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Horr1d

Slower zombies will be more fun, less predictable and interact better with survivors.

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The speed of the current zombies do not match the speed of actions implied by the ARMA 2 systems, like animations, or gunplay.

Hence we have warping, hard to hit, walking through walls and delayed "death" non-zombies.

I would prefer slower, but more varied ( like a corps that springs to life on looting ), or exploding type, or belching type ETC.. Lots of stuff to pull from.

Sprinters should be more rare than they are now.

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loads of text

Problem with moving to the Crysis engine is that it's very very demanding. Arma 2 is a bit demanding for some, but it gets by, meaning most of the audience can play it, even with low end PCs.

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In regards to the Zombie speeds. They shouldn't be sped up at all' date=' their attack pattern is so odd, buggy and annoying, why should it be made even worse? If anything make them slower, harder to down and make their hits a bit stronger too. Maybe make them go down, then get up again after a bit, sometimes crawling, or have them slowly walk then eventually rush towards the player in some sort of bloodlust rage. ...Think I'm for both walkers and some runners, but having runners as 'special' would be neat. So they would be uncommon.[/quote']

This sounds like a perfect solution to me. I really do not like the current iteration of 'infected' (apparently, we are not to refer to them as Zeds for some strange reason). The scope for more tactical, thoughtful play is immediately widened by slowing down the infected, and making them that more dangerous. I love the idea that there could be, within any given group of infected, just one or two absolutely deadly 'runners'.

And I also like the idea in the OP's post regarding sound, and how the infected should react to it without a line of sight. That just seems so much more believable than instantly all breaking into a silly zig-zag sprint-a-thon - again, this is something that really could work with tactical play (someone setting up a deliberate diversion to allow the main group of players to get into a hospital, say, unmolested as the infected move slowly away in the direction of distant gunfire...).

Sadly, for all the potential there for creative gameplay I fear none of this will happen. Our Rocket overlord seems very set in his thinking and really quite dismissive of any suggestions that might leave his mod anything less than 'hardcore'. Still, DayZ will be noticed by other developers and they will read these forums and these suggestions too...

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loads of text

Problem with moving to the Crysis engine is that it's very very demanding. Arma 2 is a bit demanding for some' date=' but it gets by, meaning most of the audience can play it, even with low end PCs.

[/quote']

Crysis could never handle the number of players, AI entities, and scope of this map. ARMA really is the only engine capable of it.

The engines are designed to do different things efficiently.

Back to the topic at hand, I think I've come up with a simple fix... You cannot bandage yourself. Or if you bandage yourself it only slows the loss of blood, not stops it. Discuss it here

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The zombies in this aren't zombies. They are infected people.

I take it the "Z" simply alludes to the end of days then' date=' as regards the conclusion of that ye olde prophesier of doom: the [i']alphabet.

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