What people need to understand is, zombies don't avoid traps because they are traps. They avoid them because they are obstacles. Spikes have to be climbed over because they have a height. That takes time, so they go around. Gazz has a simple way around that, but I'm not telling.I'm all about fixing bugs. And some exploits, like the frames giving more burn time than the wood used to make them.
But trying to defeat players with ai is not only a losing battle I think it's a poor use of the devs time. Players will always figure out a way to cheese.
I agree with you, its dumb to have zombies avoid traps. These aren't even zombies anymore. Zombies are supposed to be a force of nature, not thinking beings. Save that stuff for the bandits.
A16 zombies did not spawn in a 360. I think it was about a 90 degree angle with some other variation. A17 does pretty much the same thing, but path grid following may lead to more clustering than before. More varied attack angles is on my todo list and hopefully will be done next week.A16Blood moon starts, zombies spawn a distance away from the player in any of the possible 360 degree directions and use their AI to attack. This results in threats coming from all sides and zombies were 'dumb' enough to do the following;
A17
Blood moon starts, the zombies spawn a distance away from the player from one direction chosen at random and use their AI to attack. This results in threats coming from one direction and the zombies use their 'advanced' AI to do the following;
I'm curious to see what changes are made. I'm not so sure that zombies ALWAYS path around traps. For now you can make a small maze out of wood if you want and as long as on one end is and open path to you (no closed doors) the zombies will walk over barb wire and through blade traps to get you.What people need to understand is, zombies don't avoid traps because they are traps. They avoid them because they are obstacles. Spikes have to be climbed over because they have a height. That takes time, so they go around. Gazz has a simple way around that, but I'm not telling.
There are many tweaks and variations that will be coming for AI, but I still have bugs to get to first, like pathing not working with glass blocks or recently added vehicles not saving on server reset, which are now fixed. The AI ramp loop has been addressed, which has a variation now that makes it less predictable.
My base is a huge bunker with a slope leading from the ground to it's entrance. I notice the zombies walk down the slope hugging either wall. I can easily snipe them as they walk down. Keeping the ammo supplied is the harder part than killing the zombies sometimes.Agreed. They spawned from the southwest corner to the northeast corner of our square base day 63, then converged on a single point. Not sure how that point was determined, though.
I stand corrected Faatal. I try and be as accurate and concise as possible but subjective experiences and a sample size of 1 can lead to inaccuracies. I think having that increase in attack angles will do much to make the Blood Moon Horde more like a bunch of hungry zombies and less like a death star unit of Stormshield and Thunderhammer Terminators deep striking into your nether regions. Especially if the new height/ramp weighting and other tricks also address player movement inspired circling/kiting.A16 zombies did not spawn in a 360. I think it was about a 90 degree angle with some other variation. A17 does pretty much the same thing, but path grid following may lead to more clustering than before. More varied attack angles is on my todo list and hopefully will be done next week.
Sounds good but I am assuming by wave you mean each time new entities are summoned to replace those killed or despawned for whatever reasons. *Like players fleeing in terror...*The first pass will probably be an alternating 180 spawn for each wave, but maybe with some randomness. Maybe a +120 angle each wave.
I also want to experiment with cost variations of distance vs block health.
Is it ok if I read this in John Madden's voice? I love John MaddenThis poll is so evenly split it is amazing.
Bloodmoon behavior of A17 zombies really seems to be the sticking point for most people who hate A17 zombies.
POI exploration seems to be held favorably thanks to the new A17 behavior.
Most people are hoping for a mixture going forward and not wanting the fact that the zombies know where you are to be so blatant and obvious.
John Madden is a gift to Football and comedy. So many happy times regardless of how the teams were doing...I voted current because I like scary zombies and nothing's scarier than running upstairs into a house and having a few zeds follow me in.
The 16 zombies were infuriatingly dumb and illogical. They ran in circles and often wouldn't even go after me if i ran in circles enough.
I don't build ramp bases or cheese bases so none of the tactics people impose on themselves bother me. They are often NOT predictable to me at least. And I like it like that. The zombies are probably my most favorite aspect of 17.
Is it ok if I read this in John Madden's voice? I love John Madden
Thanks Richard for the explanation. I just woke up so not fully awake but am I missing something or did you mean to say A16 and not A17? Maybe I'm miss reading it will look again in a few.fixed
With all due respect Richard, it's not that the new zombie AI is too difficult; plenty of people have demonstrated ways to cheese this AI just as badly as that of A16. The problem is their behavior in itself. Zombies should not be master structural engineers, piling onto a single weak spot in your base in a completely robotic fashion. They should not avoid traps. This AI makes base building extremely boring and wipes out any element of creativity in base design. While I'm sure I could load up on guns and endlessly plink into a conga line of jackhammer-wielding robots it is *boring*. It's unintuitive. It's unbelievable. Please remember that these are zombies and should behave like zombies.Not sure why a poll was needed for a self evident thing like this. A16 lacked challenge, zombies spun in circles stuck on small world details, you could avoid zombies on a the smallest safe place 2-3 meters up, you could cheese the game digging underground. If the game is too difficult you can always turn down the difficulty a lot of ways never run, novice difficulty.
If we can't get zombie AI good we can't do human bandit enemies so the debate is really moot.
Cheers Richard
With all due respect, if you read what he posted you will see that he is saying that they are getting ready for bandits with the AI improvements. It is easy to restrict smart AI and make entities behave stupidly but it is impossible to enhance dumb AI to make entities behave intelligently. The A16 code could not have handled bandits but the A17 code will be able to handle bandits and zombies.With all due respect Richard, it's not that the new zombie AI is too difficult; plenty of people have demonstrated ways to cheese this AI just as badly as that of A16. The problem is their behavior in itself. Zombies should not be master structural engineers, piling onto a single weak spot in your base in a completely robotic fashion. They should not avoid traps. This AI makes base building extremely boring and wipes out any element of creativity in base design. While I'm sure I could load up on guns and endlessly plink into a conga line of jackhammer-wielding robots it is *boring*. It's unintuitive. It's unbelievable. Please remember that these are zombies and should behave like zombies.