I've seen constant changes to Zombie AI in response to the exploitation of the minority race of players who choose to embrace said exploits. I don't think that trying to fix the problem by changing how AI works in its entirety is the solution.
As a long time player with more than 1700 hours invested:
I come here to offer a few suggestions in regards to what TFP can do with Zombie AI in this game to improve things while keeping the game fun and entertaining:
Here are some (basic) ideas that I think would make the game experience more diverse without greatly hindering development. some of these AI mechanics already exist or existed in previous versions of the game:
----ZOMBIE AI TYPES: All of these could be implemented with % chances for each zombie to have the specific type of AI pathing. This would diversify the all-too-uniform Zombie AI and make any singular base building strategy moot:
1) Dumb zombies = Instead of trying to find the best path to the player, they simply bash on anything that's between them and the player.
2) Smart Zombies = Path the easiest route to the player and can actually open doors that are not locked.
3) Stealthy Zombies = Strive to keep out of the player's Line of sight while bashing holes in obstacles to open pathways to the player.
----ADD SPECIFIC AI BEHAVIOR TO SPECIAL ZOMBIES:
1) Spider zombies should be able to climb and cling: Just think if spider zombies could also scale walls AND crawl upside-down on ceilings! (IE: Giving Spiders a "Sticky" mechanic so it's impossible for them to fall off of blocks.
2) Screamers = Will summon more powerful zombies and Ferals for each consecutive failed attempt to close the distance between themselves and the player.
3) Bomber zombies who can't reach the player within X amount of time will instead path to a supporting part of the structure that player is standing on and "Detonate" themselves.
4) Engineer Zombies - (those ones in the tech outfits) can randomly disable powered defenses for short periods of time by maintaining proximity to the device, allowing other zombies to pass the danger zone unscathed.
5 ) Cop Zombies - If these big baddies fail to reach the player on foot within a realistic timeframe then they should instead start spamming their projectile vomit at any supporting structure that is keeping them from reaching the player.
6) Zombie Dogs and Zombie Bears should be the only zombies capable of digging but they should do so at a much faster rate than the current zombie digging speeds.
This is a small example of how I think Zombie AI could be improved to create a more immersive (and less Fix-like) theme for 7 Days to Die.
As a long time player with more than 1700 hours invested:

Here are some (basic) ideas that I think would make the game experience more diverse without greatly hindering development. some of these AI mechanics already exist or existed in previous versions of the game:
----ZOMBIE AI TYPES: All of these could be implemented with % chances for each zombie to have the specific type of AI pathing. This would diversify the all-too-uniform Zombie AI and make any singular base building strategy moot:
1) Dumb zombies = Instead of trying to find the best path to the player, they simply bash on anything that's between them and the player.
2) Smart Zombies = Path the easiest route to the player and can actually open doors that are not locked.
3) Stealthy Zombies = Strive to keep out of the player's Line of sight while bashing holes in obstacles to open pathways to the player.
----ADD SPECIFIC AI BEHAVIOR TO SPECIAL ZOMBIES:
1) Spider zombies should be able to climb and cling: Just think if spider zombies could also scale walls AND crawl upside-down on ceilings! (IE: Giving Spiders a "Sticky" mechanic so it's impossible for them to fall off of blocks.
2) Screamers = Will summon more powerful zombies and Ferals for each consecutive failed attempt to close the distance between themselves and the player.
3) Bomber zombies who can't reach the player within X amount of time will instead path to a supporting part of the structure that player is standing on and "Detonate" themselves.
4) Engineer Zombies - (those ones in the tech outfits) can randomly disable powered defenses for short periods of time by maintaining proximity to the device, allowing other zombies to pass the danger zone unscathed.
5 ) Cop Zombies - If these big baddies fail to reach the player on foot within a realistic timeframe then they should instead start spamming their projectile vomit at any supporting structure that is keeping them from reaching the player.
6) Zombie Dogs and Zombie Bears should be the only zombies capable of digging but they should do so at a much faster rate than the current zombie digging speeds.
This is a small example of how I think Zombie AI could be improved to create a more immersive (and less Fix-like) theme for 7 Days to Die.
Last edited by a moderator: