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timedance

Zombies in the next stable build....

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Yeah, I mean the zombies aren't overpowered by any means.

 

With that said, the placeholder spawn mechanic is IDIOTIC at best. I'm happy it's a placeholder.

 

I think people are defending it blindly saying "Zombies are now a threat! I love it!" Yet, there's more than one approach to make zombies a threat. This is certainly not the end, and I foresee the system changing heavily from here on.

 

I want more pre-existing zombies, not insta-aggro, insta-respawn zombies that might as well be the client-side spawns from the mod. I get the purpose of the spawn mechanic, but it can't be endless. If we're to be clearing towns, as Rocket has said we'll be able to, zombie spawns will have to be delayed and further out from the player.

 

The only zombies that should be rushing you if you fire a weapon are the hordes that are already spawned, not spawning zombies. You can't make a threat assessment if you know an infinite train of guided-missile zombies are going to track you to your exact location 100% of the time.

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My issue is that they can catch up to you... These are people that are infected and dead... Wtf they doing catching up to a a human in prime condition... And leaping 15ft like its nothing.

 

The only time they are even remotely dangerous is when they come at you through walls when you are inside buildings.  Not only is the AI broken in this game, the melee combat (particularly indoors) absolutely sucks as well.

 

You end up taking some damage as your axe randomly hits invisible walls and ceilings in an attempt to line up the perfect angle to swig at the zombie glitched in the wall or floor. 

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The only zombies that should be rushing you if you fire a weapon are the hordes that are already spawned, not spawning zombies. You can't make a threat assessment if you know an infinite train of guided-missile zombies are going to track you to your exact location 100% of the time.

 

the placeholder simulates "hordes" of zombies...

 

and its perfect if they track ppl down... its your own fault if u decide to ring the DINNERBELL!

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the placeholder simulates "hordes" of zombies...

 

and its perfect if they track ppl down... its your own fault if u decide to ring the DINNERBELL!

 

If it were my own fault, I would have to be aware of the zombies existing in the world and fire anyway. Hence the lack of depth and insanely formulaic experience manifested in the current zombie spawn placeholder.

 

Right, but they're not "tracking people down" they have instant access to your exact location. It's not like in GTA where police get into an area, search it, find you, and chase you. It's spawn... they've found you.

 

I'm all for firearms getting you aggro'd. But the way it's implemented in the placeholder is moronic and formulaic at best.

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Yeah, I mean the zombies aren't overpowered by any means.

 

With that said, the placeholder spawn mechanic is IDIOTIC at best. I'm happy it's a placeholder.

 

I think people are defending it blindly saying "Zombies are now a threat! I love it!" Yet, there's more than one approach to make zombies a threat. This is certainly not the end, and I foresee the system changing heavily from here on.

 

I want more pre-existing zombies, not insta-aggro, insta-respawn zombies that might as well be the client-side spawns from the mod. I get the purpose of the spawn mechanic, but it can't be endless. If we're to be clearing towns, as Rocket has said we'll be able to, zombie spawns will have to be delayed and further out from the player.

 

The only zombies that should be rushing you if you fire a weapon are the hordes that are already spawned, not spawning zombies. You can't make a threat assessment if you know an infinite train of guided-missile zombies are going to track you to your exact location 100% of the time.

 

Did ya play the mod atall man? That's the dayz experience....you should be constantly under threat from the second you enter the town till the second you leave (that's your threat assessment hehe). Looting should be constantly hampered, with the chance to be killed by them high and again constant. If we let people clear areas of zombies its gonna be so boring. Well that's my opinion anyways :)

 

PS not defending this spawn system though....its a good start, but needs a lot of work. Im really looking forward to the new pathfinding for them. But my big fear is that they will never exist in the numbers they did in the mod. Best iv done so far is 4 standing zombies in one screenshot. If I look back to my mod days could easily shot 20 or so wandering just from the buildings id made them spawn from. Put another player inside the town somewhere and the numbers could get epic. If it really wants to out do the mods zombies for me, then we need moooooore lol :)

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Hello,

 

can someone tell me, if they change the zombies in the next stable build?

 

They are:

- too weak(they see you/ hear you in long range)

- hit-range is too big(they also hit you during running)

- they give too much damage

 

= all in all, lets call it: "OVERPOWERED"

 

also this game goes to a "melee-game"(we need more fire-axes), cause nobody will fire a weapon any more(only on his own risk a selfkill)

 

It makes no sense, killing zombies with guns, cause it will be an endless fight... - there is no spawning-limit for zombies!

 

thanks for reading.

 

best greets,

TiMEDANCE

And so it begins. Means they are starting to get it right. The game is going to be better off as the horde becomes the counter to some duchebag with a gun poping new spawns.

 

The only problem I have is their agro mechanics are broken. Right now sometimes they run at you from 500 yards away, sometimes you can walk 3 feed from them, sometimes they agro you through 5 walls....

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Did ya play the mod atall man? That's the dayz experience....you should be constantly under threat from the second you enter the town till the second you leave (that's your threat assessment hehe). Looting should be constantly hampered, with the chance to be killed by them high and again constant. If we let people clear areas of zombies its gonna be so boring. Well that's my opinion anyways :)

 

PS not defending this spawn system though....its a good start, but needs a lot of work. Im really looking forward to the new pathfinding for them. But my big fear is that they will never exist in the numbers they did in the mod. Best iv done so far is 4 standing zombies in one screenshot. If I look back to my mod days could easily shot 20 or so wandering just from the buildings id made them spawn from. Put another player inside the town somewhere and the numbers could get epic. If it really wants to out do the mods zombies for me, then we need moooooore lol :)

 

Played it since April 2012. Zombies have never been a threat in the vanilla experience. Ever (save for one of the early patches 1.5.8 or 1.2.8 IIRC, which was more the result of bugs than anything).

 

Not saying zombies shouldn't be a threat. I loved DayZ+ where zombies kicked your ass. Clearing areas, as outlined by Dean will be temporary, with zombies spawning on the periphery of towns (not right in front of you, the second you kill a zombie) and gradually moving in.

 

As you your second point, yes, that threat should be manifested in PRE-EXISTING zombie numbers. Not nebulous spawning zombies. The experience becomes formulaic when you enter an area and KNOW how it's going to play out every time (i.e. infinite zombies will spawn and rush you).

 

Stealth also needs to be implemented before any of this can happen in my opinion. Stealth is a pre-requisite to making zombies a threat. So they need to revamp the aggro before the numbers go up.  

Edited by Katana67

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I'd leave zombie mechanics alone until they get pathing and spawning mechanics worked out a bit better, to be honest.

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I would like to have more faster, more agry, more damage making zombies.
Every hit should mean major problems, every shot made at towns should mean long, long fight.
Zeds should be bigger threat than any of fellow players.

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I would like to have more faster, more agry, more damage making zombies.

Every hit should mean major problems, every shot made at towns should mean long, long fight.

Zeds should be bigger threat than any of fellow players.

 

 

no :rolleyes:

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thay are not hard or overpowered, BUT thay are respawning to fast

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why not make a spawnlimit for expample....

 

best szenario in my opinion:

"town electro" on server-start, 50 zombies spawning(casted) around in town(for example)

when you fire a gun in the firestation for expample, zombies at firestation starting attack you... + zombies from the middle of the town can hear(the shoot)  and also start running to you...

If you killed these "50 zombies" in town, there could be a timer of 15/20 min. to spawn 50 zombies again...

and so on... - so you have the chance to clear a location, for random time..

this makes sense!

The best solution all in all could be to spawn also new loot, with spawning a new "zombiewave"....

 

 

spawning endless zombies in front of you is shit rocket!

Edited by TiMEDANCE

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Zombies are not overpowered. But they're definitely broken. Once the running through walls and other zombie related bugs are fixed I'm sure it will be a different story.

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Jesus christ!!!  Why is this thread even a discussion when we have a zombie/infected feedback stickied???

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Jesus christ!!!  Why is this thread even a discussion when we have a zombie/infected feedback stickied???

 

 

I tell you why? Cause I do not think, that developers read this sticky ;)

Do you really think, they read 100´ of pages in this sticky? You must be dreamin...

They give a shit on it..

Edited by TiMEDANCE

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There's a point they reach in the walking dead comics which I think is apt.

The dead are a threat. They are something you have to deal with.

But, ultimately they are a MANAGABLE threat. You learn how to handle them, how to avoid them, how to trick them and work around the issue. The other survivors are the real problem....

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The threat from zombies should be tied back to the some of the original horror m

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Hello,

 

can someone tell me, if they change the zombies in the next stable build?

 

They are:

- too weak(they see you/ hear you in long range)

- hit-range is too big(they also hit you during running)

- they give too much damage

 

= all in all, lets call it: "OVERPOWERED"

 

also this game goes to a "melee-game"(we need more fire-axes), cause nobody will fire a weapon any more(only on his own risk a selfkill)

 

It makes no sense, killing zombies with guns, cause it will be an endless fight... - there is no spawning-limit for zombies!

 

thanks for reading.

 

best greets,

TiMEDANCE

Pfft

 

Z´s are easy. I use to herd them around so I get to loot in peace. They double as watchdogs ;)

 

Next project is to herd some down from villages north of electro down to sniperhill and leave them there for an extra attraction for those murderers... try this, it is not hard.

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(Arse, stupid phone)...

The original horror movie usage for zombies is to portray the slow but inevitable progression of death. You can run, fight, hide and try to fend it off but eventually they will get you. Zombies need to be slow, stupid, shambling and in much higher numbers, drawn in by activity and noise and eventually will overrun any setup you have in place.

Keep building those walls and cutting down the dead, but sooner or later you'll draw in too many to handle and get swamped. Be ready to run at a moments notice....

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As you your second point, yes, that threat should be manifested in PRE-EXISTING zombie numbers. Not nebulous spawning zombies. The experience becomes formulaic when you enter an area and KNOW how it's going to play out every time (i.e. infinite zombies will spawn and rush you).

 

Stealth also needs to be implemented before any of this can happen in my opinion. Stealth is a pre-requisite to making zombies a threat. So they need to revamp the aggro before the numbers go up.  

 

 

One could argue it would be just as formulaic if they spawn further out. The formula would just change a little. The only thing I can see it bringing is a lull in the zombies, allowing players to loot free from threat. You should never be free from threat.....ever....when looting towns in dayz :)

 

Nail on head for stealth mechanics. I hate that I can run up behind standing zombies and they don't even react to my footsteps, and everything else that's wrong with it atm lol.

 

PS..tried the mod recently? the cranked the zombie damage values, makes them at least a bit of a threat, those 2 hits the survivor used to shrug off can now lead to <40% hp, with a bleed that can be quite life threatening :)

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Zombies should be attracted by all the gunfire and have a shorter visual range, then use herding/flocking ai algorithms to dictate their movement.

If you run past a zed it will turn to follow you, then others may follow it or it may veer off if it hears another noise or sees other movement (player or zed). We should be able to herd them around but sooner or later the pack will be too big to manage or you'll find the town you are visiting swarming with them.....

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Zombies should have much less aggro range. However, I agree that they should react to sounds(like now they do, perhaps even to nearby walking/doors opening), especially to a gun shot. Because, its cool if you have to take in consideration whether its safe to shoot or not.

And the scary part about zombies should be their numbers and how they corner you. Not their insane damage, speed or fighting capabilities. SOME zombies could also be quiet when they approach you in order to surprise you, not like the current way of running 100km/h behind you.

The Walking Dead has good zombies!
 

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