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victusmortuus

Standalone Zombies a bit OTT?

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So after watching the new dev blog I've noticed the zombies -or infected- are unbelievably fast with better path finding skills. Now the new zombies when outdoors are fine but with the new loot system -loot under objects- and the fact zombies can run indoors, wont this make looting near impossible and just more another frustration in a frustrating world?.

My proposal would be to actually make the zombies walk indoors again, however their speed should be upped from the current -in the mod- by 20%. This change would make looting more of a ticking timebomb before you get trapped rather than how I think it will happen where zombies will be right up behind you when you're inside a home at the ridiculous pace they are in the new dev blog.

I understand people want Dayz to be hard but in my opinion I think Dean is going a bit over the top in terms of zombie gameplay, obviously things can change in the alpha but i'd just like to know peoples feelings on the matter.

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I know it doesn;t really help your topic along, but for me it's just too early to say. They're not even implemented properly yet, let alone tweaked ect. I think when they are working on them it's the same as the key to getting the other aspects right, it's all about balance.

I'm looking forward to Zeds being a bigger threat but like you I hope it's not to the point where your scared to move a muscle.

Edited by Fraggle
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I'm stoked at the prospect of having to actually clear a house out, have a guy on the door pulling security, or constantly checking your 6. Again, I'm sure they'll have some sort of balance before it even reaches Alpha. I've been pretty impressed with the dev blogs. Also have to respect the Dev team's bold stance to not just push an incomplete product out there. I think the guys attention to detail and desire perfection will prevail and this won't be a huge issue. They'll figure out the correct balance to give us the excitement and challenge without pushing it over the edge.

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I just want a 'QUICK GRAB' option so I could easely storm in a house and take what I need. The animation gets me to die from 'em every time :(

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I just want a 'QUICK GRAB' option so I could easely storm in a house and take what I need. The animation gets me to die from 'em every time :(

That's all being re-worked along with the new inventory system.

Edited by Fraggle

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That's all being re-worked along with the new inventory system.

Excellent. With improved zeds there has to be much quicker doing stuff animations.

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I feel a "Quick-Grab" if ever implemented would be cool if they limited how much or how often you could use it :P

Otherwise looting wouldn't be any fun if I didn't have the scare of being attacked while looting

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i think going into a building is gona be much better, having the need to sneak into building / clear zeds before you even attempt to loot.

Makes the game alot more "wait for the path to be clear" and sneak in.

Atm you can sprint thru cherno go into a building loot and get out before they are near you.

Having to make sure the building is clear prior will implement a much better system.

Having to use smoke grenades / chemlights more often to distract those pesky zeds away from your high yeild loot will add much better realism to the game, Atm its way too easy.

As long as they move properly and you can hit them easier it will be much more fun.

Or as above, go loot while your mate watches the doors / windows for player/zed movement is so much more tactically fun.

Adding realism to a survival aspect.

can expect zeds to walk indoors in real life / not climb throuh windows and stuff, much better! :)

MAKE THEM HARDER THAN BANDITS hahahaa

Heck, ADD THE L4D TANK! smash that baracksdown with you inside. now that would be hysterical hahaha, Luring zombies into a building and disapearing while they munch down a innocent bambi as you run of laughing like mr burns.... Excelent!

Edited by ICU

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I think the purpose of the Zombie-movement part in the video was to explain to the people why the zombies behaved the way they behaved previously and how they changed that.

The speed and overall behavior cannot be considered final tough. I think there will be a lot more tweaking with the AI. The straight pathfinding is just the central feature of the new AI.

Edited by liquidmind
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Sorry, but I thought it was a Zombie 'Apocalypse' not a Zombie 'Mild Irritation'??

Perhaps Dayz isn't the game for you if want zombies to not be an 'actual' threat befitting of an apocalypse scale disaster...

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Ummm... Wasn't it mentioned in the video that those were "placeholder" zombies (i.e. not the right skeleton + animations) and that with improved pathfinding their speed can be reduced to "normal" levels? In mod zombies need to be fast in order to keep pace with players, and speed causes clitchyness.

Edited by Kuikka

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Watching the vdeo I think they said that the zombies would still walk up stairs?

wierd - haven't changed the font size, but getting teeny-tiny writing. Had to change this to .18

Edited by Bottlerocket

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Therewasawhatnow?

They released a new devblog?

*Searches*

Edit; Found it.

Edit2; SOMEBODY HOLD ME.

Edit3; Alright, calmed down a bit and got to the zombie pathfinding part. The zombies -- even after the fix -- seem to follow the path where you were more or less at this point, still. Though later on it seems to work the way I'd imagine the most logical; The zombie moves in a straight line towards you. I hope Rocket is going to go with that idea for the pathfinding in the long run. Zombies trying to move in as straight line towards you as possible. (Of course obstacles kind of prevent that.)

Edited by Dancing.Russian.Man
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Sorry, but I thought it was a Zombie 'Apocalypse' not a Zombie 'Mild Irritation'??

Perhaps Dayz isn't the game for you if want zombies to not be an 'actual' threat befitting of an apocalypse scale disaster...

Oh look I was waiting for this reply. There is a hard game and there is balance I prefer balance and a healthy dose of discussion that doesn't have that cliché reply from any forum ever when somebody doesn't like x idea in y game.

So after watching the new dev blog I've noticed the zombies -or infected- are unbelievably fast with better path finding skills. Now the new zombies when outdoors are fine but with the new loot system -loot under objects- and the fact zombies can run indoors, wont this make looting near impossible and just more another frustration in a frustrating world?.

My proposal would be to actually make the zombies walk indoors again, however their speed should be upped from the current -in the mod- by 20%. This change would make looting more of a ticking timebomb before you get trapped rather than how I think it will happen where zombies will be right up behind you when you're inside a home at the ridiculous pace they are in the new dev blog.

^If you bothered to read you'd see I want them harder than in their current state and not Romero styled outside and inside buildings I'll get back to other posters soon but I'm just playing DAYZ right now.

Edited by Victus Mortuus

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wont this make looting near impossible and just more another frustration in a frustrating world?.

So survival shouldn't be "frustrating"?

Frustrating; if that's all DZSA is going to be then everyone may as well go back to playing Wii Carnival Games.

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So survival shouldn't be "frustrating"?

Frustrating; if that's all DZSA is going to be then everyone may as well go back to playing Wii Carnival Games.

No. Other over the top things are zombies hitting you in cars as you drive away, or zombies hitting you in car when you have full glass.

Edited by Victus Mortuus

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... and people are wanting a "quick grab" option?

Sure, why not. That's adds to the realism, right? Ffs; people are going to keep shouting from the rooftops, "GIVE US OUR EASY MODE!" until the SA ends up being just like the mod. Another watered-down, run-n-gun shooter.

Come on guys... DZ is suppose to be a zombie survival sim. Zombie survival shouldn't mean being able to simply run past them or have them "slow down" so it'd be more convenient for you. Zombie survival should mean you either stay undetected or you clear them all.

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No. Other over the top things are zombies hitting you in cars as you drive away, or zombies hitting you in car when you have full glass.

Well, yes, naturally it's not meant to be like that; bugged. But there's only so much the devs can do with the current engine.

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... and people are wanting a "quick grab" option?

Sure, why not. That's adds to the realism, right? Ffs; people are going to keep shouting from the rooftops, "GIVE US OUR EASY MODE!" until the SA ends up being just like the mod. Another watered-down, run-n-gun shooter.

Come on guys... DZ is suppose to be a zombie survival sim. Zombie survival shouldn't mean being able to simply run past them or have them "slow down" so it'd be more convenient for you. Zombie survival should mean you either stay undetected or you clear them all.

If it was a zombie sim then they would only die from headshots. However they don't..

On topic though. Surely balance > realism and difficulty.

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It should be that hard. Looting while zombies aggro on you should be near impossible. If you need time inside a house, you need to sneak into it instead of just running past all the zombies.

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If it was a zombie sim then they would only die from headshots. However they don't..

On topic though. Surely balance > realism and difficulty.

They're still human, they're infected not undead, lol. Think 28 Days Later, not ____ of the Dead.

Edited by mZLY

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If it was a zombie sim then they would only die from headshots. However they don't..

On topic though. Surely balance > realism and difficulty.

Well, they wouldn't run either. So it's more like an "infected" sim.

But yes, I completely agree that balance is important. But what you had suggested wasn't a matter of balance. Having the a.i. slow down while indoors or having a quick grab option (I know that was someone else's suggestion) for loot for the sake of the player isn't balance. It's being lazy; convenient; easy.

It's going to be a zombie game. So if you agro them, then the zombies should be "in your face" as much as possible.

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Ummm... Wasn't it mentioned in the video that those were "placeholder" zombies (i.e. not the right skeleton + animations) and that with improved pathfinding their speed can be reduced to "normal" levels? In mod zombies need to be fast in order to keep pace with players, and speed causes clitchyness.

It was, but spreading rumors is more fun.

If it was a zombie sim then they would only die from headshots. However they don't..

On topic though. Surely balance > realism and difficulty.

Watch out, we have a specialist on zombies here.

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OP,

I agree with you, Z should walk (or at the very least slow down) in a building. For example the hatchet animation is relatively slow and therefore you wouldn't be able to stop 3-4 running zombies inside even assuming choke points where they can advance only in line.

Same goes for switching weapons or reloading (not even considering the mess you need to do to switch from primary to hatchet): you would be killed 10 times in that interval.

However, I trust the dev team is aware of those problems and they'll find a balance: you can't have a klunky interface and deadly fast Z at the same time.

_Anubis_

Edited by _Anubis_

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They're still human, they're infected not undead, lol. Think 28 Days Later, not ____ of the Dead.

I class 28 days later as a zombie film, infact it's a very popular opinion and a long ongoing discussion on IMDB. :)

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