Goknub 1 Posted October 24, 2015 Hi, it may be too late in the development cycle to create this but... Suggestion: Create fog banks of variable size that move across the terrain. Within these spawn large numbers of Zombies and have them follow the fog bank and/or increase the spawn rate within that area and have them remain after the fog bank passes. The idea is in the same vane as seen with the Whitewalkers in Game of Throwns. Why: I see this assisting to resolve several issues. 1. Reducing system demand as the larger, high-density groups are limited to fog banks rather than being global. 2. Broadening player skill level accessibility, larger Zombie groups that challenge skilled players will drive new players away from the game. Being able to avoid these larger groups by fleeing the fog allows new, inexperienced players a chance to survive. 3. Active world - Something to fear. Rather than the world being largely passive, the approach of a fog bank would be something to fear and being caught unexpectedly in one would allow even the most experienced player to feel a level of panic. Flee or hide? Thoughts...? 1 Share this post Link to post Share on other sites
Zurvivalist 300 Posted October 25, 2015 What are these "zombies" you speak of ? This is strictly a hunter /gatherer survival simulator . Jokes aside. I have been testing the zombie horde concept personally for a few years now. As my original desire was to figure out massive hordes of zombies ( ie: 28 days later / world war z style ) I have come to understand a LOT of complicated fundamental design flaws with doing this. In the most simplest way of explaining it. Large hordes have a LOT of inherent problems. Mostly due to current hardware . That much animation and rendering translates mainly into a LOT of lag. Either server side or client . The very best I have managed so far , by testing and retesting different horde make ups . while trying to balance performance and aesthetic quality . Are hordes around 20-30 in max count per horde , Slow walkers to reduce FPS and server sync demands that come from faster more animated designs . "nude" skins to remove extra external mesh over lays (clothing) which was just one more thing that had to be rendered in . and other overlay textures ( blood splatter ) and such . Removal of many "shiny toys" did help to raise the over all horde count but also required other changes in the game to maintain balance and threat levels . In a nut shell since we are limited by today's hardware tech . If you want massive sized hordes , you have to sacrifice the fast moving more animated complex zombies, and get very creative with the slower walking corpses . Share this post Link to post Share on other sites
Goknub 1 Posted October 26, 2015 Have you tried linking multiple (3ish) zombies together as one single entity? This would reduce the load on the system somewhat as only one AI routine would need to be calculated along with some other calculations. This would only work in larger groups as the effect would be too obvious in smaller ones. A mix of grouped walkers and single runners would provide for a suitably large, threatening swarm while reducing system load. Creating a reduced detail "swarm" zombie would also help, as you mentioned those polygons add up. Perhaps even a single object that is a "3 swarm zombies". Ultimately the ability to create server-wide swarms is very limited. Hence why I think a fog bank could be a useful solution. The fog effect hides the true number of zombies, keeping the player guessing and allowing less detailed zombies to exist. Alternatively it allows for a smaller number of more "intelligent" zombies, a level 3 zombie if you consider walkers lvl1 and runners lvl2. Something closer to an animal predator. Even the most seasoned and well equipped player should fear getting caught. Share this post Link to post Share on other sites
Zurvivalist 300 Posted October 26, 2015 Have you tried linking multiple (3ish) zombies together as one single entity? This would reduce the load on the system somewhat as only one AI routine would need to be calculated along with some other calculations. This would only work in larger groups as the effect would be too obvious in smaller ones. A mix of grouped walkers and single runners would provide for a suitably large, threatening swarm while reducing system load. Creating a reduced detail "swarm" zombie would also help, as you mentioned those polygons add up. Perhaps even a single object that is a "3 swarm zombies". Ultimately the ability to create server-wide swarms is very limited. Hence why I think a fog bank could be a useful solution. The fog effect hides the true number of zombies, keeping the player guessing and allowing less detailed zombies to exist. Alternatively it allows for a smaller number of more "intelligent" zombies, a level 3 zombie if you consider walkers lvl1 and runners lvl2. Something closer to an animal predator. Even the most seasoned and well equipped player should fear getting caught.http://youtu.be/XDTdm8EW64c Share this post Link to post Share on other sites
BeefBacon 1185 Posted October 26, 2015 What are these "zombies" you speak of ? This is strictly a hunter /gatherer survival simulator . Jokes aside. I have been testing the zombie horde concept personally for a few years now. As my original desire was to figure out massive hordes of zombies ( ie: 28 days later / world war z style ) I have come to understand a LOT of complicated fundamental design flaws with doing this. In the most simplest way of explaining it. Large hordes have a LOT of inherent problems. Mostly due to current hardware . That much animation and rendering translates mainly into a LOT of lag. Either server side or client . The very best I have managed so far , by testing and retesting different horde make ups . while trying to balance performance and aesthetic quality . Are hordes around 20-30 in max count per horde , Slow walkers to reduce FPS and server sync demands that come from faster more animated designs . "nude" skins to remove extra external mesh over lays (clothing) which was just one more thing that had to be rendered in . and other overlay textures ( blood splatter ) and such . Removal of many "shiny toys" did help to raise the over all horde count but also required other changes in the game to maintain balance and threat levels . In a nut shell since we are limited by today's hardware tech . If you want massive sized hordes , you have to sacrifice the fast moving more animated complex zombies, and get very creative with the slower walking corpses . The new AI will be more streamlined and less resource intensive. As such you an't really compare Arma's AI with DayZ's AI as they will function quite differently. In regards to the OP, wandering hordes have been suggested before. I don't really get the fog thing, but weather systems (like fog) are planned. Share this post Link to post Share on other sites
Goknub 1 Posted October 27, 2015 ...I don't really get the fog thing... The intent of the fog-based swarms is to make give the Zombie threat some added depth and mystery. It's to give the world a bit more character and make it more active, it's the threat of being caught in a blizzard but with extra bite. The zombie threat becomes a bit generic after a while and I'd like it to have a more menacing and unpredictable nature. Share this post Link to post Share on other sites