4sheetzngeegles
Well-known member
For me, there is more to a 10k world than Pois and horde night, I spend most of my time either traveling hunting or resourcing
outside. So for me it feels that a few things may be missing from AI reactions or interactions in the outer world.
The first would be a reaction to sound as well as sight. Everything you do ingame has a specific level of sound. Presently
sound is mostly used with guns which in turn are mostly used to raise heat level. Secondarily is POIs. I am speaking mostly
of the outside area, going into pois are primarily dependent on triggers like volume, errant trash, breaking things like
windows or walls. Outside it is sight, Zombies making attacking sounds do not draw other zombies to the area, it's the
other zombie seeing the target If isPlayer and or is EntityAlive.
Player made heat does not attract zombie ai in itself, but acts as a trigger to spawn scout hordes. Player torches do not,
cause errant zombies to approach an area, either by sight or heat. Torches cause the ai to approach a character if they are
carrying the torch in the active slot. So the sight mechanic is not being used to it's full potential.
Maybe the decoy class can be incorporated with sound level, Decoy works well and consistently for rocks. If it were added
to sound level then running, felled trees, breaking boulders, chopping wood, etc. Things that generate sound would attract
attention more often, and make it a more consistent part of environmental play. In POI's it would also mean a more active
use of stealth, so breaking a closet with an arrow, opening a can of food or opening drawers, may stir dormant zombies.
Crouching should lower (light level sight range) but not the actual sound of a hammer on materials. You are swinging at the
same pace, and gain damage and resources at the same rate. Externally a zombie coming after a target that is obscured from
view would attract wanderers within an area, potentially causing a horde.
Here is a riddle: How many zombies does it take to kill a mountain lion; the world may never know, because they only do it one at a time.
It becomes turnbased action. But they will all join in the eating as a group so the edible attribute is not limited. If the non player
entity interaction were deregulated they would more consistently perform group or horde actions.
They will of course swarm a player, what ever the attribute is that allows simultaneous player attack can it be added to non player entities.
The way to view it in action, is to DM, set everything to attack everything else, and be invisible, and just watch. I do this to test my setting
adjustments to know if I need corrections to flow and relationships.
Player placed Blocklights including torches create light at night, that excess light should attract wandering zombies because of Sight, they would
get curious and bang on the door or windows or walls, those close to the light source, which should attract other zombies that hear the sound. It
would make it a more interactive system instead of feeling like parallel independent systems.
outside. So for me it feels that a few things may be missing from AI reactions or interactions in the outer world.
The first would be a reaction to sound as well as sight. Everything you do ingame has a specific level of sound. Presently
sound is mostly used with guns which in turn are mostly used to raise heat level. Secondarily is POIs. I am speaking mostly
of the outside area, going into pois are primarily dependent on triggers like volume, errant trash, breaking things like
windows or walls. Outside it is sight, Zombies making attacking sounds do not draw other zombies to the area, it's the
other zombie seeing the target If isPlayer and or is EntityAlive.
Player made heat does not attract zombie ai in itself, but acts as a trigger to spawn scout hordes. Player torches do not,
cause errant zombies to approach an area, either by sight or heat. Torches cause the ai to approach a character if they are
carrying the torch in the active slot. So the sight mechanic is not being used to it's full potential.
Maybe the decoy class can be incorporated with sound level, Decoy works well and consistently for rocks. If it were added
to sound level then running, felled trees, breaking boulders, chopping wood, etc. Things that generate sound would attract
attention more often, and make it a more consistent part of environmental play. In POI's it would also mean a more active
use of stealth, so breaking a closet with an arrow, opening a can of food or opening drawers, may stir dormant zombies.
Crouching should lower (light level sight range) but not the actual sound of a hammer on materials. You are swinging at the
same pace, and gain damage and resources at the same rate. Externally a zombie coming after a target that is obscured from
view would attract wanderers within an area, potentially causing a horde.
Here is a riddle: How many zombies does it take to kill a mountain lion; the world may never know, because they only do it one at a time.
It becomes turnbased action. But they will all join in the eating as a group so the edible attribute is not limited. If the non player
entity interaction were deregulated they would more consistently perform group or horde actions.
They will of course swarm a player, what ever the attribute is that allows simultaneous player attack can it be added to non player entities.
The way to view it in action, is to DM, set everything to attack everything else, and be invisible, and just watch. I do this to test my setting
adjustments to know if I need corrections to flow and relationships.
Player placed Blocklights including torches create light at night, that excess light should attract wandering zombies because of Sight, they would
get curious and bang on the door or windows or walls, those close to the light source, which should attract other zombies that hear the sound. It
would make it a more interactive system instead of feeling like parallel independent systems.