Jex 1104 Posted August 29, 2013 With the zombies being server sided, looking into a town will no longer give you that magic marker " there's a player in there because I see zombies". What this means from my perspective is I don't feel I have to rush any longer to get through a town because that guy on the hill with the sniper rifle is going to have fun shooting at my crawling body - that's why I run through towns, n=because my very presence there is given away by the zeds. Now that this is being removed and all buildings are enterable, I can take my time knowing that my presence isn't obvious and that with many buildings to loot, it won't be obvious which one's i'm going for where as before, with 5 enterable buildings meeting a player has a much higher chance. I'm looking forward to creeping around zeds and I hope they're AI is done right to make them a threat but not impossible (like it is now) to sneak around them. 2 Share this post Link to post Share on other sites
mercules 1290 Posted August 29, 2013 With the zombies being server sided, looking into a town will no longer give you that magic marker " there's a player in there because I see zombies". What this means from my perspective is I don't feel I have to rush any longer to get through a town because that guy on the hill with the sniper rifle is going to have fun shooting at my crawling body - that's why I run through towns, n=because my very presence there is given away by the zeds. Now that this is being removed and all buildings are enterable, I can take my time knowing that my presence isn't obvious and that with many buildings to loot, it won't be obvious which one's i'm going for where as before, with 5 enterable buildings meeting a player has a much higher chance. I'm looking forward to creeping around zeds and I hope they're AI is done right to make them a threat but not impossible (like it is now) to sneak around them. I have to admit. I hadn't really thought about yet. While Zombie agro will still be a pretty good indicator of survivor presence but zombies just being around won't be. Because of that stealth is actually a good idea from the perspective of avoiding snipers. Wandering zombies will also help deal with snipers because they can never be sure when a zed from a town over will decide to just keep walking in a direction and end up near enough to hear their shot. Right now there are places where no zombie spawns close enough to hear your shots letting snipers just sit and pop off a shot every few minutes if they want. Share this post Link to post Share on other sites
Jex 1104 Posted August 30, 2013 I have to admit. I hadn't really thought about yet. While Zombie agro will still be a pretty good indicator of survivor presence but zombies just being around won't be. Because of that stealth is actually a good idea from the perspective of avoiding snipers. Wandering zombies will also help deal with snipers because they can never be sure when a zed from a town over will decide to just keep walking in a direction and end up near enough to hear their shot. Right now there are places where no zombie spawns close enough to hear your shots letting snipers just sit and pop off a shot every few minutes if they want. Well where are you going to sit as a sniper? The map is getting some major changes, all or most buildings are open, zombies are everywhere - see these "snipers" are lazy. They look for where zeds spawn - it's on the east side of town so I'll scan east - see how easy it is? Not with the SA though - now they'll have to look across the whole town which is suddenly going to become boring for them. Also with the new map, won't people be off exploring - i will be and I hope they add enough changes all over to make it fun. Also if there are more places to go that have good loot spawns, it's drag people across the map making the "snipers" role a lot more work which makes me lol Share this post Link to post Share on other sites
marcjpb 5 Posted August 30, 2013 From Rocket new Zombie AI, will pretty much put an obstacle between you and the zombie(s) and be outside of their vision range once they are around that said obstacle. Share this post Link to post Share on other sites
Karmaterror 982 Posted September 11, 2013 (edited) I think crouch walk is fine....can get to within about 3m from zeds withiut them hearing ya....and thats fair if i jogged acress the concrete in boots, carrying equipment, i would make noise. And that adds an aspect to the game for me....road crossings have to planned (jus quickliy in head) on the way towards a town. So that you start on the correct side and can cross in town between enerable buildings. As someone else said its the agro you pick up as you run to loose that 1 zed you agro'd at first. Ya gotta manage it....dnt panic stand up and run.....stay crouched but start to jog into a near building/tree/whatevers around. Sure standalone will be great, but i like the stealth system as it is now ;) Edited September 11, 2013 by Karmaterror Share this post Link to post Share on other sites
funky_mish 75 Posted September 12, 2013 (edited) My ideal would be to have zombies vary. Some would run at Homer Simpson pace, some at Usain Bolt pace. Same for hitting strength. It would make sense, given that the infected bodies would have varying levels of fitness before infection as well as varying states of decay. Sure, if you come across a Usain Bolt when you're unarmed you're in a lot of trouble. But then, DayZ isn't supposed to be easy. The infected would be a real threat, and an unpredictable one at that. This is all with the standalone in mind, of course. With the inherent problems of the mod, having infected being able to outrun the player and not have to stop for their hit animation would be stupid. Edited September 12, 2013 by funky_mish 1 Share this post Link to post Share on other sites