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MurQ

Gunfire spawns zombies

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Gunfire spawns zombies


The idea is not really for areas that will already have zombies but more for the countryside although it could be used at a reduced rate in towns.

First off, i'll outline how I think it would be implemented

Create a grid over the entire map, then create exclusions zones around where the normal zeds spawn, lets say 300m.
Firing a weapon outside the exclusion area has a much higher chance to spawn zeds.
It could also spawn zeds inside to assist the local residents.
All of this would be fine tuned with testing, I would also imagine that a lot of the exclusion zones would have to be hand drawn.

Each weapon will have a zombie noise factor(the range at which zombies can hear the weapon) as they did in the mod and this could be used to determine the amount of zombies spawned for the shot. There would a random element involved here and it should also be logical in that shooting a "quite" pistol in woods would spawn very few if any zeds compared to providing suppressing fire with a m240.

Each weapon would also have a threshold derived from the weapon noise.
The threshold would be the deciding factor if and when more zeds are spawned based on the amount of shots fired.
Each shot would have a random chance to generate more zeds but scaling downwards to account for the amount of zeds THEORETICALLY in the area.

If a certain amount of weapon noise is made in an area it would have a chance to spawn a large amount of zeds heading towards the noise.

All the zeds that are spawned would be spawned in "active search" mode, so not fully aware of a players presence but anymore gunfire/movement is liable to send them your way.

They would spawn within 200m of the player that fired the weapon and in a circle, this would need testing as I wouldn't want to see zeds spawn in on top of the shooters target.

There should be a random factor added to all of this to give a more dynamic feel to it.
This would help with server load and could be used as a cutoff to stop the server becoming overloaded.



 

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No. Just wait until they get the game optimized and they have zombies roaming the country side on their own. If they can't get it optimized then your idea would be a last resort.

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There will be no zombie or item spawning in DayZ Standalone. 

 

Everything will be implemented ingame on server start up, so technically you can wipe out the zombie infestation,

until server reset. This mechanic cannot be allowed to be implemented ingame simply cause it has

the same flaw as does DayZ mod, which is used to spot players.

 

If you really want spawning zombies id recommend playing the ArmA 2 DayZ mod instead.

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No. Just wait until they get the game optimized and they have zombies roaming the country side on their own. If they can't get it optimized then your idea would be a last resort.

 

They tried the roaming zeds in the mod and it was not very good

I think tying it to the noise you make is far better

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There will be no zombie or item spawning in DayZ Standalone. 

 

Source?

 

They will have to have respawning zombies as the game can not handle realistic/autentic numbers

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They tried the roaming zeds in the mod and it was not very good

I think tying it to the noise you make is far better

That was the mod, this is the stand alone.

Also this is a bad idea, sorry.

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That was the mod, this is the stand alone.

Also this is a bad idea, sorry.

 

Maybe you are expecting some "rabbit out of a hat" trick but I don't see that happening.

Both the mod and the SA are limited by the game engine, servers and clients and there is only so much these can do.

I think most of the resources will be focused on increasing player numbers, map size, vehicles and zombie count.

Creating a dynamic and reactive zombie spawning has to be based around the players actions and location otherwise it would waste resources that are better spent elsewhere.

Weaponfires is one of the loudest things you can do in the game so its not unreasonable to have "local" zombies reacting to it.

The countryside in both the mod and SA are static dull places(its also most of the map) where the only thing you have to worry about is other players but there should be more to it than that.

 

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I think what MurQ posted is precisely what DayZ needs to keep it as a Zombie Survival game... Currently (yes, it is just an alpha), it is not suited for this and people are using their guns without repercussion and killing other players indiscriminately.

I posted the same exactly solution a while ago on the Mod forum and I firmly believe that tying zombie horde spawning to noise is a perfect and viable solution to:
1. Instill fear in using guns
2. Brings back the Zombie to the Running Simulator 4000
3. Cuts down on unnecessary and needless killing of new players

If a player discharges a weapon in a large city, like Cherno, then the horde should be large. If discharged in the woods, the amount of zombies could be reduced.

However something like this would be implemented, I think it would definitely help the game-play and stop it from being a Deathmatch type gameplay.

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Bad idea. IIRC the plan is to have the server check in intervals how many Zeds are alive and then respawn the missing ones in random places again without restart. Which sounds good for me. Having them spawn based on player actions makes them a detection system again which was one of the worst things in the MOD.

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Bad idea. IIRC the plan is to have the server check in intervals how many Zeds are alive and then respawn the missing ones in random places again without restart. Which sounds good for me. Having them spawn based on player actions makes them a detection system again which was one of the worst things in the MOD.

 

There where far greater problems in the mod than the limited ways zombies spawned.

One of the main issues with setting random zombie spawns in the countryside is that most of them will not be used due to the way the playerbase plays.

The way the playerbase plays takes time to monitor and is open to regular change which would require your method of spawning to be a constant workload.

This is just a waste of resources that are better spent elsewhere.

Think of the effect of what I have suggested on camping and sniping, it would force players to deal not just with players but the zeds.

The zeds while being a little random would be more constant threat than the threat players present which would force the camping sniper to react and do a little less camping.

Edited by MurQ

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Ninja zombies would break my immersion in the game..

 

I rather have them setup roaming zombies.

Edited by Chauz

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Ninja zombies would break my immersion in the game..

 

I rather have them setup roaming zombies.

 

 

Most things are ninja's in video gaming if that is your view.

 

They would spawn in within 200-300m away from you simulating what might be in the area and what could enter the area based off the noise you make.

 

Its certainly not ideal but an awful lot of random roaming zeds will be wasted unless they are tied to player activity, this is especially true if you consider the map expansion and rumour of Utes being added.

 

As I said there should be a randomness to this so that its not always certain if any will spawn so we get random ninja zombies :)

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