Roland
Moderator
I'm curious what the bandit to zombie to player relationship will be like.
Apocalyptic Co-Dependency
I'm curious what the bandit to zombie to player relationship will be like.
Shall we throw rocks toward that bandit behind cover to get zombies to flush him out. Or, make enough noise to attract zombies toward us for our own bandit coverI'm curious what the bandit to zombie to player relationship will be like.
You know "grab" player enemy in game when you jump from 5 m you have 100% to breake legs will be 100% that even if you manage to kill vulture you will still have insta death?I for one hope that the Pimps don't get bogged down in spending hundreds if not thousands of dev hours trying to clamp down on niche base designs only youtubers really utilize. Again.
It's a pointless arms race that the players will always quickly figure out a way around and they keep doing it since like version 14 onwards. The very nature of the game being a highly configurable building game allows for some ridiculous base designs.
Personally I think that the answer would be more types of boss and miniboss zombies (vomit cops and spiders count as minibosses in this metric). Get wild with it to actually keep us on our toes rather than endlessly tweaking pathing. I have more than a few ideas...
- Make the giant vultures that show up during horde be able to grab you and if you don't take it out, lift you up to carry you up. If you don't kill them they'll cause more problems like summon more vultures or drop zombies on top of your base, including boss types. In fact, I'd prefer them to favor the boss zombies to make them a real persistent threat during the blood moon than little more than an annoyance.
- (boss) A slow-moving high-health 'infiltrator' type that will walk normally until it gets close enough to activate it's ability and go through your defenses, entering your base.
- (boss) An EMP zombie that turns off electrical devices in an AOE for X amount of time. Deactivates switches, turns off generators, so on. Can shock you if you're too close when it uses it's ability.
- (miniboss) A zombie covered/impaled in metal spikes that is more hard to defeat with melee but has a very weak exposed head. Chance to get bleeding when striking it, higher bleed chance when it strikes you.
- (miniboss) Extremely heavily armored zombie that is more hard to defeat with ranged but has very weak exposed head. think bomb suit with missing/damaged helmet
- (miniboss) Highly Infectious zombie that is all but guaranteed to do lots of infection damage to you if you let it attack you. Give you real reason to stockpile all of that medicine.
- (miniboss) Zombie bandits. They are clutching onto the weapon they had in life, or it's at least tied to their hand, which they use to club you with. Slightly longer melee reach than other zombies.
I'm sure I can think of more that can work for 7dtd but I dont want to make this too long.
Zombie can be use as defense - you are making moat and you don't have to worry about bandits any moreApocalyptic Co-Dependency
When i see how stalker modders make AI i hope Devs will make it simple as it can be. Just fighting againts everything except animals and take cover if bandits have range weapon and that's all.I hope the community keeps its expectations about TFP vanilla bandit functionality at a reasonable level. Bandits are not "easy" to develop in the context of this game. Over the past several alphas our NPC team has put many hundreds, if not thousands of development hours into extending the existing NPC and zombie code, leveraging already built systems like factions, buffs, cvars etc. We extended the EAI "AI" used by zombies, but found that while efficient, was limited in how much we could extend it for humanlike behavior without issues. This forced us to extend some abandoned UAI code that permitted NPCs to make real-time (several times per second) choices of behavior based on the current situation. This works well, but there is a performance hit, and I expect TFP to focus on relatively "dumb" AI bandits based on EAI at first so there isn't a major performance impact on the game when more than a dozen operate in an area. Our NPC modding team will reuse whatever TFP bandit code base they provide in A21, and likely we will continue to focus on smarter versions using UAI.
This could make the game maybe too easy. Just lure Zombies in a bandit troop and watch things going boom. What would you do with bandits in horde nights? If Zombies are the enemies of bandits too, I'd expect attacks on the Bandit's base too. Do Bandits have bases at all? And if not, what will they do in horde nights? I'd feel foolish if I had to defend my base, while some bandits make a coffee party in a meadow nearby.7. well bandits are... zombie with weapons who attack zombies
are you telling me they won’t bust into a building and save me, carry my 1 HP broken body to a nearby camp, spend 2 in game weeks (blood moons included) tending to my wounds and visit with me as I drink soup in the infirmary, and later the guest lodge? I mean, at least they’re going to be maintaining the airport and cargo planes that drop the air drops so I can join and fly along, helping others in PvP, parachuting from the plane with my bandit buds (well, family by now) as we scout the wastelands. I know there are no current plans for children but, I mean, with a deep enough relationship formed between factions I’m sure that will have to happen. As hundreds of days pass, the bandits, duke and others will slowly come together and rebuild society (and functioning boats) block by block. The final end game reached when me and my family and their children and their childrens children can gather around the family business, which will be an ice cream truck (fully functioning as a mobile zombie base/ice cream delivery) and I can free form dialogue with the bandit AI and we can sit until the dark of night telling stories of the old days.I hope the community keeps its expectations about TFP vanilla bandit functionality at a reasonable level.
Do you played in hl2 ? you can find in some places combine vs zombie or combine vs antilions it would be similiarThis could make the game maybe too easy. Just lure Zombies in a bandit troop and watch things going boom. What would you do with bandits in horde nights? If Zombies are the enemies of bandits too, I'd expect attacks on the Bandit's base too. Do Bandits have bases at all? And if not, what will they do in horde nights? I'd feel foolish if I had to defend my base, while some bandits make a coffee party in a meadow nearby.
IMO bandits should be Zombies with guns that don't fight other Zombies. Bandits should just be another roaming enemy that keep you entertained.
Yes. because humans are the most annoing thing in post apo sandboxare you telling me they won’t bust into a building and save me, carry my 1 HP broken body to a nearby camp, spend 2 in game weeks (blood moons included) tending to my wounds and visit with me as I drink soup in the infirmary, and later the guest lodge? I mean, at least they’re going to be maintaining the airport and cargo planes that drop the air drops so I can join and fly along, helping others in PvP, parachuting from the plane with my bandit buds (well, family by now) as we scout the wastelands. I know there are no current plans for children but, I mean, with a deep enough relationship formed between factions I’m sure that will have to happen. As hundreds of days pass, the bandits, duke and others will slowly come together and rebuild society (and functioning boats) block by block. The final end game reached when me and my family and their children and their childrens children can gather around the family business, which will be an ice cream truck (fully functioning as a mobile zombie base/ice cream delivery) and I can free form dialogue with the bandit AI and we can sit until the dark of night telling stories of the old days.
are you telling me a small percentage of this isn’t going to happen?
This could make the game maybe too easy. Just lure Zombies in a bandit troop and watch things going boom.
What would you do with bandits in horde nights? If Zombies are the enemies of bandits too, I'd expect attacks on the Bandit's base too. Do Bandits have bases at all? And if not, what will they do in horde nights? I'd feel foolish if I had to defend my base, while some bandits make a coffee party in a meadow nearby.
IMO bandits should be Zombies with guns that don't fight other Zombies. Bandits should just be another roaming enemy that keep you entertained.
7Dtd isn't Half Life. The AI fights in HL1 and HL2 are scripted most of the time. But did you see what happened in 'The Forest' when two tribes fight? It can take minutes and it is very boring to watch. While fights between you and the AI can get rather intense in this game.Do you played in hl2 ? you can find in some places combine vs zombie or combine vs antilions it would be similiar
Yes. because humans are the most annoing thing in post apo sandbox
Well HL2 not all fights are scripted ( i tested it in gmod too) - this depends on location and how many and types you will put enemies but in short - combine just stay and shoot to zombie until they or zombie die. And sometimes they throw granade or make few steps into another room. that's all and in 7dtd it can work similiar7Dtd isn't Half Life. The AI fights in HL1 and HL2 are scripted most of the time. But did you see what happend in 'The Forest' when two tribes fight? It can take minutes and it is very boring to watch. While fights between you and the AI can get very intense in this game.
Ok, we'll see if this works ... in intelligent ways.As ranged zombies they don't much add to what the cop already does, but as an additional faction that can be used in intelligent ways against zombies and vice versa they provide a new and fun option for the player.
You know "grab" player enemy in game when you jump from 5 m you have 100% to breake legs will be 100% that even if you manage to kill vulture you will still have insta death?
1. idk
2. probably not - people who focus on turrets will be to @%$# off
3.this spikes zombie sounds good for dunno skyrim or dark souls not to "we are making WD but with some mutatants"
4. i agree about that
6. inf zombie sounds good
7. well bandits are... zombie with weapons who attack zombies
Zombie can be use as defense - you are making moat and you don't have to worry about bandits any more![]()
cod "sturmsomething" and sniper elite elite zombie shows upIn my opinion this is one of the ways bandits actually ADD something to the game. As ranged zombies they don't much add to what the cop already does, but as an additional faction that can be used in intelligent ways against zombies and vice versa they provide a new and fun option for the player.
So - not giant vultures but add something like tank from l4d2 could solve a this problem (behemot) but they don't want big zombiesI'd prefer more if the giant vultures were more of a threat during blood moon than a non-entity if you are in a building with a roof. There is also basically no way for zombies to ever get in if you build correctly. Spider Zombies were originally this kind of creature where they literally could climb walls to attempt to breach your base. Something special and rare that could always get in and you'd need to deal with right away would certainly be what the pimps have been looking for with the endless fight against the base builders.
I use turrets and electricity traps a lot. Nightmare Falls gets around electric fences by making an electric-immune super beast that's a rung above even the scrapped behemoth. It's pretty easy to make a fortnite kill tunnel laden with traps and funnel the zombies into it and that's that. stacking dart boxes is so powerful in this regard that I prefer them to blade traps in front of the door to my base with electric fencing and that with personal turrets it makes horde night super easy with no real curveballs being thrown at me by the zombies.
this game's pretty zany and wild, rember giant hornets? It was more a counterpart to the super heavy armored save it's head one where it's armor is 'thorns' so you're want to shoot it, focus on a headshot due to it's fragile head, or even use a spear, that could maybe be excempt from the thorns effect.
I like in games where there's zombies n bandits you encounter an armored former bandit tho it'd be just another motorcycle club zombie if it didn't stand out.
Regarding bandit stealth I see two solutions: Thief-like stealth. I doubt this can be realized by the AI since human player movements are rather unpredictable. The other option would be Predator-like stealth: bandits become invisible for a short period of time. Interesting....
Or they just spawn behind the player. Then we have enemy spawning like in Doom 3? Please no!
Stealth for players? Apart from just critical hits? I don't see the environment for this. At least not in the outside areas. I reckon that this could work for indoor patrols. But is it possible to create patrol routes on random maps?
Before things get way too complicated (and buggy), please let bandits just be 'Zombies with guns'.
What do you think about the feature that Bandits could get invisible? Not completely invisible, more like the Predator's cloak effect when being in stealth mode.Even without criticial hits it is an advantage if you can scout out a camp or POI and let loose a few hits before they are able to shoot back or get behind cover.
cod "sturmsomething" and sniper elite elite zombie shows up
Me: meh, Krasny soldat in cod and fire demon are better
the (sniper elite) Zombie Army games have stages that feature zombies armed with guns that know how to use them. The snipers leap around from perch to perch making them difficult to pin down, there's heavy gunners that take multiple headshots to kill, so on.Me: I don't care as I don't know any of them.
What do you think about the feature that Bandits could get invisible? Not completely invisible, more like the Predator's cloak effect when being in stealth mode.
And one of this perks could be that you detect bandits better. You start with nearly invisible bandits on the map. And while you improve your ability to detect them (for example with special eyeglasses that you can craft), your ability to see them increases. This would be fit in an RPG.In an RPG your perks should define your abilities as much as possible.