FrostDMG 398 Posted May 25, 2014 I would absolutely LOVE to see the old zombie aggro brought back. I'm talking back two years ago from the mod, not the horrible thing it is now...•You should be able to navigate around infected areas by staying prone.•Amount of noise made depending on surface should matter.•Zombies shouldn't randomly aggro from 300 meters away.•At night they should be effectively blind allowing you to crouch walk everywhere.•Firing a gun should be a last resort and should aggro an ungodly torrent of pissed zombies onto your ass.Back in the mod you could have a number of people in the same town all unaware of eachother simply because how stealthy most players were. You could actually follow trails created by people crawling through long grass.Right now there's no downside to YOLO RUN, in fact it's much better to do so, since sneaking means the unreliable zombie aggro could give you away anyway.If you're gonna talk about pathing etc save your breath. This small issue could've been fixed a long time ago. 8 Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted May 25, 2014 How I miss the old days. 3 Share this post Link to post Share on other sites
FrostDMG 398 Posted May 25, 2014 How I miss the old days.Not sure if sarcastic... Share this post Link to post Share on other sites
Katana67 2907 Posted May 25, 2014 (edited) It was still inadequate back in the day, albeit better certainly. But I think the whole thing needs to be revamped (as per the roadmap). Mostly with regard to them being laser-guided missiles with 100% accurate access to your exact location after aggro is gained. Edited May 25, 2014 by Katana67 Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted May 25, 2014 Not sure if sarcastic... Never, cereal here I loved the old aggro. I obviously still play the mod but I think the further zed development might offer something refreshing. 2 Share this post Link to post Share on other sites
execpro22 128 Posted May 25, 2014 Completely agree... Back in the old dayz sneaking around zombies was actaully an enjoyable experience....You actually felt like you were sneaking around...not just trying to circumvent a mechanic..... 1 Share this post Link to post Share on other sites
andrestor 78 Posted May 25, 2014 Sorry but I have to call the Alpher card here.Rocket and BI are still developing zombie AI, so eventually we are probably gonna see things like that in the OP. Share this post Link to post Share on other sites
FrostDMG 398 Posted May 26, 2014 Completely agree... Back in the old dayz sneaking around zombies was actaully an enjoyable experience....You actually felt like you were sneaking around...not just trying to circumvent a mechanic..... Exactly! They were far from good or even "ok" but you could still get by without causing a massive stir. Sorry but I have to call the Alpher card here.Rocket and BI are still developing zombie AI, so eventually we are probably gonna see things like that in the OP. Not sure why you're stating the obvious. The fact is the detection system worked better in the mod, so there's no way why it shouldn't work in the SA, even though it's still in Alpha... Share this post Link to post Share on other sites
PhillyT 554 Posted May 26, 2014 THe mod zombies are a glitchy mess too though. They are just different. Share this post Link to post Share on other sites
FrostDMG 398 Posted May 26, 2014 THe mod zombies are a glitchy mess too though. They are just different. Yeah obviously, but zombie aggro has nothing to do with pathing. Share this post Link to post Share on other sites
DemonGroover 8836 Posted May 26, 2014 I loved the old aggro of zombies. The fact you had to crouch/prone into towns otherwise you were screwed. The moment the best option was just to run into towns, the zombies lost a lot of their use. However i have hopes for the future SA zombies and the new Mod zombie behaviour is looking good. 2 Share this post Link to post Share on other sites
Mos1ey 6301 Posted May 26, 2014 Exactly! They were far from good or even "ok" but you could still get by without causing a massive stir. Not sure why you're stating the obvious. The fact is the detection system worked better in the mod, so there's no way why it shouldn't work in the SA, even though it's still in Alpha... One does not simply port old AI in and hope for the best. It's gonna take time but I have high hopes for the zeds of DayZ retail. Share this post Link to post Share on other sites
Katana67 2907 Posted May 26, 2014 I do have one small caveat for those claiming that sneaking around zombies was an "or else" scenario. Granted, when I first started playing the mod, that's what I did. I proned into every town and slid past zombies all day. However, it was far more expedient to just sprint into a town and dodge through a couple buildings (because zombies walked in buildings) than it ever was to sneak by them. Once I realized that zombies walked in buildings, that's all I did... and all I ever saw other people do. You minimized your exposure time via clientside zombie spawns (which was the main red flag for knowing if a player was in the area) and still got what you needed. The zombie aggro has always been inadequate, as compounded by other factors (i.e. clientside spawning, walking indoors, etc.) Share this post Link to post Share on other sites
BadAsh (DayZ) 1513 Posted May 26, 2014 Not sure why you're stating the obvious. The fact is the detection system worked better in the mod, so there's no way why it shouldn't work in the SA, even though it's still in Alpha... Because the current detection system in SA is still a placeholder. None of us knows what they are going to do with it, but I am pretty sure they are going to implement a stealth factor. Share this post Link to post Share on other sites
Katana67 2907 Posted May 26, 2014 Because the current detection system in SA is still a placeholder. None of us knows what they are going to do with it, but I am pretty sure they are going to implement a stealth factor. Share this post Link to post Share on other sites
irl-calibre 744 Posted May 26, 2014 be careful what you wish for! Share this post Link to post Share on other sites
Hetstaine 10852 Posted May 26, 2014 Dem zeds that used to follow you from Kamenka to Berezino. 2 Share this post Link to post Share on other sites
Evil Minion 943 Posted May 26, 2014 There was a suggestions about zombies "investgating" loud noises instead of instantly aggroing which is a better idea in my opinion. Then the aggro system would consist of two parts: (1) If a sound plays all (or some of the) zombies in a certain radius (depends on the sound: short radius for footsteps, long radius for gunshots) walk towards the source of noise. Maybe they have a bad memory and "forget" about the sound after a certain period of time in silence. (2) If a zombie sees a survivor (survivor enters a certain area in front of the zombie with no big obstacles between them) he will aggro as usual and attack the survivor. Losing the line of sight for a certain period of time might result in giving up the chase. Share this post Link to post Share on other sites
pilgrim* 3514 Posted May 26, 2014 ..//..But I think the whole thing needs to be revamped (as per the roadmap). Mostly with regard to them being laser-guided missiles with 100% accurate access to your exact location after aggro is gained. Wah, dude - I thought you were a fan of accuracy ? Share this post Link to post Share on other sites
Katana67 2907 Posted May 26, 2014 (edited) Wah, dude - I thought you were a fan of accuracy ? Weapon accuracy =/= Zombie omniscience. There was a suggestions about zombies "investgating" loud noises instead of instantly aggroing which is a better idea in my opinion. Then the aggro system would consist of two parts:(1) If a sound plays all (or some of the) zombies in a certain radius (depends on the sound: short radius for footsteps, long radius for gunshots) walk towards the source of noise. Maybe they have a bad memory and "forget" about the sound after a certain period of time in silence.(2) If a zombie sees a survivor (survivor enters a certain area in front of the zombie with no big obstacles between them) he will aggro as usual and attack the survivor. Losing the line of sight for a certain period of time might result in giving up the chase. This. Zombie aggro, in an ideal world, should be reminiscent of GTA police AI. They are initially turned on to your general location, if you're not able to move away from that location, then they track you. If you lose them, they go about searching for you in your last known position. If they don't find you, they return to loiter as normal. Problem is, now (and in the mod), even if you move... even if you're stepping a little too loud... vice a gunshot... regardless of LOS... zombies react the same. Insta-knowledge of your exact location regardless of whether or not you move. It's a singular experience, rather than a dynamic one. Edited May 26, 2014 by Katana67 1 Share this post Link to post Share on other sites
irl-calibre 744 Posted May 26, 2014 oh well ,at least they don't aggro off opening a can of coke three miles away, small mercies eh? Share this post Link to post Share on other sites
Element47 2481 Posted May 26, 2014 two distinct memories form the past: i used to go prone and crawl through every town and city. it was awesome. the cringing emotion when crawling over tarmac raised my sound profile and the relief of finding patches of grass in which one could stay pretty much undetected. yes, i once spent two hours crawling through elektro. it was lovely. i remember that one incident at the NWAF. we went there in a yellow lada to pick up a friend. i was toting my fav weapon of that time, Mk.48 with a backpack full of ammo. with the guys in the car ready for departure, i thought i might clear the checkpoint and pop that four or five zed there. a few minutes later i drowned in dozens of zed bodies. i managed to reload a third time, but they just kept coming, mauling me from all sides.. it was the most intense zombie experience ever.. one of the most memorable deaths i had.. 1 Share this post Link to post Share on other sites