PC Swung bat to hit zombie ... but it ducked. Scratched me. Infected.

SenLim

Refugee
I don't know how it ducked... some kind of thing on the ground or something.

Wouldn't it be cool if zombies have more brain and can dodge our attacks? Lol.

 
Because the transition animations between standing and crawling aren't in game yet, zombies can flick between standing and crawling instantaneously. This can look like they're ducking, and cause attacks to miss. They also get an instant attack when changing stance, which can catch you off guard.

I tend to avoid fighting anywhere there's a low ceiling. Doorways and the edges of attics with peaked roofs can be particularly bad.

 
Because the transition animations between standing and crawling aren't in game yet, zombies can flick between standing and crawling instantaneously. This can look like they're ducking, and cause attacks to miss. They also get an instant attack when changing stance, which can catch you off guard.

I tend to avoid fighting anywhere there's a low ceiling. Doorways and the edges of attics with peaked roofs can be particularly bad.


Problem with this is that they sometimes duck even when there is enough room to stand for them, like when there is just a small block like a plate or sheet above them. Wich wasn´t too big of a deal until they introduced the permadeath setting. Now it´s actually unfair to die due to a zombie ducking when they actually shouldn´t and there is no way to tell the block causing them to do it is there.

 
Last edited by a moderator:
Why is that unfair, and why shouldn't they duck?

You seem to have a self-serving definition of fair.
In the situation pApA described; they did NOT suggest zombies should not duck, they suggested it was unfair during a permadeath run because

1) the transitions animations are not included
2) crawling cannot be predicted due to the Zombie AI perceived block configuration.

For most players doing permadeath runs, dying to a miss play is acceptable, dying to janky animations, or a bug (e.g. caught in wall or floor) not so much.

 
Why is that unfair, and why shouldn't they duck?

You seem to have a self-serving definition of fair.


You are in a POI and there is a plate or some other hard to spot block above the zombie. (No one checks every single spot in a POI if there is something small that will make a zombie duck). Zombies will duck and you will be surprised by that and instead off hitting them you will hit only air and they will hit you. That can be the end of a permadeath run due to a zombie ducking even if there was enough space for him to stand there.

And ast @8_Hussars said, they are instantly on the ground with no time to react due to the missing animation. 

 
Yes crawling is fine as long as it get´s polished. I do want more challenge for the game overall, but not like that. 😛

 
It has to do with the zombie collider, and the invisible air portion of the block.

To zombie ai it still only accesses it as a cube.
The player is allowed to pass through this but zombie ai is not able to.

For visually partial blocks, it allows for variation from minecraftesque
configurations. But, it wreaks havoc on the the pathing state machine.

I figured it out in alpha 16, when we were coding in the 1 block crawl.
Then visually it was more pronounced as they added more blocks. Now if you
put a ladder segment up to a wall , anything other than a full cube and it will
lock in the air.

Either as you all have stated the, transition should be fixed or the colliders
for blocks need to be moved back to where the visual texture is.

It's the same reason terrain does not mesh up with a slanted curb. Adjusting the
block collider to the texture instead of the perimeter could possibly solve both
situations at once. 

 
Last edited by a moderator:
Back
Top