Question about the new scent mechanic in multiplayer

drgnkght

Refugee
I posted this question in the comments of a JaWoodle YouTube video about the v2.5 EXP release, but it didn't get a response from anyone. Presumably, no one knew. So I thought I'd post it here as well. My question was about the smell mechanic in multi player. Do other survivors "smell" you as well? For instance, does a smelly survivor show on the HUD or map when you're in range of their scent?

I don't really play multiplayer 7days, just curious.
 
I posted this question in the comments of a JaWoodle YouTube video about the v2.5 EXP release, but it didn't get a response from anyone. Presumably, no one knew. So I thought I'd post it here as well. My question was about the smell mechanic in multi player. Do other survivors "smell" you as well? For instance, does a smelly survivor show on the HUD or map when you're in range of their scent?

I don't really play multiplayer 7days, just curious.
Believe the smell mechanic is reserved for just the zombies.
 
I posted this question in the comments of a JaWoodle YouTube video about the v2.5 EXP release, but it didn't get a response from anyone. Presumably, no one knew. So I thought I'd post it here as well. My question was about the smell mechanic in multi player. Do other survivors "smell" you as well? For instance, does a smelly survivor show on the HUD or map when you're in range of their scent?

I don't really play multiplayer 7days, just curious.
only for interacting with zombies
 
so in PVP could a few people activate their smell and drag a bunch of zombies to a rival camp. Run around until their smell dissipates and then try and sneak off?
 
so in PVP could a few people activate their smell and drag a bunch of zombies to a rival camp.
Sounds plausible, carry a bucket to wash the smell off at will. But it prolly isn't that strong of a tactic, the loose zeds don't do much it the targets aren't there, and if they are, well; they're probably horde -ready and should be more worried about the human attackers anyway. With smell you might gain an easy way to draw things in, but all the zeds are pointing to your direction so it's not exactly stealthy.
 
Sounds plausible, carry a bucket to wash the smell off at will. But it prolly isn't that strong of a tactic, the loose zeds don't do much it the targets aren't there, and if they are, well; they're probably horde -ready and should be more worried about the human attackers anyway. With smell you might gain an easy way to draw things in, but all the zeds are pointing to your direction so it's not exactly stealthy.
I don't think you could do it with a bucket. Faatal said something like 75% or 95% immersion in water (I forget the exact amount) to remove smell. And the smell returns within seconds after you exit water if you're still carrying the raw meat. Water is more for smell after eating and still would require more than a bucket of water. I don't play PVP in this game, but it might be an interesting tactic if it worked.
 
Why is it disappointing when you don't play multiplayer?
Because it seems logical that other players should be able to detect a smelly player if the zombies can detect them from a 100 meters away? I was just curious if TFP took the mechanic to its (to me) logical conclusion. According to the other posters, they didn't. I think it's a wasted opportunity that it doesn't work that way. Therefore, I'm disappointed.
 
Because it seems logical that other players should be able to detect a smelly player if the zombies can detect them from a 100 meters away? I was just curious if TFP took the mechanic to its (to me) logical conclusion. According to the other posters, they didn't. I think it's a wasted opportunity that it doesn't work that way. Therefore, I'm disappointed.
Why? Even a really bad smelling person can't be smelled unless you're really close to them or in an enclosed space. There are few things that a person can ingest in some way that can cause a smell at a large distance, but very little. On the other hand, zombies are kind of animal-like and seem to have the ability to smell things at a distance. That is pretty common in shows and books - either increase smell, increased hearing, or both. But just because they can smell stuff doesn't mean a person can. And I doubt most PVP players would want that and anyone not playing PVP doesn't have any use for that.
 
Why? Even a really bad smelling person can't be smelled unless you're really close to them or in an enclosed space.
Back in the day, when I was serving in the 101st, we had some 45 day training missions, where IIRC, we got a chance to bathe at most once a week. All of us reeked, but at less than a football field length.
There are few things that a person can ingest in some way that can cause a smell at a large distance, but very little. On the other hand, zombies are kind of animal-like and seem to have the ability to smell things at a distance. That is pretty common in shows and books - either increase smell, increased hearing, or both. But just because they can smell stuff doesn't mean a person can. And I doubt most PVP players would want that and anyone not playing PVP doesn't have any use for that.
OK, now I have to put this out there.

I don't want to hurt folks feelings, but this whole 'smell' mechanic is just nuts.

Remember where I posted when I was on an extended field problem, with little to no chance to bathe? That was 100+ guys living in the field. Has anyone gone into an abandoned home, where an animal crawled in, died over the winter, and then rotted come spring/summer?

Now we are supposed to suspend our disbelief, and accept that a bunch of walking dead, rotting human and animal corpses, can smell anything but their own putrefaction?

Naw dude naw.

What might be a good ingame use, would instead be, the surviving, living 4 legged predators, instead of the rotting dead, being able to smell us, the human survivors, and...
 
Now we are supposed to suspend our disbelief, and accept that a bunch of walking dead, rotting human and animal corpses, can smell anything but their own putrefaction?
There's a certain logic to this. The smell you constantly smell gradually ceases to bother you. If you dry fish near your home, after a month you'll almost completely lose the smell of fish. If you go on a long hike, you'll usually no longer notice the smell of sweat upon your return. Meanwhile, you'll still be able to distinguish all other odors quite distinctly.
 
There's a certain logic to this. The smell you constantly smell gradually ceases to bother you. If you dry fish near your home, after a month you'll almost completely lose the smell of fish. If you go on a long hike, you'll usually no longer notice the smell of sweat upon your return. Meanwhile, you'll still be able to distinguish all other odors quite distinctly.
Well, I think your missing the point, but that's just my opinion. if the walking dead are dead, they stink to high heaven, and we (the living) should be the ones smelling them a mile away, not the other way around.

Did you have any thoughts about the 'smell' mechanic being instead used to steer the 4 legged living animals at the human survivors? Rabbits and Chickens aren't going to be chasing down a fresh meat toting human hunter, but the game could use a feature that makes hunting the 'big game' easier, and the smell mechanic could be used to this end.

Any thoughts?
 
if the walking dead are dead, they stink to high heaven, and we (the living) should be the ones smelling them a mile away, not the other way around.
Logically, this should work both ways. Zombies sense fresh blood and meat, while the living sense carrion. But this is a programming question: how should the game warn the player of zombies' proximity? We can already hear them approaching, since they don't move silently. Adding a scent warning would be unnecessary.

The current smell idea seems good to me. But should plant foods smell? Like, say, if I ate fried corn. That's not meat or blood.
 
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