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Shabadu_

Zombie Spawning Issues

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Probably been mentioned before, just thought I'd say something on it though ( because naturally my opinion > all yours ;-P ).

Essentially, the mod is a dead-end aside from using it as an experiment in gameplay mechanics etc. The standalone will be far superior because Rocket/team will be able to make changes to the engine (Arma2 engine is as woefully flawed as the OFP engine, even though the game is amazing anyway!). One of these changes I feel, should be in the way that infected are spawning.

It doesn't really make any realistic sense to have them only spawn near players. For one thing, it's unrealistic in the general sense, but more importantly what it does is reduce them to an early-warning system. Zombies = people nearby. I'm sure we're all familiar with how to use them to work out where people are/were.

They need to have a more generalised way of spawning in and should be spread out across the open areas of the map as well. Naturally they would be fairly few and far between in the open fields and forests, but they should still be around in low numbers unless Rocket is planning on giving them motivations for staying in built-up areas. They don't necessarily have to spawn in the wilderness, I'm just saying that if they were persistent to some degree, then they'd gradually spread out as they wander aimlessly around.

Also, the infected shouldn't be spawning specifically in/around buildings. Primarily because it makes more sense for survivors to make use of buildings to live in or create bases from. This will lead to more natural interactions as larger buildings will be more desirable, particularly those closer to high levels of loot. I guess this would also mean changing the way loot spawns as well.

I haven't quite been able to figure out a better mechanic for the spawning of the infected or the loot to be honest. I'm not trying to say that it's being done badly or anything either, I just think that it should be different for the game to actually work and create a more natural environment. If the standalone game stays exactly the same as the mod, it won't really evolve beyond a free-form team deathmatch with survival/RPG elements.

None of this is by any means a criticism, I'm just pointing out the limitations of the current system and trying to see if anyone has a better way of doing it!

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There's a reason it's not done this way. Zombies and items are spawned dynamically because it would be exponentially more demanding on the server to track items and zombies across the entire map instead of only where they are needed at the time. It's just not realistic for them to do that. In a perfect world sure, but he'd have to zone off the map and you'd end up loading into new areas load balanced across a number of various servers.

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Agreed and fully understood. That's why I say that it's not a criticism, just trying to work out better ways of doing it. Possibly they'll be able to create an optimised engine with better ways of spawning in zombies and loot. Possibly the only real way of freeing up some buildings would be to actually label some that the engine won't spawn zombies inside of.

But there is a real problem with the fact that the infected's primary function right now is to give away other player's locations.

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