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Dayz Standalone Zombie Thesis and Gameplay Mechanics

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My DayZ Standalone Zombie Thesis and Gameply Mechanics document

https://docs.google....dit?usp=sharing

I have posted this here and on reddit.

I will update, edit, modify the document based on feedback/discussion from both communities.

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Edits & Updates:

05/03/2013 - Health suggestion by q1p0 - http://dayzmod.com/forum/index.php?/topic/126949-dayz-standalone-zombie-thesis-and-gameplay-mechanics/#entry1221605

added Blood/Health% to zombie stats table

05/-3/2013 - added Zombie Loot section

05/03/2013

  • added alternative zombie stat table based on discussion with Electricrain on reddit
  • improved headings on stats table
  • added table of contents (which is clickable)
  • added second zombie population table based on alternative stats table

Edited by Guyver1
  • Like 2

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Very interesting, well done my good chap.

Just one quick note on your population percentages. Going on these numbers it would be quite "easy" to kill all the dangerous fast zombies and then just be able to wander about since the others are slow and easily avoidable (about 70% of your total).

I would up the fast zombie numbers up.

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Zombie Type Population (across entire server)

Walkers (fast-type) 5% Walkers (slow-type) 5% Hoppers 25% Crawlers 25% Prone-Crawlers 40%

That's the part I don't like. I think it should be more like this:

Zombie Type Population (across entire server)

Walkers (fast-type) 40% Walkers (slow-type) 20% Hoppers 15% Crawlers 15% Prone-Crawlers 10%

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the prone crawlers have a high % chance of grabbing your leg and not letting go don't forget, and they would be everywhere.

The image I have in my head of somewhere like Cherno or Elektro is a city literally saturated with zombies.

I don't have an image in my head where you can simply stroll into a big city.

While I understand the inclination to 'reverse' the percentages on the zombie types, the fast walkers are meant to be 'deadly', I mean seriously fucking deadly, as in you REALLY want to avoid these bastards at all costs!!

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Would all types have same health? If yes then it would be sensible for reversing the Zombie type percentage and if different health for each type then keep the current percentage.

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Would all types have same health? If yes then it would be sensible for reversing the Zombie type percentage and if different health for each type then keep the current percentage.

AH!

Excellent point and something I overlooked.

Walkers would have the most blood, prone-crawlers would have the least health as they are in a more degenerative state and almost dead.

I will update the document later and note you as the suggester.

Document updated with q1p0's suggestion

Edited by Guyver1

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Good thoughts, but i wouldnt be totally happy with your suggestions.

1. In realitiy i think hoppers wouldnt exist anyways. No human nor animal would start to hop if he is starving or badly injured because it needs too much energy and is slow.

2. Most zombies would be walking slowly since most of them got injured. But maybe a lot would also walk fast dunno. It would be kinda boring if see only prone-crowling zombies.

3. I'd add dead zombies and zombies that look dead in builings and on the road. That would make it more challenging to determin which zombies are dangerous. If a deadlooking zombie grabs you, then you have to react fast.

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I like The idea of Slow Zombie hords. It is Not to Hard on (...) New Players for you can outrun them, but if you want to loot a village oder City you have to be silent and Sam Fischer your Way through, otherwise you won't have Time to loot, because all The Slow "Zombies" are going to trap you in The building.

Edit: I don't want only Slow Z'ds, but I would like them to be The majority like 30-40%

Edited by UmBe

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Adding some alternative zombie stat tables based on reddit discussion tonight to give more 'variety' to the zombie types in terms of speed, strength, eyesight/hearing etc. to avoid macro/micro gaming

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