Whats the logic behind eatting and smelling after.

I think I understand why you want it the way it is... if it's only raw meat, people normally get that in the wilderness and once you have a bike, they can put it into the bike and smell will have no impact on them from the raw meat. So you want something that can't so easily be ignored. By adding it to food you eat, you make it so people are going to be affected by it more often and in places where it can be more of an impact, such as the middle of a quest. But that doesn't make that a good choice just because it creates an issue in more "difficult" situations. You could make it so meat products smell and most (or all) fruit or vegetable products don't smell. I don't have data to say for sure, but I think most things people cook on a regular basis use meat (including canned meat). If you made it so non-meat foods don't smell, you give incentive for people to make other kinds of food instead of only meat-based foods. That gives you decent smell mechanics while also improving the variety of foods that people cook. That's not a bad thing.

I can't tell you what percent of people like it as it is and what percent think it needs changed in some way, but there is definitely a strong response here about having smell from certain foods. And the person I play the game with has the same opinion of me about smell and I didn't prompt him for that or give my opinion until he gave his. That's a very, very small data set, I know. But I don't think just brushing off feedback is the best response. Most people aren't saying to get rid of smell. Most seem to like that smell is in the game. But a lot seem to think that it needs adjusted. That's all.
i actually came her to say the same thing. both myself and my bf were thinking it was super weird that something like raw corn(an item that has no attracting force to zombies when on a stalk) would make you stink and attract zombies once you masticated it a bit
 
So for them to target a specific smell, it should mean that it is something they would eat.

Smells that represent sudden and unusual changes in their environment, even if very slight, should attract them. Such are the signs of The Living. The zombies are all possessed with the remains of a human brain. Potentially they catch a whiff of something, and bubbling up from the dead tissue in their brain is "That is canned peaches. New. Freshly eaten. THE LIVING!"

My dogs can tell when I've eaten something recently, even if they weren't around to hear me eat it and I'm nowhere near where I ate it.

Studies have shown that while prolonged heroine abuse has deleterious effects on brain tissue, that olfactory response is sometimes strongly enhanced.

Yeah, I can absolutely make sense of the current implementation and I can do it without digging very deeply into the fantasy underpinnings of zombies.

Still, I think tweaking it would be a good idea. Game-wise the amount of smell should correlate to how beneficial the food eaten has been and it should stack (does it stack? I haven't looked and I can't tell). Except: eating hobo stew should remove smell; it may have a powerful smell, but it smells of rotten meat and zombies should ignore that.
 
A strong sense of smell wouldn't mean they'll chase everything they smell. They can smell things like trees but don't chase trees (at least they shouldn't, but they do in this game... :rolleyes: ). Just being able to smell something doesn't mean they would have any interest in it. They smell each other but don't attack each other. Rotten meat doesn't attract them even though that should have a very strong smell. So for them to target a specific smell, it should mean that it is something they would eat. Meat is a common thing for zombies in books/shows (mostly raw meat and fresh kills, but any meat is acceptable). But fruit and vegetables? I'm not sure that I've ever seen a show or book where zombies were scavengers, eating everything they find. They aren't looting dumpsters and trash cans. They aren't eating plants that are growing. They are targeting living people and fresh kills/raw meat. If they aren't scavengers (animals/creatures that will eat basically anything), then for a smell to attract them, it should be something they'd actually be interested in. I can't see that with fruits and vegetables. They aren't eating your farms even if your farms aren't protected. At least, not unless they are in demolition mode next to them. They aren't attracted to the farms either. So why would they be attracted to your vegetable or fruit food?

In the end, I don't really care. If it remains as it is, I'll disable it. If they improve it, then it will depend on what they do to improve it. If they don't want to hear what people think about it, and what I believe are valid points, then so be it.
What you say makes sense depending on the movie universe, series, or whatever, but how do you know that zombies are attracted to pears and not human activity? Knowing that a certain smell or noise means “free brains!” when I make a certain noise with the spoon in the drawer, my cat is attracted to it and chases me because he knows what it means. My cat doesn't eat steel, you know what I mean? In the end, it doesn't matter, it's a minor detail. As long as the mechanics remain challenging, I don't care whether the pears smell or not.
 
They're also former humans .. while they might not eat pears, they might get hungry from smelling pears. Who knows how a rotting brain works. :)
 
Maybe what they are smelling is not in the can?

Eating releases endorphins, a hormonal response which may have an associated odor. Hyper-excitement due to hunger or obsession can intensify this effect.

Basically, they get triggered upon hearing the can open, then they smell you getting excited about the delicious, 13-year-old pears you are having for breakfast.

Beyond that, if you don't believe that your diet can alter your personal aroma, then you have clearly never taken a cab in NYC.

End of day, everyone is overthinking it.

Eat food make zombie mad, deal with it.

I love it
 
What you say makes sense depending on the movie universe, series, or whatever, but how do you know that zombies are attracted to pears and not human activity? Knowing that a certain smell or noise means “free brains!” when I make a certain noise with the spoon in the drawer, my cat is attracted to it and chases me because he knows what it means. My cat doesn't eat steel, you know what I mean? In the end, it doesn't matter, it's a minor detail. As long as the mechanics remain challenging, I don't care whether the pears smell or not.
Except they aren't attracted to where you were when you ate something (unless you stay there). They are attracted to wherever you currently are. And they aren't attracted to where you currently are if you don't eat, so your activity moving or whatever isn't the cause. You can be a kilometer or more away before the smell wears off if you have a fast vehicle and they'll still get attracted to you, so you can't even say it's because they followed your trail after being attracted to the sound of eating. So it's clearly smell as the name indicates.

I'm not worried about it. I'll disable it for the next game, and maybe even during the current game if it bugs me too much. Those who want it are free to use it. I'd prefer to see it improved so I'd be interested in it, but it seems everyone who doesn't think it makes no sense doesn't want anyone to suggest improving it. <shrug>
 
Except they aren't attracted to where you were when you ate something (unless you stay there). They are attracted to wherever you currently are. And they aren't attracted to where you currently are if you don't eat, so your activity moving or whatever isn't the cause. You can be a kilometer or more away before the smell wears off if you have a fast vehicle and they'll still get attracted to you, so you can't even say it's because they followed your trail after being attracted to the sound of eating. So it's clearly smell as the name indicates.

I'm not worried about it. I'll disable it for the next game, and maybe even during the current game if it bugs me too much. Those who want it are free to use it. I'd prefer to see it improved so I'd be interested in it, but it seems everyone who doesn't think it makes no sense doesn't want anyone to suggest improving it. <shrug>
The smell stays with the character, which is why they chase you until it dissipates. It's not very difficult to understand. If you don't like it, that's fine. I don't like other things. I think people are starting to exaggerate about this. It's a video game! Why did the jars disappear when you drank from them? Did that make more sense? The pears have a radius of 25 meters outdoors and dissipate quickly. I don't know why there's so much drama. People have been asking for the smell to come back for years, and now that it's back and improved, people don't like it.

Those who want it are free to use it. I'd prefer to see it improved so I'd be interested in it, but it seems everyone who doesn't think it makes no sense doesn't want anyone to suggest improving it. <shrug
If they improve it, great for everyone, but sometimes improving it for one person means making it worse for others. If they start cutting back too much on distance, duration, etc.
 
Maybe what they are smelling is not in the can?

Eating releases endorphins, a hormonal response which may have an associated odor. Hyper-excitement due to hunger or obsession can intensify this effect.

So zombies are attracted to the smell of something like human saliva? Interesting.
 
If they improve it, great for everyone, but sometimes improving it for one person means making it worse for others. If they start cutting back too much on distance, duration, etc.
Yes exactly. And that's mostly where "the lot", "the many", "the community", "the majority", "everyone" gets thrown into the argument, while defending a personal preference. Or emphasize what godgamers they are and all systems are moot because "no challenge" /shrug
 
Yes exactly. And that's mostly where "the lot", "the many", "the community", "the majority", "everyone" gets thrown into the argument, while defending a personal preference. Or emphasize what godgamers they are and all systems are moot because "no challenge" /shrug
Taking players' experiences and opinions into account is fine, and I understand that it might seem strange to smell a can of pears, but there are lots of strange or “nonsensical” things in the game. I think it's strange that zombies fly off in an exaggerated way when you hit them with a baseball bat, not to mention with a stun baton.


For me, the smell simply excites the zombies and they detect you thanks to that smell. It doesn't matter if it's pears, the zombie wants your flesh and the smell of pears just makes it easier to find you. Zombies also get excited during the storm. Does that make more sense?
 
First of all, it's a very fun mechanic. You have to put thought into when and where you need to eat. Secondly, I think it's plausible they can smell stuff from a long distance. If I put cat food outside, the coons smell it from blocks away possibly further as well as stray cats and show up like clockwork to eat it, even though they are never ever seen until we put food outside. Dried cat food, nothing delicious and if they can smell it then it's plausible a zombie can smell it. They have a single focus, to eat flesh, so it would be plausible their sense of smell is good to support that.

Finally we wanted to one up the old smell system. It's a lot of fun to only be on during hunting. A lot of interesting player stories can happen now. I didn't have any jars so I drank ditch water, got dysentery, farted and ferel zeds showed up and killed me. It was the best death story ever lol.
 
First of all, it's a very fun mechanic. You have to put thought into when and where you need to eat.
I know and I ■■■■ing love it!!!!
Post automatically merged:

But pears betrayed me... pears 🍐 🍐 🍐 🍐

I would expect zombies to maul me over cat food or beef Jerky but pears?
Post automatically merged:

I'll never trust pears again
 
First of all, it's a very fun mechanic. You have to put thought into when and where you need to eat. Secondly, I think it's plausible they can smell stuff from a long distance. If I put cat food outside, the coons smell it from blocks away possibly further as well as stray cats and show up like clockwork to eat it, even though they are never ever seen until we put food outside. Dried cat food, nothing delicious and if they can smell it then it's plausible a zombie can smell it. They have a single focus, to eat flesh, so it would be plausible their sense of smell is good to support that.

Finally we wanted to one up the old smell system. It's a lot of fun to only be on during hunting. A lot of interesting player stories can happen now. I didn't have any jars so I drank ditch water, got dysentery, farted and ferel zeds showed up and killed me. It was the best death story ever lol.
From what I can tell from the comments, everyone thinks the overall smell system is good, but could do with a little refining.
 
My suspension of Disbelief that helps me get through the night.

Maybe they are just attracted to your life force. Blood, fresh blood
coursing and pumping through your veins is life. Even Vlad and the werewolves
follow that vein of thinking in literature and movies and media. As you
metabolize foods, and you get that "ahh" internal feeling. To them, you then burn brighter,
like a beacon. You just can't see it because you are on this side of the veil. Even Poltergeist,
Lifeforce, and all of the posession based movies and literature, refer to that life force as
being a light.

As you regain your vigor and vitality. You give off an aura, that only they can see.
After all they are nearly as blind as the Astyanax mexicanus, "cavefish". You see it
by example, if you get far enough away, they lose their tracking and frenzy.

Then Faatal's breadcrumbs come into play for a short time.

They are attracted at different levels, Roamers are are the most sensitive to small
changes because, they are the closest to that veil division, and nearly alive. So they are
mobile always searching for their next fix, they feel the most hunger pain. That's why they
are always moaning. Sleepers have lost vitality over time, And are like the depressed version
of zombies, their eyes more decayed, their aural sight has diminished. That is why they stay
in the pois, and closets, they use darkness associated with pois to see the aura. If you run
outside what do some of them do, they go back inside. If you leave a POI they go bac to sleep.
For them energy is waste not want not. Ferals, well, their eyes glow because they are the ones
that made some bad choices in life and have seen what's waiting for them on the other side, so
they are more desperate, they see you as a last chance for escape.

So eating is like stoking a blast furnace, in the middle of a barren plain, on a moonless night.

Smell=Aura, but if they had used Aura as the descriptive. It would have been associated as magic
and fantasy, and not realistic like the walking corpses.

After eating and smell goes away, the aura does not burn as bright, you are not as interesting unless
up close, so they go back to their basic behavior.
 
First of all, it's a very fun mechanic. You have to put thought into when and where you need to eat. Secondly, I think it's plausible they can smell stuff from a long distance. If I put cat food outside, the coons smell it from blocks away possibly further as well as stray cats and show up like clockwork to eat it, even though they are never ever seen until we put food outside. Dried cat food, nothing delicious and if they can smell it then it's plausible a zombie can smell it. They have a single focus, to eat flesh, so it would be plausible their sense of smell is good to support that.

Finally we wanted to one up the old smell system. It's a lot of fun to only be on during hunting. A lot of interesting player stories can happen now. I didn't have any jars so I drank ditch water, got dysentery, farted and ferel zeds showed up and killed me. It was the best death story ever lol.
I haven't really seen anyone saying that the smell system is bad. Some of us just think that certain foods shouldn't smell. In your example of cat food, I think you aren't considering this in your example...

The cat food hasn't been eaten already. It isn't in your stomach. Could they smell it from blocks away if you had eaten it? I really doubt it. They'd have to smell it on your breath, which is definitely not likely from blocks away. And even then, it would only be while you have your mouth open. I've mentioned in another post that having the smell be there for a short time after eating when breathing hard (out of stamina) would make sense and then not have it smell after eating when you have stamina. Or if you stay in the same place as where you ate it, it could leave a lingering smell, but if you left the area, the smell would remain in that area rather than follow you (unless you are breathing heavily, if you wanted to implement that kind of thing).

In the end, I don't think anyone suggests not having raw meat or meat-based food smell. And certain other foods like chili could smell. But other kinds of food don't make much sense. Take corn or potatoes as an example. Zombies aren't targeting your corn or potatoes in your farm, so why are they targeting you when you eat them? We don't have fruit trees, so pears don't have the same kind of example, but pears have very little smell and I can't really see zombies being that interested in the smell of pears. And that example is one that seems to be a common thing people think doesn't make sense.

You could make it so certain foods have smell and others don't, which doesn't worsen the smell system, but instead it makes it more interesting. Why? Because now you have to decide whether or not to make the food you prefer to make (I think most people make meat-based foods unless they are making vegetable stew) or instead make food you normally don't make so you don't have smell when eating it. Having to strategize what you are cooking adds to the smell system rather than taking away from it, imo.
 
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