I tried that like 500 pages ago and it was only good for like two additional posts and some pretty interesting pics.It would be cool if the game had child zombies.
You're welcome.
I was all set to make fun of the genius remark but this IS genius. I hope Faatal sees it.@faatal:
I had another brilliant stroke of pure and utter genius, what if certain zombies attacked blocks that were under the heaviest SI load?
...goodbye supports, hello crashing base?![]()
/geniusing since 1971
She may have been a stripper in her former life but she got bit by a zombie and became a fully qualified structural engineer?I was all set to make fun of the genius remark but this IS genius. I hope Faatal sees it.![]()
I've been wanting this since the first bloodmoon was over, they need to be way more destructive .@faatal:
I had another brilliant stroke of pure and utter genius, what if certain zombies attacked blocks that were under the heaviest SI load?
...goodbye supports, hello crashing base?![]()
/geniusing since 1971
My question to you Mr. Cur is:@faatal:
I had another brilliant stroke of pure and utter genius, what if certain zombies attacked blocks that were under the heaviest SI load?
...goodbye supports, hello crashing base?![]()
/geniusing since 1971
The last we heard the zombies now attack the block with the lowest hp that they can reach. Still a bit smart for a brain-dead walking corpse but it should prove more challenging.I've been wanting this since the first bloodmoon was over, they need to be way more destructive .
I think everyone already agrees with that 110%It would be cool if the game had child zombies.
You're welcome.
Yay! Back on the topic of how smart or dumb zombies should be! *No, It really is a good topic no sarcasm implied*The last we heard the zombies now attack the block with the lowest hp that they can reach. Still a bit smart for a brain-dead walking corpse but it should prove more challenging.
That gets tried every 500 pages or so. It's not a new idea. That was the joke.I tried that like 500 pages ago and it was only good for like two additional posts and some pretty interesting pics.
This is one of those cases where I think how and why zeds target particular blocks should be kept secret by the developers. You can have zombies actually target the block with the highest SI load on them as Gups suggested as long as they openly appear to be randomly berserking on blocks around them.I can see a zombie following the trail of a human either through sight, sound or smell. It doesn't take a genius to figure out fresh footprints lead somewhere or that a sound is likely to be made by food. With little abiliy to reason they're pretty much just going to try and batter their way to whatever has attracted them with others following behind because of the commotion made by those in the front.
I'm not entirely convinced about them all going for the weakest block though. Sure some of them may have a bit more grey matter left than others but when being infected with zombieism (zombism?) gives you an insatiable lust for raw flesh and a PHD in structural engineering I think we may be straying a little too far from the Romero classic.
The devs need to make the zombies smart in the sense of choosing targets so that they can make destructive progress and put pressure on defending players but not make them appear like intelligent zombies that are scrutinizing where to place their next best punch. Knowing the prioritized list of targets that a zombie will go through is really information we as players should be oblivious to unless we notice the pattern in game by observing the zombies and not because we looked at the code or read the forums. If the devs are good they will make the zombie behavior appear to have no recognizable pattern and that the zombies seem stupid even though under the hood the zombies "know" exactly which linchpin blocks will undo all your defenses. As good players we shouldn't be trying to learn the coded patterns so we can exploit them in the game.Yay! Back on the topic of how smart or dumb zombies should be! *No, It really is a good topic no sarcasm implied*
The question should be: How dumb should the zeds actually be? And How will it affect the game? and how will it play?
Because, 'IF' what we have now is any indication of how dumb zeds should be!.. No TY, I'll pass!
(Not talking about the path finding either)
Make the zeds dumb as rocks for vanilla (lowest difficulty setting) but please let those that want it, be able to change it.
The only way that's going to happen (outside of doing it all ourselves, which is possible through sdx atm) is to make the zeds capable of being smarter then what we have.
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Yeah, I kind of figured it was first iteration, seems like an odd place to start though. Gotta start somewhere I suppose.<snipped for space>
I thought it was new... :upset: At least I keep up with the forum now and (hopefully) don't post redundant stuffs.That gets tried every 500 pages or so. It's not a new idea. That was the joke.
hehe, I always play each iteration straight up, no peeking. Makes it easier to enjoy it for what it is.. Then I go back and tweak it, once the flavor rubs offThe devs need to make the zombies smart...in the sense of choosing targets so that they can make destructive progress and put pressure on defending players but not make them appear like intelligent zombies that are scrutinizing where to place their next best punch. Knowing the prioritized list of targets that a zombie will go through is really information we as players should be oblivious to unless we notice the pattern in game by observing the zombies and not because we looked at the code or read the forums. If the devs are good they will make the zombie behavior appear to have no recognizable pattern and that the zombies seem stupid even though under the hood the zombies "know" exactly which linchpin blocks will undo all your defenses. As good players we shouldn't be trying to learn the coded patterns so we can exploit them in the game.
faatal has to be like a good DM that lies when it suits the gameplay and so must keep ALL die rolls hidden behind the screen and we have to be like good players not trying to peek and second guess each and every DM decision.
Part of me somewhat envies the soul that picks up this game in 2019 or 2020 without ever having read a single forum post or update changelog and just plays it experiencing the game with no clue of how the AI is coded or how the heatmap works, or how SI is governed and just plays by trial and error...
The devs need to make the zombies smart in the sense of choosing targets so that they can make destructive progress and put pressure on defending players but not make them appear like intelligent zombies that are scrutinizing where to place their next best punch. Knowing the prioritized list of targets that a zombie will go through is really information we as players should be oblivious to unless we notice the pattern in game by observing the zombies and not because we looked at the code or read the forums. If the devs are good they will make the zombie behavior appear to have no recognizable pattern and that the zombies seem stupid even though under the hood the zombies "know" exactly which linchpin blocks will undo all your defenses. As good players we shouldn't be trying to learn the coded patterns so we can exploit them in the game.
faatal has to be like a good DM that lies when it suits the gameplay and so must keep ALL die rolls hidden behind the screen and we have to be like good players not trying to peek and second guess each and every DM decision.
Part of me somewhat envies the soul that picks up this game in 2019 or 2020 without ever having read a single forum post or update changelog and just plays it experiencing the game with no clue of how the AI is coded or how the heatmap works, or how SI is governed and just plays by trial and error...
That'd probably never happen.. given the way the blocks work in voxel games, but.. let's have hope :cany optimizations regarding collapsing big chunks to not lag whole server?