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jonahcutter

Are zombies anything more than a nuisance?

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I just added an edit to the post you responded to. I'll repeat it here:

The base game has pvp where you die once and are out. That's not this mod inherently.

The game focuses on surviving and death is something you really don't want. I don't know. You lost me there.

For me, I would really enjoy this game if Zombies could only get killed by a bullet to the head ...

Even tho thay are just Infected, thay suffer the same cons & pros of Zombies, aka Body shots should not be acceptable as a way to kill them.

That alone will be a huge step forward for the difficulty, and necessety to avoid them at all cost.

And for veteran + expert servers, make it so that zombies can also run inside buildings ... as brainless as zombies are, thay should not be like all "oh this is a house, I should stop running once I get inside" ...

With only those 2 changes, my fear for zombies will be revived.

It will also reduce the amount of people killing eachother in towns, as shots will attract much harder to kill zombies.

Okay but they need to stop running in zigzags going through walls and they can't be twice as fast as the player. Same speed please. And not so ridiculously easy to loose.

Edited by SillySil

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The game focuses on surviving and death is something you really don't want. I don't know. You lost me there.

What I'm saying is the base game has pvp where you focus on surviving pvp encounters too. Death means you're out for the mission. You don't respawn. The mission plays out without you once you die.

You do respawn in DayZ. Yes you start over at zero, unless you have a tent... A tent means you do not start over. Tents are inherently a carebear mechanic, cushioning the pain of dying and trivializing starting over after a death. Surviving a pvp encounter means far less when you know you've got another full kit waiting for you (or even worse, multiples).

Edited by jonahcutter

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What I'm saying is the base game has pvp where you focus on surviving pvp encounters too. Death means you're out for the mission. You don't respawn. The mission plays out without you once you die.

You do respawn in DayZ. Yes you start over at zero, unless you have a tent... A tent means you do not start over. Tents are inherently a carebear mechanic, cushioning the pain of dying and trivializing starting over after a death. Surviving a pvp encounter means far less when you know you've got another full kit waiting for you (or multiples).

Meh the tents are just storages. You still need to haul items there or you will run out fast. (unless you dupe the hell out of them). And there is still that 10-30 minute jog where you can get killed again.

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Meh the tents are just storages. You still need to haul items there or you will run out fast. (unless you dupe the hell out of them). And there is still that 10-30 minute jog where you can get killed again.

Yeah. Storage that carries over from respawn to respawn.

How is that perma-death?

it's a carebear mechanic.

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Yeah. Storage that carries over from respawn to respawn.

How is that perma-death?

it's a carebear mechanic.

What? You don't get your loot back. For every time you die you need to have a new gun, which means you need to find one. Say you have 2 guns in a tent and one on you. Die 4 times and you're starting new and you've wasted a lot of effort and time because finding 3 good weapons takes time and is dangerous most of the time.

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I think you should also take into consideration what role you want to play. Some people want to play as bandits, or just to loot and store gear (even if you do feel that is a carebear mechanic it still takes time to even amass anything decent) some server hop and provide people with medical attention, others will raid town or airfields in overwhelming numbers. The zombies right now are there to create a sense of story for the players as well as add a second obstacle to any movement you make (ie raiding the NWAF where people know bandits will always be and trying to dodge the zombies while also not getting picked off)

In reply to a comment made earlier about having zombies in the woods... that wouldn't make much sense unless you found survivor camps. I don't really think zombies would be that far out unless they were in ones and twos.

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What? You don't get your loot back. For every time you die you need to have a new gun, which means you need to find one. Say you have 2 guns in a tent and one on you. Die 4 times and you're starting new and you've wasted a lot of effort and time because finding 3 good weapons takes time and is dangerous most of the time.

I'm not sure what you're missing. You run back to the tent and you're kitted back up. It's very easy. It's not hard to farm gear at all.

Ask yourself this: Does anything that minimizes the difficulty from recovering from dying belong in the mod?

I'm all for stashes to accumulate gear while you manage to remain alive. But they should disappear when you die. Being able to run back to your stash after you are dead and grab more gear is inherently carebear.

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I think you should also take into consideration what role you want to play. Some people want to play as bandits, or just to loot and store gear (even if you do feel that is a carebear mechanic it still takes time to even amass anything decent) some server hop and provide people with medical attention, others will raid town or airfields in overwhelming numbers. The zombies right now are there to create a sense of story for the players as well as add a second obstacle to any movement you make (ie raiding the NWAF where people know bandits will always be and trying to dodge the zombies while also not getting picked off)

In reply to a comment made earlier about having zombies in the woods... that wouldn't make much sense unless you found survivor camps. I don't really think zombies would be that far out unless they were in ones and twos.

It's justified because it "takes time"?

Any self-proclaimed hardcore player worth his salt will tear you a new one for that comment.

Unless he really likes being able to stash gear himself...

;)

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I'm not sure what you're missing. You run back to the tent and you're kitted back up. It's very easy. It's not hard to farm gear at all.

Ask yourself this: Does anything that minimizes the difficulty from recovering from dying belong in the mod?

I'm all for stashes to accumulate gear while you manage to remain alive. But they should disappear when you die. Being able to run back to your stash after you are dead and grab more gear is inherently carebear.

You still need to find it. It doesn't respawn or whatever. And very easy is finding shit guns. Why would you store them if they are easy to find in the first place? You can just find them on your way there. You're making it look easier than it is.

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You need to be a noob beyond salvation to think that zombies are a threat the way they are now...

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Ii think zeds add a fun tactical element which is part of the immersion of it all, like is it worth join into this town? what is the risk s reward of taking too much damage or getting an unlucky leg break

then there is the stealth aspect, as aggroing zeds will alert other players, this makes avoiding them in towns you know to be populated, a lot more tense

i think zombies are just a backdrop in the game like in good zombie stories, its really about player interaction,

i think it would be fun though if yeah, headshots only killed them but maybe they were slower, way more powerful, and ammo was much more scarce, and maybe you could tactically dismember or break their legs and shit ( i think you can break their legs now but usually from a long range shot with a decent gun) these are probably all discussed in a thread somewhere....

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The zombies are fine. They're fast, hard to hit, hit hard and hit fast. The problem is the players have too much ammo to counter any amount of zombies. That and you can always just disconnect to despawn them.

Balance is achieved when ammo replenishing gets fixed and it's made somewhat rarer, and when combat DC gets fixed. Then zombies will finally be a challenge, because you can't escape them easily by a simple DC and you cant kill and endless amount of them in a house or anywhere else.

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You still need to find it. It doesn't respawn or whatever. And very easy is finding shit guns. Why would you store them if they are easy to find in the first place? You can just find them on your way there. You're making it look easier than it is.

Not to be rude, but you're making excuses for a game mechanic that dramatically lessens the impact of death.

Allowing stored gear to survive between deaths makes the claims of perma-death a sham.

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It's justified because it "takes time"?

Any self-proclaimed hardcore player worth his salt will tear you a new one for that comment.

Unless he really likes being able to stash gear himself...

;)

Yes but like all games you have to balance the casual and hardcore aspect. Hardcore players can rip me all they want but I am sure plenty of them have tents. I personally don't because its a pain the butt running to a tent just to regear, not to mention you have to continue filling the said tent.

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Curious as to what experienced players have to say.

The zeds will take many a noob life, no doubt. Now more than ever since we spawn without a weapon, and the mod is enjoying an enormous influx of new players who are learning the mechanics. The initial learning curve is definitely steep.

Is the mid/endgame about zombie apocalypse though? Or something else?

Once you learn the very minimum basics (where to find an axe/how to equip it), are the zeds anything more than a nuisance?

Zombie got me down to 4k blood today. I swear there is a type of zed that runs up to you *silently* and starts chewing on you. I only learnt of the attack when my screen started flashing.

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Not to be rude, but you're making excuses for a game mechanic that dramatically lessens the impact of death.

Allowing stored gear to survive between deaths makes the claims of perma-death a sham.

It does lessen the impact of death. But dying in dayz is still something I don't wanna do more than in any other game.

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Not to be rude, but you're making excuses for a game mechanic that dramatically lessens the impact of death.

Allowing stored gear to survive between deaths makes the claims of perma-death a sham.

Stuff disappears from tents all the time due to looting and server restarts. And it has been pointed out every time you get a mil grade weapon out of the tent you have to find a new one or you will run out of guns. Finding good weapons is high risk and takes time, so this is your impact of dying.

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earlier today i was trying and failing to lose 3 zombies in one of those small industrial shacks, near a supermarket which i wanted to loot (too stubborn to fire my lee enfield because i noticed a couple of survivors in there from distance). totally underestimating the zombies, i got mauled down to 8000 and then knocked unconscious, woke up bleeding with 600 blood and luckily managed to scramble to the supermarket without falling unconscious and killed the pursuing zombies.

then i'm totally stuffed... stuck in a supermarket falling unconscious all the time and hoping another survivor will come along to help.

after picking up the junk loot in the supermarket in hope to cycle the loot spawns a bit (there was no food at all when i got there), maybe 20 minutes went by before someone caught me totally by surprise and we were in a duel stalemate situation on opposite sides of a shelving unit, i quickly explain that i'm friendly and need help etc over direct channel... then i hear what can only be described as the voice of mother teresa, she explains that she has raw meat and she'll be back soon - 10 mins later she comes back with a load of cooked meat which tops me up to about 5000 blood. i give her my thanks and a couple of m16 mags which i found at a deerstand (my character was pretty broke and new otherwise), i warn her about the group which headed north from the supermarket not so long ago and then we went our seperate ways.

(in the unlikely chance mother teresa is reading this - you're awesome, and i only wish there was some way in the game i could tell you from the rest so i don't accidentally shoot you in a moment of confusion)

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Annoying at best, but they will finish you off if you make a miscalculation.

Need food quick, starving, no time to waste, they can be the end of you.

but mostly its players. i would like to be scared of both zed and player.

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Only dangerous on a new character withotu a wepaon, even then if you run around buildings enough or through them you can ditch them easy.

They are more for telling me if someone is in the area or just had been then a threat. They also reveal your location as well, but that's the trade off.

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The issue is, outside exploiting the AI, zombies are a huge threat. In a perfectly flat, empty field, a player faced with the number of zombies that usually run around towns will have a huge issue.

The zombies jerk around spastically, and teleport while they're attacking the player, making backpedaling the only viable strategy to fight aggroed zombies, and even then, it's unreliable.

Thankfully, they're easy to lose, and running into a building stops them cold.

Fixing zombies to not zigzag and teleport, and to run slower, and then fixing the AI exploits to lose them, would make them much more of a real threat. That way, if you aggroed zombies, you'd have to fight them, but fighting them itself would be pretty easy.

I'd like to see all the vets here sneering at people who "think zombies are a threat" fight a horde on a perfectly flat, open field with no way to escape.

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