Tekdrake 0 Posted June 18, 2012 TL;DR1.Crouch walking when permitted + crawling when necessary is a proper stealth mechanic that functions with PvP and other gameplay mechanics.2. Crawl-only for the entirety of a town breaks just about every other gameplay element in the game, and in fact encourages reckless, unrealistic, dumb gameplay much more than forcing people into the new stealth mechanic, if you can call it stealth any more. With these increased vision zombies, the cons of Sneaking around FAR outweigh the cons of simply running inside the nearest building and picking zombies off one by one, even when the attraction of nearby players is considered.Make Zombies a minefield you need to traverse intelligently a-la 1.7, and not a mandatory nuisance in almost every situation. Killing Zombies is not a mechanic that can hold up this game. In fact, quite the opposite, such gameplay entirely trashes all quality. ArmA II is simply NOT made for this, and elevating Zombies above a secondary or "setting" theme in gameplay is a huge mistake.Do NOT make Zombies a necessary encounter wherever you go. Sneaking mechanics are broken beyond repair with 1.7.1's LoS, and is now based on an extremely inexact science of trying to judge where their pathing will lead them, and praying to god that you don't waste your time due to a zombie randomly turning around, only to see you crouching 5 nautical miles away.Not only that, the additional problems with the huge LoS are:-Unavoidable encounters with deer stand zombies. Unless you know you're going to hit a deer stand in the area, and you go prone 10 minutes before hitting it (in crawling time), you're going to get a nasty and absolutely unfair, non-calculatable encounter.-Rewards of understanding zombie behavior are diminished, as the new mechanic of avoiding zombies is, again, a completely inexact science and much more heavily based on dumb luck. This isn't what life should be like for an experienced Stalker, and immersion takes a huge hit. Not being able to control zombie situations is not the right direction for this game. Such emphasis on random chance should be strictly reserved for the PvP and Looting elements in this game.-PvP no longer influences stealth. It is not possible in the new crawl to win system to calculate other people into the equation. Most importantly, you are not able to make progress without alerting zombies, but are locked into snail speed mode (should you be so dumb as to actually do the whole crawl to win thing...). Once again you will need to result to alerting zombies in an untimely and reckless manner, if you are to engage or be even drawn into any sort of PvP event. Share this post Link to post Share on other sites
BlessedHeretic 1 Posted June 18, 2012 I agree. The zombies already got an attack bonus via animation, damage and range. I had already dreaded drawing the attention of them, as such i never used my pistol unless totally forced to and avoided the louder weapons. But now it's totally pointless, i might as well run and gun my way into towns. Share this post Link to post Share on other sites
Virfortis 111 Posted June 18, 2012 I crawled through Cherno with no problems, and a good bit of that time was crouch walking. It's never about watching them as you sneak by, it's about "aggro" zone management. Believe me when I say if I can do it, most everyone already is, so this is just part of the learning curve.Learn to tell if a place is worth the risk, and act accordingly. DayZ is meant to screw you over, and if you die it's all about trying again. Share this post Link to post Share on other sites