RestInPieces
Refugee
Some are happy with the direction the game is going concerning enemies, others not so much (I belong to the latter category, because lately the game starts reminding me of Serious Sam). Both visually but most importantly gameplay-wise. I am sure more content will be added in the future and I certainly don't expect TFP to create 9999 different models, animations and abilities, especially at this point of development, but I can't help but wonder if there are any easy ways to improve enemies.
So I'll just mention some things I am not particularly happy about and ask some questions at the same time:
-Flat difficulty increase
As gamestages progress, bullet-sponges, irradiated zombies, specials etc keep increasing. Are continuously stronger super-zombies, the only way to counter stronger materials/traps that keep being added to the game? I get that is an easy way to add more depth to the game's progression curve but this is only superficial depth. While I would be perfectly fine with these zombies being used sparsely in specific occasions or areas, they are now just used as a means to flatly balance the difficulty curve of the game with the progression curve of the player, with the game throwing an increasing number of them at the player, in a very arcade-like way.
I don't know where to begin with to be honest. In an imaginary progression curve, where steel for example, had to be used strategically, infection was more threatening and weapons/weapon handling had more impact on the effectiveness/ability of killing zombies and different types of zombies, zombies not being so predictable (but still being zombies) and the player wasn't able to reach the pinnacle of progression at the end of the 2nd week, plus much more, it could be possible for the zombie apocalypse to still remind us of an actual zombie apocalypse towards the end-game.
I won't even go into the visual part - the irradiated zombie effect is Scooby-Doo material - even Glowing Ones in Fallout were scarse and at least they fit into that setting.
-Model-specific abilities
Talking about all cops being fat and puking, all brunnete girls with long hair screaming, all skilly jeans tall guys climbing etc. As I said earlier it's understandable (still racist). But a question - what would be easier and more beneficial to do in the future? A UMA-like system for mutations/characteristics that can spawn on every zombie or just randomizing mutated zombie models? Would the former be possible/easier to do?
Edit: Also, as an alternative solution to this, imo, if hordes didn't just increase the number of special zombies during gamestages and instead special zombies were more rare and impactful mechanics-wise, the clone (clown for irradiated) horde wouldn't be so obvious. "Impactful" for instance, could be the cop explosion, not becoming a "bigger explosion", but for example releasing a gas cloud/maggots effect that will make nearby zombies feral/will infect etc, killing it by fire or whatever could negate that effect, so that it can threaten the player in ways it currently can't, but more immersive ones, the way I see it.
Furthermore, if for example special zombie models were not so "identifiable" like this guy for instance, when it comes for exploding zombies, or like the lickers in resident evil (whose face was mostly a brain and all brains are the same anyway), they would look less like clones of each other.
-Model-specific animations
From what I can tell in the game, Moe and Joe or the farmer zombie for example have different animations. Would it be possible to shuffle the animations among zombie species to get a more diverse horde?
-Zombie predictability/variety
I don't know if it's still true but I've been told that faatal is working on "random zombie behavior" - not sure what that includes exactly. Sprinkling just a little RNG on normal zombies would work wonders for combat though, like slight speed variations among zombies of the same model or a small chance for zombies to try and trip on you, or speed up a little when they get close and try to bite/"hug" at once (typical movie trope). Not sure which of those need new animations to happen but hopefully zombies become less "robotic" but without becoming "clever". Bite animations already exist, if limbs are destroyed (but the zombies still seem like they damage the player with their invisible hands considering the attack time though). Also, hopefully we will see zombies spawning with already destroyed limbs.
-Dogs
Just wish they weren't extremely more threatening than normal zombies and had improved animations or a more modest attack range.
So I'll just mention some things I am not particularly happy about and ask some questions at the same time:
-Flat difficulty increase
As gamestages progress, bullet-sponges, irradiated zombies, specials etc keep increasing. Are continuously stronger super-zombies, the only way to counter stronger materials/traps that keep being added to the game? I get that is an easy way to add more depth to the game's progression curve but this is only superficial depth. While I would be perfectly fine with these zombies being used sparsely in specific occasions or areas, they are now just used as a means to flatly balance the difficulty curve of the game with the progression curve of the player, with the game throwing an increasing number of them at the player, in a very arcade-like way.
I don't know where to begin with to be honest. In an imaginary progression curve, where steel for example, had to be used strategically, infection was more threatening and weapons/weapon handling had more impact on the effectiveness/ability of killing zombies and different types of zombies, zombies not being so predictable (but still being zombies) and the player wasn't able to reach the pinnacle of progression at the end of the 2nd week, plus much more, it could be possible for the zombie apocalypse to still remind us of an actual zombie apocalypse towards the end-game.
I won't even go into the visual part - the irradiated zombie effect is Scooby-Doo material - even Glowing Ones in Fallout were scarse and at least they fit into that setting.
-Model-specific abilities
Talking about all cops being fat and puking, all brunnete girls with long hair screaming, all skilly jeans tall guys climbing etc. As I said earlier it's understandable (still racist). But a question - what would be easier and more beneficial to do in the future? A UMA-like system for mutations/characteristics that can spawn on every zombie or just randomizing mutated zombie models? Would the former be possible/easier to do?
Edit: Also, as an alternative solution to this, imo, if hordes didn't just increase the number of special zombies during gamestages and instead special zombies were more rare and impactful mechanics-wise, the clone (clown for irradiated) horde wouldn't be so obvious. "Impactful" for instance, could be the cop explosion, not becoming a "bigger explosion", but for example releasing a gas cloud/maggots effect that will make nearby zombies feral/will infect etc, killing it by fire or whatever could negate that effect, so that it can threaten the player in ways it currently can't, but more immersive ones, the way I see it.
Furthermore, if for example special zombie models were not so "identifiable" like this guy for instance, when it comes for exploding zombies, or like the lickers in resident evil (whose face was mostly a brain and all brains are the same anyway), they would look less like clones of each other.
-Model-specific animations
From what I can tell in the game, Moe and Joe or the farmer zombie for example have different animations. Would it be possible to shuffle the animations among zombie species to get a more diverse horde?
-Zombie predictability/variety
I don't know if it's still true but I've been told that faatal is working on "random zombie behavior" - not sure what that includes exactly. Sprinkling just a little RNG on normal zombies would work wonders for combat though, like slight speed variations among zombies of the same model or a small chance for zombies to try and trip on you, or speed up a little when they get close and try to bite/"hug" at once (typical movie trope). Not sure which of those need new animations to happen but hopefully zombies become less "robotic" but without becoming "clever". Bite animations already exist, if limbs are destroyed (but the zombies still seem like they damage the player with their invisible hands considering the attack time though). Also, hopefully we will see zombies spawning with already destroyed limbs.
-Dogs
Just wish they weren't extremely more threatening than normal zombies and had improved animations or a more modest attack range.
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