tinroofer 23 Posted May 31, 2014 I'd rather have 28 Days Later style zombies, and hordes of them as well. Rocket has said that this is what he'd like as well, way the hell back in 2012 I believe. I don't see why it has to be hordes or sprinters, we can have both. Ideally, though, I wouldn't mind if we had a lot of sprinters, a few shamblers, and some crawlers like was the case in the mod. Ah, I didn't know that Rocket had spoken to the overall style he'd like for the horde in general, good to know. I did enjoy the setup in the mod also, with the combination of sprinters/shamblers/crawlers, as it felt like a good balance. Still, and its just personal preference, I would have liked to see a time when dayz had thousands of shamblers, making movement in low density areas easy but making it incredibly difficult/hazardous in high density areas. I had thought that using large proxy meshes, containing maybe 7-8 zombies could be implemented, to save so many zeds from melting gpu's. Oh well, I suppose given Rockets thoughts on the matter, getting back to the mods setup would be ideal then... Share this post Link to post Share on other sites
Katana67 2907 Posted May 31, 2014 (edited) Still, and its just personal preference, I would have liked to see a time when dayz had thousands of shamblers, making movement in low density areas easy but making it incredibly difficult/hazardous in high density areas. I had thought that using large proxy meshes, containing maybe 7-8 zombies could be implemented, to save so many zeds from melting gpu's. Well, in the DevBlog I posted a few posts above this one, they say that adding 3000 zombies wasn't too performance-heavy. And that was way the hell back in March of last year, before any optimization had been done... and before they decided to re-approach the zombies. I doubt it'd be that taxing on the GPU, because the actual processing of the zombie AI is offloaded to the server. That and when they fiddle with the renderer, they've spoken about having occlusion-masking (or whatever, I'm not that familiar with this type of stuff) so that the client doesn't render what's not visible anyhow. But, with the network bubble as it stands now, stuff doesn't even render outside of a few kilometers away from the player. Either way, we'll be able to have a lot of zombies. Plus, with the new Navmesh approach, I'd assume that zombies would be even less taxing on performance. Edited May 31, 2014 by Katana67 Share this post Link to post Share on other sites
tinroofer 23 Posted May 31, 2014 Well, in the DevBlog I posted a few posts above this one, they say that adding 3000 zombies wasn't too performance-heavy. And that was way the hell back in March of last year, before any optimization had been done... and before they decided to re-approach the zombies. I doubt it'd be that taxing on the GPU, because the actual processing of the zombie AI is offloaded to the server. That and when they fiddle with the renderer, they've spoken about having occlusion-masking (or whatever, I'm not that familiar with this type of stuff) so that the client doesn't render what's not visible anyhow. But, with the network bubble as it stands now, stuff doesn't even render outside of a few kilometers away from the player. Either way, we'll be able to have a lot of zombies. Plus, with the new Navmesh approach, I'd assume that zombies would be even less taxing on performance. Interesting. While I would of course be happy with that amount of zombies, especially given their somewhat sparse population currently, I would hope through whatever means in the future that number could be pushed up significantly. With 54 (iirc) towns across the map, it really means just 55 zeds per town type area on average, with none to spare for the wilderness. Now of course 55 zeds would be overkill for a lot of the very small hamlets, but I would imagine it would take considerably more than that to give places like elektro and cherno the same sort of population density that most would ultimately envisage. Share this post Link to post Share on other sites
Sirwarriant12 94 Posted May 31, 2014 Why on earth would anyone want to have 28 days/weeks styled zombies. With 3000 zombies on the server with very large amounts in one place especially big cities, it will be next to impossible to get out of a town or get away from them. That doesn't sound even remotely fun or enjoyable. Slow ones would actually be fun, I don't want to spend my entire time ingame running away from super human zombies who can run as fast as me. Slow ones would cause people to potentially lower their guard when entering cities thinking they have enough time to get in and loot taking their sweet time since they are slow. Next thing you know all the roads are blocked by zombies and your screwed because you weren't paying attention to how close they were getting to you. This isn't the smoothest of games so please elaborate on how you would go about dealing with tons and tons of zombies sprinting full speed at you with anything other than an LMG. Not to mention large mounts of fast zombies would be harder on the server and everyone's rigs. Share this post Link to post Share on other sites
igor-vk 909 Posted June 2, 2014 As I can see in all forum and redit posts, Im the only person that prefers killing zombies over players, in mod or in SA. At moment there is not enough zeds in SA. And the ones that are in game are totaly f@cked, they run faster trough walls and floors than in open, they hit you from 5 or more yards, and there is no aggro system. In future, zombies should be slower than now but more in numbers, especially in high loot areas like military objects and airfields (where civilians tried to find shelter from infected). With navmesh and most enterable buildings you can easier lose zeds chasing you because doors and coridors will make choking points. Also, zeds should be configured to folow player or animal that bleeds (or player that holds raw meat in hands) so you can aply different tactics with zeds. I imagine one scenario: group of players go to town to find suplies (matches, ammo, clothes, meds, maybe ammo, gas canisters, car parts, fuel), one player takes high point in town and snipes zeds in town or zeds or zeds coming from woods towards town, while others stay stealth and search for loot. Share this post Link to post Share on other sites