A New Chapter for The Fun Pimps and 7 Days to Die

Weren't bandits actually implemented at some point? But TFP didn't like the way they worked, so they took them out until they could implement them as they envisioned. (Maybe hire more crew specializing in enemy AI or something.)

I don't know what the utter lack of patience with an unfinished game is all about, but there we are.
Yes. You can spawn them in at least A16. They will walk around and shoot zombies. And if I remember correctly, if you try to hit or shoot them it throws an error.
 
Even before that. I remember a splash load screen from Alpha 9 or 10 that bandits were going to be coming soon. Difference between then and now is that they are now actively working on them. The work log has daily updates for bandit related content.
you may want to rephrase this post.
 
From kickstarter
Animals can turn into zombies too, Zombie bears.
That would be something that can be added without really having to add much.

AI attacks bears, if bear loses, it is repawned in a bear sleeper position
and gets up joining the fray.

That could be applied to the, coyote = dog, wolf = dire, chicken = either murder
chicken or vulture, Hog = Grace, snake = the big snek, Mountain lion and rabbit
= dead meat.

Maybe BI can revive the VR idea, and has enough experience to enact Mutithreading and
Gpuinstancing.

Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation
System” which guides the player to other survivors, better loot and undiscovered
Points of Interests through story note quests.

White River Faction entities are considered survivors in xml. I guess bandits will be too.

Stealth and Distraction System - Crouch and sneak your way past enemies or throw
objects to distract them. Find or craft sight, sound or smell deterrents and attractor
recipes and items to exploit the sight, hearing or smell of the zombies to throw them
off track.

This one interests me, I use the crouch, sneak, and throw rocks and snowballs all of the
time, and kind of use a technique for my own deterrents, that is I kill animals to pass
some of the groups, eating rotten meat to create a sort of temporary disguise, would be
a nice final addition. If I could throw my meat around for distraction, that would be cool.

It could be tiered, meaning if the entities were tier grouped, then depending on how much
you raise you contamination level to, each tier would ignore you in a heirarchy. Just think
of the whisperers, or Dying light. It would not work on sleepers, if you do anything but walk
you are seen, walking on garbage brings them to the area, firearms break the camo effect, opening
loot containers break the effect, and it is constantly lowering health and stamina, the higher the
tier of you camo the faster the debuff occurs. It could allow you to approach an intended poi
without being followed, Melee one hit kills, don't break camo. The real antibiotics are needed to
reduce the effect faster.

Whether favored or not it would complete the loop.
 
Weren't bandits actually implemented at some point? But TFP didn't like the way they worked, so they took them out until they could implement them as they envisioned. (Maybe hire more crew specializing in enemy AI or something.)

I don't know what the utter lack of patience with an unfinished game is all about, but there we are.
I have a vague memory of Joel showing them off in a YouTube and saying they were going to be in Alpha 18. If memory serves I later heard that yeah, they weren't happy with them at that time.
 
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