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davidecibel

How Zs should behave. (very long post, no real tl; dr)

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So, after the last patch, Zs hearing has been fixed: now they always hear gunshots if they are in the weapon audible range, and they aggro the shooter. I like the challenge they pose now - it is actually quite difficult to take a group of them alone, hence more teamwork is needed (which I think is a good thing, makes the game much more interesting, even group vs group pvp is metter imo).

However, I'm not happy with the way Zs behave - I find it to be very unrealistic and extremely annoying. Also the respawn is a bit too fast (and seems bugged in a way I will explain later, but that might be an intended feature

What annoys me is that even without line of sight (if there's a building or thick vegetation between them and a shooter) the know where a shooter is as soon as they hear a gunshot, and start ussain-bolt-fast zigzagging towards the exact location of the shooter.

This behaviour should happen only if they have line of sight with the source of the noise (gunshot or footsteps): if a Z hears a noise, he should "turn" that way: if a non-infected is in sight he should proceed do what Zs do - ninjazigzag towards him and break his legs with a well placed thai low kick, then proceed to eat his ballsack.

But if there's nobody in sight they should just move towards the location. So, if someone starts firing a loud weapon inside a church, all Zs in the audible range should move towards the church, trying to get in, but without immediate aggro until they actually see a prey.

What do you guys reckon, wouldn't it be much more realistic?

Let's tl;dr recap with what my ideal model for Z aggro is.

0) Zs wander around, minding their own business and not giving a fuck like a baws.

1) If a Z has a non infected in his line of sight he aggroes him (although this obviously is effected by the survivor distance and crouch/prone/walking/running/still, just like it does now)

2) If a Z hears a noise (footsteps, gunshots, vehicles, explosions, tin cans, etc.) it immediately turns towards the noise source, and then:

2a)if a Z has a non infected in his line of sight, go back to step 1

2b)if a survivor is not to be seen (because too far, prone, behind a building, etc.) he should start walking towards the area where the noise came from, kind of 'looking' for him, but without instant aggro

2c)if the noise comes from inside a building, he should start walking towards the closest entrance of the building and get in, and wander inside for a while, but without instant aggro

3) After steps 2b) and 2c) , if the Z hasn't found a prey for X seconds, he starts walking back to the area of his spawn point, and goes back to step 0

So, again, what do you think? In this way it would be pretty much more realistic, without losing the zig-zag hard to hit once they aggro thing, even though I'm afraid Arma II OA AI pathfinding would limit this possibility.

Edited by davidecibel

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So, after the last patch, Zs hearing has been fixed: now they always hear gunshots if they are in the weapon audible range, and they aggro the shooter. I like the challenge they pose now - it is actually quite difficult to take a group of them alone, hence more teamwork is needed (which I think is a good thing, makes the game much more interesting, even group vs group pvp is metter imo).

However, I'm not happy with the way Zs behave - I find it to be very unrealistic and extremely annoying. Also the respawn is a bit too fast (and seems bugged in a way I will explain later, but that might be an intended feature

What annoys me is that even without line of sight (if there's a building or thick vegetation between them and a shooter) the know where a shooter is as soon as they hear a gunshot, and start ussain-bolt-fast zigzagging towards the exact location of the shooter.

This behaviour should happen only if they have line of sight with the source of the noise (gunshot or footsteps): if a Z hears a noise, he should "turn" that way: if a non-infected is in sight he should proceed do what Zs do - ninjazigzag towards him and break his legs with a well placed thai low kick, then proceed to eat his ballsack.

But if there's nobody in sight they should just move towards the location. So, if someone starts firing a loud weapon inside a church, all Zs in the audible range should move towards the church, trying to get in, but without immediate aggro until they actually see a prey.

What do you guys reckon, wouldn't it be much more realistic?

Let's tl;dr recap with what my ideal model for Z aggro is.

0) Zs wander around, minding their own business and not giving a fuck like a baws.

1) If a Z has a non infected in his line of sight he aggroes him (although this obviously is effected by the survivor distance and crouch/prone/walking/running/still, just like it does now)

2) If a Z hears a noise (footsteps, gunshots, vehicles, explosions, tin cans, etc.) it immediately turns towards the noise source, and then:

2a)if a Z has a non infected in his line of sight, go back to step 1

2b)if a survivor is not to be seen (because too far, prone, behind a building, etc.) he should start walking towards the area where the noise came from, kind of 'looking' for him, but without instant aggro

2c)if the noise comes from inside a building, he should start walking towards the closest entrance of the building and get in, and wander inside for a while, but without instant aggro

3) After steps 2b) and 2c) , if the Z hasn't found a prey for X seconds, he starts walking back to the area of his spawn point, and goes back to step 0

So, again, what do you think? In this way it would be pretty much more realistic, without losing the zig-zag hard to hit once they aggro thing, even though I'm afraid Arma II OA AI pathfinding would limit this possibility.

he thinks zombies arent realistic guys

mod is trash :(

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he thinks zombies arent realistic guys

mod is trash :(

how does a constructive suggestion to improve DayZ get the dumbest reply of the year?

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Shouldn't they just be getting naked and eating faces... Isn't that what real zombies do ?

Hmm, I can't really imagine them taking their clothes off, and I don't want to tbh

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how does a constructive suggestion to improve DayZ get the dumbest reply of the year?

have you played L4D?

have you seen walking dead?

could go on and on with other examples of zombie games/shows

i realize the game is probably too hard for you, but atm zombies are too pathetically easy if you know what to do. no need to make it 100% derp friendly.

zombies make their way to sound when they hear it.

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have you played L4D?

have you seen walking dead?

could go on and on with other examples of zombie games/shows

i realize the game is probably too hard for you, but atm zombies are too pathetically easy if you know what to do. no need to make it 100% derp friendly.

zombies make their way to sound when they hear it.

lol you must have serious cognitive problems :D

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