Psychodabble
New member
Disclaimer: I am not a programmer. I don not know whether this idea is feasible or how difficult it would be to implement.
I read this post by Morloc:
If I understand correctly, the problem with a really daunting horde is that it's just too many entities. Managing so many entities at once slows the engine to a crawl, making the game unplayable.
So here's my suggestion: dramatically reduce the number of entities involved in a horde. I don't mean small hordes, I mean HUGE, simulated hordes using new models that LOOK like mass numbers of zombies.
This is somewhat similar to the behemoth concept, but instead of an oversized, mutant freak, we'd have a single entity that LOOKS like a massive crowd of shamblers. Think WIDE instead of tall. The new model should be designed with many "head" hitboxes, but nothing else, making headshots the only way to damage it.
As it becomes more damaged it spawns individual zombies in similar numbers to what we see now in wandering hordes and dwindling in model size (is this possible? I would think it would function similarly to the system for zombies losing limbs). There could even be 2 or 3 of these new entity models representing hordes of roughly 100, 50, and 25 zombies each (or whatever numbers, I don't know, but I think it would be great to have a 1000 zed horde that only takes the performance of 10).
Eventually, the horde would be "killed" running out of HP and just leaving individual zombies behind.
Maybe this is all an impossible shower thought, but at the very least, I think it's the direction we should be thinking in because ultimately, Morloc is right. Unless we can figure out a way to address this limitation on zombie numbers, 7DTD will never live up to the promise of being the survival HORDE crafting game.
I read this post by Morloc:
And I'm quite inclined to agree. We argue about AI and bullet sponge zombies, but these are all workarounds to compensate for the technical limitations on what we all really want: huge zombie hordes. Morloc is right. The big problem isn't going away no matter how we try to compensate for it, so why don't we solve it?It would be nice to simply choose the AI that feels most fun, but these elements will conspire to define it:
1) Horde size is limited due to performance.
2) If you have a small horde size, then you needs zombies that are either smarter, stronger or specialized to provide a challenge.
2a) Most people* in the forums have rejected stronger (bullet sponges) zombies as well as the proposed specialized (behemoth) zombies. Feral and irradiated zombies still cause some to grumble.
3) Smarter zombies alienate the Romero crowd and others, but what they want cannot happen due to #1 above, so TFP aims toward smarter zombies.
4) Smarter Zs have more complex AIs to the point of being "too smart" to feel like zombies anymore. This of course doesn't take into account the current pathing exploits that are possible, and likely to be eliminated or greatly mitigated as TFP hones their algorithms.
I think we're in trouble long-term due to the limitations on zombie quantity.
*That's my subjective observation. I'm OK with or without either personally.
-Morloc
If I understand correctly, the problem with a really daunting horde is that it's just too many entities. Managing so many entities at once slows the engine to a crawl, making the game unplayable.
So here's my suggestion: dramatically reduce the number of entities involved in a horde. I don't mean small hordes, I mean HUGE, simulated hordes using new models that LOOK like mass numbers of zombies.
This is somewhat similar to the behemoth concept, but instead of an oversized, mutant freak, we'd have a single entity that LOOKS like a massive crowd of shamblers. Think WIDE instead of tall. The new model should be designed with many "head" hitboxes, but nothing else, making headshots the only way to damage it.
As it becomes more damaged it spawns individual zombies in similar numbers to what we see now in wandering hordes and dwindling in model size (is this possible? I would think it would function similarly to the system for zombies losing limbs). There could even be 2 or 3 of these new entity models representing hordes of roughly 100, 50, and 25 zombies each (or whatever numbers, I don't know, but I think it would be great to have a 1000 zed horde that only takes the performance of 10).
Eventually, the horde would be "killed" running out of HP and just leaving individual zombies behind.
Maybe this is all an impossible shower thought, but at the very least, I think it's the direction we should be thinking in because ultimately, Morloc is right. Unless we can figure out a way to address this limitation on zombie numbers, 7DTD will never live up to the promise of being the survival HORDE crafting game.