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SiGouin

Different zombie running speeds

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It would be nice to see that not ALL zombies run at the same speed, some can walk, some jog, some run and a rare few sprint.

This would create different levels of threats, forcing you to assess the situation and handling the faster ones, and/or outrunning the slower ones (This way players CANNOT run around a town looking for loot without ever running the risk of being attacked by zombies since players simply ALWAYS outrun zeds - this needs to change)

-Walker: They stand around mostly and stumble around, slowly moving towards players (not much of a threat)

-Joggers: They move a bit faster then walkers, forcing players to move (Still not a very big threat, but must be considered)

-Runners: They move at the same speed a player will move, so as long as the player keeps running, the zed will never catch up, but when faced by a large number of zombies, these zeds must be handled first (Threatening players to either shoot or run)

-Sprinters: They will outrun players, they are fast and cause fear, you must kill it to survive (High threat level)

******FOR NEW SPAWNS******

Since new spawns will not have any weapons, it would be best to keep the sprinting zombies higher north, so that it is not too cheap for unarmed players.

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yes because the zombies are still WAY to hard to get away from....now we need lots of slow lumbering ones...a few jogging ones...and 1 every 5k running zombie...massive yes to dif running speeds but more like this

LOTS of fast

Medium slow zombies

Few slow zombies

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I've been thinking something similar, and I think it's a good idea. I'd change it a little bit, though. The Walkers, Joggers, and Sprinters would be how your described them, but I would have the Runners go a little bit slower than the player. Why? Because they would still accomplish the same thing in the game, but would remove the immersion breaking experience of having a player kite a group of zombies over a huge distance but with no real risk or challenge. They should still be fast enough that if a group of them get on you in a city you can't just run 50 meters and be clear, but a player should have enough of a speed advantage that once you commit to essentially aborting your mission and just running away you're not stuck with just holding down W for a kilometer while you run to the nearest forest. There's no reason to have that occur in the game because there's no challenge and it's just a time sink with no interaction. The Sprinters, on the other hand, could provide a MUCH more challenging and interactive zombie chase situation. The Sprinters would be faster than a player, however they should be set to momentarily slow down or pause to reaquire their target if they momentarily lose line of site. That would create a situation where you could escape a Sprinter by running and weaving through obstacles, but only if you keep finding cover to duck behind at a fast enough pace, or if you don't want to run or can't find enough cover to use to your advantage while running, then combat becomes a must. This would contrast in that currently running from zombies is essentially 100% safe, requires no real strategy, and always leads to losing the zombies eventually.

As for placement of the Walkers, Joggers, Runners, and Sprinters... the Chernarus back story should be that the zombie infection started at the coast, primarily in Cherno and Elektro and then spread from there. Places like the military camps and the NWA would have been the places where the last official strongholds made their last stand against the infection. The different speeds of the zombies would be explained that the fresher a zombie is, the faster it moves, thus the zombies along the coast, where players start out, would primarily be the oldest and slowest zombies, while the zombies at end-game locations, like the military camps, the NWA, and helicopter crash sites would be the freshest, and thus the fastest, most dangerous zombies.

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i figure since now zombies will always be spawned, it will be harder to locate other players, but forcing them to shoot zombies rather then just outrun them, will put a good twist on the game.

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I've been thinking something similar, and I think it's a good idea. I'd change it a little bit, though. The Walkers, Joggers, and Sprinters would be how your described them, but I would have the Runners go a little bit slower than the player. Why? Because they would still accomplish the same thing in the game, but would remove the immersion breaking experience of having a player kite a group of zombies over a huge distance but with no real risk or challenge. They should still be fast enough that if a group of them get on you in a city you can't just run 50 meters and be clear, but a player should have enough of a speed advantage that once you commit to essentially aborting your mission and just running away you're not stuck with just holding down W for a kilometer while you run to the nearest forest. There's no reason to have that occur in the game because there's no challenge and it's just a time sink with no interaction. The Sprinters, on the other hand, could provide a MUCH more challenging and interactive zombie chase situation. The Sprinters would be faster than a player, however they should be set to momentarily slow down or pause to reaquire their target if they momentarily lose line of site. That would create a situation where you could escape a Sprinter by running and weaving through obstacles, but only if you keep finding cover to duck behind at a fast enough pace, or if you don't want to run or can't find enough cover to use to your advantage while running, then combat becomes a must. This would contrast in that currently running from zombies is essentially 100% safe, requires no real strategy, and always leads to losing the zombies eventually.

As for placement of the Walkers, Joggers, Runners, and Sprinters... the Chernarus back story should be that the zombie infection started at the coast, primarily in Cherno and Elektro and then spread from there. Places like the military camps and the NWA would have been the places where the last official strongholds made their last stand against the infection. The different speeds of the zombies would be explained that the fresher a zombie is, the faster it moves, thus the zombies along the coast, where players start out, would primarily be the oldest and slowest zombies, while the zombies at end-game locations, like the military camps, the NWA, and helicopter crash sites would be the freshest, and thus the fastest, most dangerous zombies.

I agree with you there should at least be some faster zombies in early game locations usually around high target locations. and you can tell zombies by their skin condition and general movement like walkers have torn up skin and sometimes open entrails or a dismemberd arm. sprinters very aware and very alert to sounds and their environment their body is in good condition (for a zombie) and. I like this idea because it would require the person do some recon before running in. Edited by HashSlingingSlasher192

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