whiskey bottles to create noise do not really seem useful at all. ( Do they even work that way? )

- Can we have zombies attracted to the sound of broken glass so throwing a Tin can (or rock/pebble) at a window down the street will attract attention?

- What about lighting a fire on the outside of town at night? Not something to have them full sprint towards, but perhaps maybe meander towards it if within 100m?

- Using the new "Crafting system" to empty a blood bag into a whiskey bottle and having them attracted to the smell of blood, or even just emptying a bag on the ground.

- Taking a better look at smoke grenades, because even during the day at certain "conditions" they will ignore the smoke 20m from them infront of their face.

- New lootable items like an electronic smoke alarm which you can either set off and throw, or destroy to remove the battery for other items?

By no means am I trying to ask for easier zombies, I enjoy the challenge DAYZ has always been. In fact I actually WANT zombies to path thru buildings normally instead of just roaming the streets, or maybe hide indoors. I'm just thinking about having to deal with 20-30 "indoor running" zombies in larger cities because your only weapon is loud. I always, ALWAYS prefer an axe if i can find one and will head towards barns/stables ASAP, but I think we could use more tools to allow players to be crafty in the way they sneak through a town instead of trapping them in a building or hiding in a tree.

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I like it.More distraction in SA would be essential, especially if Zs can run indoors.

Tossing rocks or trash (without needing to inventory them) might be a useful addition.

Edited by taco241
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I like it, and I am pretty sure a lot of this will be in the SA

- What about lighting a fire on the outside of town at night? Not something to have them full sprint towards, but perhaps maybe meander towards it if within 100m?

They actually had this in the mod, i don't know when exactly maybe june ?! But they patched it out for reasons of ???

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I like it, and I am pretty sure a lot of this will be in the SA

They actually had this in the mod, i don't know when exactly maybe june ?! But they patched it out for reasons of ???

so do they run towards fire or ignore it? I usually just throw a smoke grenade it usually gets most of them out of the way but I've never bothered to light a fire to get them away

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- Using the new "Crafting system" to empty a blood bag into a whiskey bottle and having them attracted to the smell of blood, or even just emptying a bag on the ground.

i like the idea very very much good thinking m8 :P

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so do they run towards fire or ignore it? I usually just throw a smoke grenade it usually gets most of them out of the way but I've never bothered to light a fire to get them away

Once upon a time they ran to campfires like crazy from 200+ meters away

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I'm the only one who would prefer as few crowd control "abilities" as possible? To me, the zombies are where you want to go, you can eventually distract them (very moderately). Kill them, or simply... go somewhere else.

I don't think there should be a lot of good ways to lure them to specific places.

I suggest that when zombies are atracted by something they also become a lot more aware of their surrounding (they have been "awoken" after all), making them more suceptible to pick up the noise you make, see you, or smell you.

There should also be a chance of them looking toward where the distraction object came from, if they can.

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I'm the only one who would prefer as few crowd control "abilities" as possible? To me, the zombies are where you want to go, you can eventually distract them (very moderately). Kill them, or simply... go somewhere else.

I don't think there should be a lot of good ways to lure them to specific places.

I suggest that when zombies are atracted by something they also become a lot more aware of their surrounding (they have been "awoken" after all), making them more suceptible to pick up the noise you make, see you, or smell you.

There should also be a chance of them looking toward where the distraction object came from, if they can.

I disagree with your "few distractions" idea, but that awakening thing you were talking about seems pretty cool.

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I was thinking about this as I couldn't fall asleep at 5am, what if zombies couldn't walk through closed doors/walls? Perhaps the most obvious solution is the best thing?

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What if you threw the bloody whiskey bottle at a player and attracted all the zombies to them?

And then used your empty blood bag and filled it with zombie blood and then killed the zombies attacking that player. You then administer the zombie blood as an apology. He later dies of "unknown" circumstances. There's lots of new potential to this new crafting system. Take a wood pile and a knife and make yourself a club, or wood and scrap metal and a fire for a hatchet.

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I remember when I first started playing DayZ. I had no idea how to lose zombies, so the second one zombie saw me I'd give up and let him kill me. When I found out that you could hide in bushes and run up hills, I immediately enjoyed the game much more.

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zs will run indoors, if we make zombies pay attention to almost any kind of stimulus they will be much easier to avoid, and with the promised changes by rocket there will be more zombies so i dont believe they will be more resilient but they will still be dangerous, a design for better stealth inside a city would be better, like more blind spots for invading a city and so on, cover is still important and maybe would be nice to find more wreckages that you could crawl under. Also, would be nice that when they keep walking and bump into things some of these had responses, like a syren or a car alarm. With a scavenge mechanic people would be able to set the alarms on to distract zombies.

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the exsiting bottles and cans should finally have a purpose as throwable items that actually catch zed's attention.

Good ideas people.

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infecting a bloodbag? insidious.

Still awesome. Infecting a blood bag with a nasty disease and then dropping it... Damn, the possibilities are endless !

Also, the idea of throwing objects to lure the zombies has to be implemented, it would increase the realism to a whole new level.

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I was thinking about this as I couldn't fall asleep at 5am, what if zombies couldn't walk through closed doors/walls? Perhaps the most obvious solution is the best thing?

This is definitely something think needs to be implemented for SA. Since the zombies are going to run indoors, there needs to be something to balance it or you will never get a chance to loot unless you remain completely undetected always.

Now, when I say doors should be able to be closed, I don't mean that I think that the zombies will go away or just leave you alone. I think that zombies should be able to break down a door after it takes enough hits. I also think it could be possible that the sound generated from beating on a door draws more zombies. So, it could make for a very intense moment without it being just stupidly frustrating.

Think of it. You are trying to sneak up into, say, a grocery store. You are spotted by one zombie. You get inside and close the door. You know you don't have much time, so you had better look quickly. Every moment you spend examining something is more damage that door is taking. You look up and suddenly there are a group of zombies. You have no time. You better get out now before they break through. They break the door and you barely have had a moment of respite before running for another door and out to a safe distance.

It's a thought. Basically, they should need to break doors. Why the hell would a rotting corpse remember how to work a doorknob? It wouldn't. However, we shouldn't get off easy enough to just hide in a house with a door. I guess that would mean that when the door breaks, it's broken off until a reset. That could be intense as well.

Edited by Asyrith
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