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Zombie suggestions.

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So, as it stands now, we only have three types of Zeds and no real difference between them besides speed. This thread is a suggestion more or less or to pool ideas.

Please criticize, discuss, or suggest some things here.

I swear to god if I hear someone say 'ADD SPECIAL INFECTED' I will slap you so hard.

Classify different Zed's into groups. This should greatily increase the scare factor for zombies and add a lot more variety to the type of zombies.

The fast running 'walker' Zeds should continue to run but hit and cause bleeding/do less damage overall. These zombies could seem as a hindrance and force players to move/feel uncomfortable when zombies come sprinting in their direction.

'Monkey'/crouching zombies should hit and do more damage. They also should apply a debuff that /slows/ your character or cripples them. However, due to their imp-like state they should have reduced vision and sound. Yet obviously if you fire a gun off, they will come hopping.

Crawling Zombies should /grab/ or lock players into place when they hit and do almost no damage. This zombies should have the lowest visual range by the highest hearing. These zombies should also break legs easier.

/New/ Zed. Real Walkers. These Zeds do not run, but shamble. mostly found in the heavier cities these zombies are normally in homes and can knock players down fairly easily. Making sneaking indoor's/close quarters Zed combat hard. These zombies should have the highest hearing and visuals, but easily lose LoS.

All Zombies should continue to move to the last known location of visual contact and hearing said player/noise.

Current Blood Setup (Via Day-Z Wiki)

12000 - Max Blood

< 9000 - Sussceptible to "one shot Knock out" from zombies

< 8000 - Colour and sound begin to fade

< 5000 - May fall Unconscious

< 4000 - Black and white screen, loss of much hearing capability

0 - Player Dead

Each specific Zombie should have increased/decreased affects depending upon the amount of blood you have.

Walkers

< 10000 - Susceptibility to bleeding

< 8000 - Increased chance of coughing/becoming sick

Crouchers

< 12001 - Chance on hit to slow their target

< 8000 - Increased chance to spread coughing/becoming sick

If target is bleeding, Crouching zombies become 'more' aware of the target and begin to seek out the bleeding suspect.

Crawlers

< 12001 - Chance on hit to root/stop the target for x amount of seconds.

< 7000 - Increase chance to break bones.

Thanks for reading!

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I still haven't seen one person say what I want so I guess I'll add it. Forgiveness if it's already been said way in the past.

I want more zombies. But I want fewer "sprinting" zombies. In 1.7.1.1, I can still currently be outrun by an undead in a straight line, and it is possible (rare) for the zombie to hit you eventually. I got frustrated last night and logged after being hit so many times and be bleeding on a first hit from a Z.

Now to re direct confusion, I don't want zombies easier. I just do not agree a sprinting decayed zombie is authentic. If they must remain, I'd be okay being caught off guard by a fast zombie every once in a while. But currently I just assume every zombie will sprint and plan accordingly.

My idea of the game in it's perfect form is to come into a towns proximity and scope out the walking horde from a safe distance. Spotting out your entry plan that best suits your interests and safely avoiding the packs. If spotted the zombie horde will of course pursue but at a "shambling" speed. The numbers of zombies would be intimidating, that continuing to run to a different building in order to LoS would almost be a worse idea as there would be more zombies possibly un-alerted. Your only chance is to hole up or find a nearby choke point and think about what you could have done different.

As of right now I'm not a fan of zombies visibility. If anything I'd say a zombie characterizes a bloodhound dog. If a survivor is low on blood, would it not be interesting to see a zombie be able to hunt the trail of a survivor who had been recently bleeding opposed to a survivor who hasn't suffered any mortal wounds?

*off topic now* But while I'm making my first post, I also want to throw out I would like to see loot randomized and not specific to certain regions of Chernarus. By that I mean, hot spots like NW Airfield or Stary Sobor's military tents would only have a slightly higher chance to spawn rarer loot. Someone might not even find our favorite pea shooter in a base while on the other hand someone very fortunate just found a M16 inside an abandoned home. All at the same time make guns even more rare.

I'd like to think that giving every loot table a chance to spawn anything would relocate survivors and give anyone who stays alive long enough a chance at a more authentic experience rather than go from the beach to point B which is almost always NW airfield or Stary for guaranteed loot. Each settlement will hold a valid reason to visit.

If theres a con you can think of I'd like to know.

Sorry for the wall of text :3

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Other buildings like 'firestations' have 'military' listed loot. They offer the same loot I do believe besides a few things like silenced weapons. Actually, thats not true. My friend found an MP5SD in a deer stand just this morning and he was like 'Buwha?"

I completely agree a decaying corpse should not sprint at you. If you want a good example of a variety of zombies, dead island is an excellent way to explain the different types of zombies.

Freshly infected individuals can have less wounds and possibly be mistaken as survivors, though when aggroed they start to sprint at you.

Heavily damaged looking zombies (Current models) should be 'walkers' and so on.

I also rarely go to Starry or the Airfield. I end up hunting players in the neighboring towns when they go to collect loot to kill other players. Like Vybor. Your Marokovo will kill a bandit. I have killed many people with it, catching them with their pants down is really easy and just taking your time before rushing into a city is something everyone should do. You'd have a LOT less bandits killing you. Instead, everyone runs in or rushes, getting impatient then complain the game is too hard.

Also, the original concept of "Night of the Living Dead" Zombies from the original horror movies from 1968+ all were able to see just fine. I suggested the visual impairments due to how the zombies was positioned. Standing can see better, crouching should see less, and crawling should be near damn blind as a bat.

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I played Dead Island. I really liked the behavior of the "walker" zombies. But again there too often a sprinter I felt like. Good suggestion on keeping heavily damaged Z's a walker or hopper.

It would be cool to see survivor skins vary more and possibly resemble a new skin of a "fast" zombie and leave it to the player to decide by behavior if it's infected or not.

I myself, nor my friends really have trouble with bandits. We're often very careful in a group and last as long as till we get bored and decide to be reckless. When I complained of zombie sight I should have specified what I meant. One incident I was in a building with small windows and I was crouch walking past the window where I should not have even appeared to anyone outside the building. I was seen by a zombie however.

Maybe just dumb them down a little more to survivors inside a building like just not be as aware of them. This would encourage me to close doors behind me more often also if zombies couldn't so easily just open them. To go along with that allow zombies to wander inside (even if not aggrod) if you weren't careful enough to do so.

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Mmm... With the new 1.7.1.1 patch that building issue shouldn't be a problem. I would just move out the building or to the side and the zombie generally moves to the location inside the building they last saw you.

I know I always go prone if they see me inside now and crawl away from the spot, then they turn away.

Haha. yeah, I got into the habit of closing doors so I can hear the open incase bandits/zombies come in behind me and my friends. We are far to careful with all of that.

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Yeah, they certainly come in the building where they last saw you but then they just stand and in in Rocket's words they begin to "HURR DURR" :P

On that note it would be cool to see zombies investigate more than just outside. Imagine going to a convenient store and seeing like ten inside walking the aisles.

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