tozzifan 0 Posted July 16, 2012 (edited) Hello,After searching I did not find any satisfying answer (sorry) about the choice of capabilities of zombies that, more than "ruthless" players (in a survival multiplayer I accept that, at all), give (to me) a frustrating feeling of the gameplayalthough crawling downhill, after getting awareness of the environment, to facilities with supplies;although standing still and prone, and in high grass, behind fences and objects, in the dark, in the shadows;it has always ended that one Zelociraptor homed on my "beacon", always ending in a desperate run, away from a platoon of them, to the sea (the only safe heaven), and beyond :) , because the olympic team of Zelociraptors was not only limited to good performances on land; by the way, most of time I lost the collected supplies ( :blush: )and it has frequently ended in getting wounded, that's not surprising me, because of course :D Zelociraptors have claws, meanwhile I could not get a tiny baton or axe, even surrounded by woods and cabins :)so please my question is:- why have zombies been given these performances? (after a century of zombie productions, only in Left4dead zombies dash to their "meal")- shouldn't they be impaired humans?- shouldn't the game be better with more, yet less performing zombies?- is this mod to be meant as actually a survival mod or is it a mix for a greater audience?I'm aware of the alpha state, yet it's been released, so please take this as a feedbackthanks for replies and patience with a newcomer Edited July 16, 2012 by Cattivik Share this post Link to post Share on other sites
b.v.nieuwburg@gmail.com 5 Posted July 16, 2012 This mod is designed to kill you. Deal with it. They are not zombies but infected. Thus they can have super running powers. Just like your character who always has a near-brain-meltdown fever of 42 degrees. He can also run forever. Stay prone when approaching zombies, don't stand up and walk/crawl slowly. Don't go into villages as there is no good loot there. When running away from Infected (I still like to call them zombies) try to walk around a corner or bush to get out of their line of sight. Then go prone and roll the hell away. 2 Share this post Link to post Share on other sites
Mediggo 2 Posted July 16, 2012 Zombies can swim. Swimming can also make you lose your stuff, so it's not really recommended. What works best for losing zombies is breaking their line of sight and then avoiding contact either by vision or hearing from there on. Zombies also can't run indoors, you can lose them in buildings. They can also climb ladders, open doors and climb stairs. Or glitch through walls and floors...In short, zombies are now mostly working as intended. 1 Share this post Link to post Share on other sites
euryale 72 Posted July 16, 2012 blablabla zombies blablablaThey are not zombies, they are infected. That means they can run, swim and whatever the heck they want to do.Oh, also, the running zombies are present (Dawn of the dead), and infected "zombie-like" too: 28 days later, 28 weeks later, I am a legend... 1 Share this post Link to post Share on other sites
tozzifan 0 Posted July 16, 2012 three good points, thanks Share this post Link to post Share on other sites
sixbarns 217 Posted July 16, 2012 Just weave through bushes and bushy trees to break the zombies line of sight. After the third one you should have lost them. Make sure you run THROUGH the branches though.Zombie problem solved at least until the next patch. 1 Share this post Link to post Share on other sites
mrducky (DayZ) 33 Posted July 16, 2012 - shouldn't the game be better with more, yet less performing zombies?Possibly. But there is usually a reason for not trying to create a massive horde of enemies in games. And the reason is performance. Unless greatly optimized, if you were to, say, triple the zed count - then that would probably totally kill the game performance for a whole lot of players that don't have the latest, most expensive, supah-computer. Then, suddenly half of the players would not be able to play the game anymore. That hardly would be an improvement over the current state for those players.And as far as the zed "performance" goes. It was just recently changed in 1.7.2.x. They were much less performing (less likely to spot the player) in the previous 1.7.1.5. I'm not really sure why such a change was made. Perhaps to make the zeds more unpredictable and thus make them a threat again, or something. Or perhaps something just went wrong.As far as their running speed goes in general... How much of a threat would the zeds be, if they were slower that you and you could just outrun them? Considering most of the map is just large open space - not some kind of a small indoor spaces and narrow city alleys. Slow zeds would be just plain non-threatening in this kind of environment. You could just dance around them.So yeah. The zeds aggro is a bit weird at the moment, and they are really buggy at times. But, in general, their characteristics seem to fit quite fine in this game. 2 Share this post Link to post Share on other sites