PC Why are the pimps no longer going to implement the Behemoth?

I'm hoping AI improvements will help carry the weight of the lackluster difficulty curve. The behemoth was the equivalent of fixing the AI problem using a sledgehammer. "Our zombies are dumb as rocks and easily handled by any experienced player due to their terrible AI. So lets just make a giant monster that ignores the player's well thought out defenses and steam rolls through everything anyways." That was a crap solution and would not have been fun to play against. We need zombies that are better able to adapt to simple defensive strategies in some way. Not ones that ignore them all together.

 
i agree. we need larger hordes of normies. and normies that are a bit smarter - and are willing to dig through anything if you give them long enough. these are the zeds from all the zombie movies.
not necessarily "up-leveled" zeds.
Pretty much my view also.

Bandits I'm all good with - it makes sense there'd be other survivors and that not all of them would as nice and sociable as I am.

Ultimately though, I'd like to be worried about being overrun by a TRUE horde of zombies, that, despite their lack of intelligence are an issue just from their sheer numbers, than having them break through reinforced concrete.

 
I think more zombies at one go would solve the issue with needing strong Zeds. However. That's not going to happen easily.

Even with high end computers, as soon as you run reasonable graphics, and have a base with electricity, you're not going to be pumping out more than maybe 30 concurrent zombies at one go without seeing drastic FPS reductions. In my early A16 testing I went from 140 fps down to 40 when I had 60 zombies, just out in the desert, no electricity, no base, nothing else. For the average player's computer, 15-20 is probably already high.

So if you can't make more zombies, you need tougher zombies. I think they did pretty good in A16 with radiated. What I wish though, is that they implemented stun and decaps on cops, even at a very reduced rate, so that they are not so OP super spongy as they are. Right now 1 radiated feral cop is worth a wave of zombies by himself, due to high HP, stun/decap immunity, healing, AND he'l explode for a big area damage if you fail to put him down fast enough at the end.

So Behemoth would been nice, but since it shouldn't have come more than very once in a while (or per quest?) other things still are needed, so him not showing doesn't really alter the fundamentals :)

/V - Quick Tips N Tricks - Working TV using Electricity!

 
The sum of a horde should be greater than its individual parts. A wall of zombies should be harder to defend against than a stream of a similar number of zombies.

My solution: make zombie damage increase based on the number of other zombies within a certain radius of them (configurable, hopefully).

 
Ya know what hasn't been mentioned in a while... The necro zombie.
Was that the one who was supposed to go feral after they ate the body?

Or the one who was going to raise the already killed zombies. That sounds HELLA troll-y. No thanks.

 
I don't really miss the behemoth myself. I don't really like that ziplines were cut, however.

I do understand though that feature creep is becoming a problem, so it's probably better that they were cut, as I can see how both features would be at the bottom of the list, and neither are very important to the core game IMO.

I don't think there it is entirely pandering to potatoes here... I see people with pretty beefy computers run into serious performance issues with a moderate amount of zeds in game at the same time. I love the game, but it isn't anywhere near an optimized state... and I say it that way as I HOPE the TFP will be able to optimize to improve performance significantly. My fear is that they can't due to the way the game is built and the massive amount data bouncing around out in their voxel world.
BTW... I think someone should start a chip hop band named "Pandering to Potatoes"...
Quoted for truth, this game is already resource extensive, and being a voxel game is a big part of that.

Also I gotta know, what's chip hop? Is it like hip hop mixed with chiptune, or is it glitchhop but with more chiptune elements?

 
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Zombie Bear is an OTT behemoth anyway, and I'd like to see it scaled down or ditched as well. It's total nonsense as it's implemented currently. Just a bullet sponge (or in my case explosive bolt sponge) with a (thankfully) faulty attack.

The last one pushed me through a wall, thankfully aiding my escape. While I survived 2 of them at once, it was total BS from the moment they were spawned in.

 
I don't know what people have against making the end game more difficult. I'm sure if you're that bad at the game they'd make it so you could turn it off in the options. As it currently stands the PVE threat in this game is really weak, there really needs to be something added to spice it up a bit. All you need to do is climb a building and put down some spikes around it and you're safe for the first 3-4 hordes. Where is the fun in that? I'm guessing a lot of the people saying its "retarded" are PVP players that dont care about the PVE enemies.

I'd be happy to pay for some extra content though if they ever do decide to add it after the game is released. Maybe a 'prepare to die' edition with some cool new enemies and weapons that make PVE a real challenge.

 
Well, that sound like an ignorant post.

It's not that people don't want more difficult end game content. They just wouldn't like it to be giant from a fairytale. There are more coherent ways to deliver the difficulty.

You could make the game harder with upcoming buff system. For example, you would have to melee attack a military zombie with a club to remove the helmet before you would do any regular headshot damage. It would make sense that there would be military zombies around and that their armor would add protection to body parts. Why and where would the behemoth come from though?

Hopefully we get AI updates also at some point.

 
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How is it ignorant? People are always complaining about tfp making the game harder, when all they have to do is change the settings to easy mode instead of complaining.

Also not sure what you mean about fairytales, large zombies have been in all sorts of zombies games, Resident Evil, left 4 dead and Dying Light to name a few off the top off the top of my head. I think they gave a bad first impression when they mentioned aliens, but there's no reason the larger zombies couldn't be a biological weapon gone wrong that ties in with the lore they have started with the pharmaceutical tower.

I mentioned it before, but i think it would be really cool if at the top of the tower there was a really big containment tank with the glass broken and blood all over the place to suggest there was a big threat out there. It would create a lot of tension wondering when this enemy might attack you and you'd have a reason to build a really strong base with loads of turrets etc. At the moment its pointless putting any energy into building a decent base for pve.

The buffed zombies would be a step in the right direction, but how does that stop you climbing a building and being completely safe for the rest of the game?

 
I think all of this would be solved if they just implemented the Workshop on Steam. Let your players create content for the game and let us pick and choose what we want in it.

 
I think all of this would be solved if they just implemented the Workshop on Steam. Let your players create content for the game and let us pick and choose what we want in it.
If they did that at this stage of development it would cause more problems, more frustration, more confusion, and more hatred than any one behemoth could ever have inflicted.

Imagine 300+ workshop prefabs, items, entities, texture packs, etc that no longer work after A17 drops. You think every workshop author is going to go back to update? All it takes is one guy to click on a workshop item to add to his game and have it wreck his save and there is a bad review.

Someday.

 
If they did that at this stage of development it would cause more problems, more frustration, more confusion, and more hatred than any one behemoth could ever have inflicted.
Imagine 300+ workshop prefabs, items, entities, texture packs, etc that no longer work after A17 drops. You think every workshop author is going to go back to update? All it takes is one guy to click on a workshop item to add to his game and have it wreck his save and there is a bad review.

Someday.
Yep, heck Fallout 4 updated 3 weeks ago and I couldn't play my save for 3 weeks until all the mods I used were updated to work with the new build.

 
If we implement stuff like that it would be nice with a server toggle allowed to toggle between classic zombies and classic + special zombies.

 
If we implement stuff like that it would be nice with a server toggle allowed to toggle between classic zombies and classic + special zombies.
That's really easy to do already with a basic XML tweak

 
If we implement stuff like that it would be nice with a server toggle allowed to toggle between classic zombies and classic + special zombies.
As Brian said, you can edit the XML files to do that already. Check out entitygroups.xml for the lists of zombies and spawning.xml to figure out where those lists are used.

 
I think all of this would be solved if they just implemented the Workshop on Steam. Let your players create content for the game and let us pick and choose what we want in it.
What's stopping anyone from already doing this?

We have mod support.

If they did that at this stage of development it would cause more problems, more frustration, more confusion, and more hatred than any one behemoth could ever have inflicted.
Imagine 300+ workshop prefabs, items, entities, texture packs, etc that no longer work after A17 drops. You think every workshop author is going to go back to update? All it takes is one guy to click on a workshop item to add to his game and have it wreck his save and there is a bad review.

Someday.
The Steam Workshop kind of sucks, it's always a mess in my experience. There's always something with the Steam Workshop; regardless whether you're just installing mods or distributing them.

 
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