PC Anybody else annoyed with the AI?

Well yes obviously, earth worms have a brain that can detect their surroundings they have a thinking brain, and of course I know that zombies don’t exist, it’s a game, but get it right!
Zombies don’t have a functional brain, they are and should be direct, they sense you, smell you, and want to get to you using the most direct straight as method possible, not thinking about surroundings, they shouldn’t have that capacity, they are dead but only crave to eat you as fast as possible, not thinking other ways to get to you
You can't function (walk, make noise with mouth, process visual stuff, hear stuff, attack things, feed, etc) without first having a functioning brain. You can't even breathe without first having the brain capacity to know how to breathe. With all that said, zombie logic makes no sense at all which is why they'll never exist in real life and why they function so differently in every single movie / tv show / game, so stop obsessing over it and just enjoy the game for what it is.

 
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You can't function (walk, make noise with mouth, process visual stuff, hear stuff, attack things, feed, etc) without first having a functioning brain. You can't even breathe without first having the brain capacity to know how to breathe. With all that said, zombie logic makes no sense at all which is why they'll never exist in real life and why they function so differently in every single movie / tv show / game, so stop obsessing over it and just enjoy the game for what it is.
Yup, really dead, yet functional zombies is a complete fiction. But something that makes the living act like zombies is possible.

-A Rabies virus that stops at stage 2, leaving the host in an enraged almost mindless state.

-The deer "zombie" virus that mutates to humans. The hosts are living yet badly brain damaged.

 
Yup, really dead, yet functional zombies is a complete fiction. But something that makes the living act like zombies is possible.
-A Rabies virus that stops at stage 2, leaving the host in an enraged almost mindless state.

-The deer "zombie" virus that mutates to humans. The hosts are living yet badly brain damaged.
True, but such zombies would just be pissed off humans - incapable of breaking concrete down with their bare hands, incapable of jumping any further than we could, and just as certain to bleed to death from an untreated arm amputation as the rest of us.

 
I was not talking about the random attacking pattern.
A substantial part of the horde was making a detour just so they could run up that ramp. If that were just because of the rule to sometimes attack random blocks, they would have simply attacked the ramp, not run up.

Also an equally large part would have hit other blocks or structures in the path to me, but those other walls and structures only got a few stray zombies.
Well i don´t have any pathing for them. Just a plain ramp for my drawbridge no other blocks around it. They literally do extra meters to get there even when i am closer to them. And the path to me would also be shorter.

 
Well i don´t have any pathing for them. Just a plain ramp for my drawbridge no other blocks around it. They literally do extra meters to get there even when i am closer to them. And the path to me would also be shorter.
Exactly. Which seems to indicate that the AI puts too much value on height. It might have been a hack to ensure that zombies walk stairs in POIs instead of going through the floor, or it is a simple bug. But this is surely not intended.

 
I agree with the O.P.

I've had one too many immersion breaking experiences with A17 AI that have put me off playing the game until they fix it. Two instances that I can recall vividly:

1. A zombie dog spotted me on top of a building. Instead of going berserk at the bottom of the building, like even a normal dog would, it broke into the neighbouring building, traversed the interior, broke through a wall, and ran across a piece of scaffolding onto the roof where I was.

2. During horde night, while inside my windowless base, I could see 1 block starting to crack, so I added a barb wire on that block so that when they broke through, they'd get cut up. Instead what happened is they immediately started focussing on another block. I again placed a barb wire, and they again moved on to a different block.

Zombies should not all focus on the same block.


Zombies should not avoid traps.



Zombies should not have xray vision.



Zombies should not have such complicated pathing abilities.


I just don't see the point in this game when AI behave like that.

 
When the computer always has all the data, its tough to make it challenging without making it too cheesy unfortunately.

 
I agree with the O.P.
I've had one too many immersion breaking experiences with A17 AI that have put me off playing the game until they fix it. Two instances that I can recall vividly:

1. A zombie dog spotted me on top of a building. Instead of going berserk at the bottom of the building, like even a normal dog would, it broke into the neighbouring building, traversed the interior, broke through a wall, and ran across a piece of scaffolding onto the roof where I was.

2. During horde night, while inside my windowless base, I could see 1 block starting to crack, so I added a barb wire on that block so that when they broke through, they'd get cut up. Instead what happened is they immediately started focussing on another block. I again placed a barb wire, and they again moved on to a different block.

Zombies should not all focus on the same block.


Zombies should not avoid traps.



Zombies should not have xray vision.



Zombies should not have such complicated pathing abilities.


I just don't see the point in this game when AI behave like that.
Heres what I think:

1. Zombies should only use full path finding for when theres no target in sight, they just roam and don't trip over traps (too often, could be random)

2. If a zombie has a target in sight it should always use the forward vector to approach and if the target is no longer visible for N seconds it should discard the objective and fall back to roaming with a nudge of direction towards the last targets position and rely more on sound/smell to roughly estimate where they want to go.

3. Dogs should not be able to destroy blocks, like what the hell? A zombie dog is arguably smarter than a normal dog in this case.

4. Zombies are literally the best bulldozers by being able to break down most of the blocks faster than the player is able to with the Auger, do they have fists of steel or whats going on? Try to break concrete with your bare fists and we'll see what happens, even mutated zombies shouldn't have Superman like abilities in regards of destruction. When it comes down to wood thats actually okay and maybe the players shouldn't be able to get concrete so easy rather make it extremely hard to get concrete to balance this further.

5. Zombies should never run towards a target that is not in line of sight, right now they have god like X-Ray vision.

6. More zombies that just roam and and gather more zombies if they meet up so they roam together, the map should be populated at all times with N zombies of where the minimum is specified by the map size and then evenly distribute them over the map in a matter that the player will not see them spawn, prefering map bounds where their preference is to roam towards the center, I'm talking 1k+ here to make it all more interesting.

 
and even think about prepping for the zombie apocalypse...lol
Stop thinking, start doing :p

Anyways, zombies are dumb unthinking deadheads that react rather than think
So you really aren't that much familiar with zombie gendre

They all pile on onto a single block until it's gone and then single file through that space
Herd mentality?

Fall damage should cause at least a stage of impaired mobility if not dismemberment
This is a balance problem where people would just dig trenches and be invincible.

Then there is the digging zombies. That in and of itself isn't an issue per say but it makes underground bases damn near undefendable.
Exactly. Same as above, balance issues.

You are almost forced to play in a group, build a base that uses traps and other tools to impede the zombies approach, or you have to take advantage of how their AI works. Brute force defenses are useless as the zombies ignore all but 2 blocks.
You have to think bigger! Thick r concrete / steel walls that are high enough to be safe from spiders jumping and cops spitting. Also, if you somehow get really rich, put a few autoturrets. Like every few meters. Behind double bars. Inside of the wall on the level of zombe torsos/heads. Do not be affraid to use explosives. The walls should be able to witstand few booms.

Considering that the rwg hasn't created a map with a massive lake in the last dozen worlds I've generated I haven't been able to escape that way.
You will NOT be able to escape that way. Same reason like with underground bases. Would be too easy. So zombies will walk on the lake floor till they get to your support pillars and chew on them.

Horde nights have become a test of seeing just how many times I can die in a single night.
0

Couple that with the fact that I haven't NOT run into a bear on day 1 in the last 4 restarts of the game, dying just seems like the point of the game.
It is 7 days to DIE after all. Jokes aside. You can avoid zombie bears. And normal bears can be killed on day 1

I just know that I can't build my favorite types of bases if I wan't to survive.
Have you considered making them more durable?

 
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I'm not a huge fan of the AI but that has very little affect upon me, after all this is BETA not a finished and polished product. I will say they have made improvements from 17.0-17.4. clearly AI does still get love. I have faith by the time this game goes gold the AI will not be an issue. Just e memory from the past like, hey remember in such and such how the AI was this way? You long time players, we already have memories llike that...remember how the AI was pre A8 and if I remember correctly before A14? hahahahahaa my point exactly....

Edit: TFP are not perfect and when it comes to the AI programming, I've seen them rarely take a step back but I will say this. For every step back taken by accident TFP are quick to take 2 steps forward in the AI department. The long time players know what I'm talking about.

 
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I had rarely met any bears in the game. If i do meet any, they rarely run after me. Even so, it's been since A16 that i died from a bear, so you can guess how "unlucky" i am (sure more lucky than not).

Never had problems with preparing for the Horde Night (unless i wasted some time i wanted to use for preparation or didn't finish what i intended). All in all, it's mostly going smoothly for me. Maybe just my tactics work better than others?

 
I had rarely met any bears in the game. If i do meet any, they rarely run after me. Even so, it's been since A16 that i died from a bear, so you can guess how "unlucky" i am (sure more lucky than not).
Never had problems with preparing for the Horde Night (unless i wasted some time i wanted to use for preparation or didn't finish what i intended). All in all, it's mostly going smoothly for me. Maybe just my tactics work better than others?
I think the guy is just crier. Unless you play on top 2 difficulties, the game is a walk in a park until you reach so high gamestage literally everything moving is radiated. Then you do need to have good gear.

 
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