Trigger Hippy 176 Posted January 20, 2014 (edited) This may have been covered, or is otherwise pointless, but I noticed Rocket talking about being able to manage 4000 Zombies on a server if loot is removed from the game. Well, do you really need that many?If you use An area-effect trigger you can minimize the amount of zombies around at any one time. For example, if nobody has set foot within a mile of a town or city for 5 minutes, the zombies keel-over and shlump back into the ground. If you approach the town, they rise up again. Could be equaly tension bound walking into a clearing and suddenly zombies raise out of the ground. If you have a 64 player server, and assuming everyone is running around lone-wolf style on their own, then that's a max of 64 encounters needed at any one time. Just 1000 zombies would give you 64 encounters of 15 zombies each. Also, there are vast swathes of the land where there are sparce encounters, so you could stick several encounters on large cities. Just a thought. Edited January 20, 2014 by Trigger Hippy Share this post Link to post Share on other sites
crazykage 1063 Posted January 20, 2014 (edited) I suspect that we would see mass desynch and player disconnects as some town suddenly had all its zombies die or otherwise despawn, then again as some player ran up to a previously unvisited site and they all appeared again. I already find that I often get a massive 10k desynch that seems to coincide with another player joining the server. Hell, I often notice a massive drop in FPS just from entering large towns or cities on hi pop servers. EDIT: But hey, at least your thinking, right? Edited January 20, 2014 by Crazykage 1 Share this post Link to post Share on other sites
Trigger Hippy 176 Posted January 20, 2014 (edited) I notice big de-synchs just before 'PLAYER ****** IS LOSING CONNECTION - PLAYER ***** WAS KICKED BY BATTLEYE - BATTLEYE CLIENT NOT RESPONDING" or words to that effect. ...and thanks ;) Edited January 20, 2014 by Trigger Hippy Share this post Link to post Share on other sites
kumando 199 Posted January 20, 2014 No, it didint worked in the mod it was just used as a radar to spot if players were in towns. 1 Share this post Link to post Share on other sites
crazykage 1063 Posted January 20, 2014 No, it didint worked in the mod it was just used as a radar to spot if players were in towns. Another good point... Share this post Link to post Share on other sites
Trigger Hippy 176 Posted January 20, 2014 Another good point... Was it tested and didn't work, or just not attempted for the method I described? Share this post Link to post Share on other sites
InvisiMan2013 229 Posted January 21, 2014 If you use An area-effect trigger you can minimize the amount of zombies around at any one time. For example, if nobody has set foot within a mile of a town or city for 5 minutes, the zombies keel-over and shlump back into the ground. If you approach the town, they rise up again. Could be equaly tension bound walking into a clearing and suddenly zombies raise out of the ground. Sounds too scripted. It's far more realistic to be able to clear out a town until more zombies eventually find their way back (maybe may hours later). To be honest, until we know what the expected plans are regarding server times with restarts, dead body desync, etc. we can't offer suggestions on zombies because it would be dependent on other conditions. For example, i'd be cool to see dead bodies eventually rise into zombies, but it would obviously be limited to a) how long dead bodies take to desync and b) how many zombies servers will allow. I'd rather there be a set amount of zombies - 4000 sounds good to start with (if the map is 216km squared then that's only 18 zombies per square km.) and then afte Share this post Link to post Share on other sites
Trigger Hippy 176 Posted January 21, 2014 For example, i'd be cool to see dead bodies eventually rise into zombies ^ This Share this post Link to post Share on other sites