PC YooHoo, zombies oh, where are you?

I wouldn't compare to A17. A17 didn't have enough outside and too many inside. A16 had a decent amount. A15 was best I think.
Agreed on all fronts. We now have too few inside and outside. When 4 players enter a POI and encounter a half dozen zombies in total....YAAAAWN

 
I wouldn't compare to A17. A17 didn't have enough outside and too many inside. A16 had a decent amount. A15 was best I think.
The point of my post wasn't the comparison of zombie counts with another version. It was the comparison in this version of the better numbers myself and some others are experiencing to another set of people who are getting far less.

 
The biggest wandering horde I've seen was about 10 zombies. Do you consider that a decent amount? I consider it puny and pathetic, at least compared to A16.

My main problems is probably that I started this playthrough on default everything and they seem to have massively nerfed difficulty in this version. This is BY FAR the easiest, less threatening alpha by a long way. Haven't come close to dying yet, except when I tried taking on a pig on day 1 and when my mine collapsed.

 
The biggest wandering horde I've seen was about 10 zombies.
That's about right. According to the XML, the largest possible is 11.

The animal wandering hordes range from 2 (zombie bears) to 8 (vultures).

The others range from 5 to 11.

A few could be nasty like 9 soldiers, 8 vultures, 8 bikers.

Of course the possibilities and combinations of zombies are endless by editing the xmls.

However, the number is limited by the defaults they were given for the sake of performance. We can beg and beg for more in the wandering hordes, but if the majority of the player base cannot handle the performance impact, it just will never happen.

I think what they really need to do is to make a few low-level generic zombies with a basic and very dumb AI, and then add like 10 of these generics into every wandering horde to just act as like a filler.

What I don't like about hordes in general in this game is that there just aren't enough zombie types. The types that do exist are too easily identified. When you get a horde with too many of one type, it just looks bad. The generic zombies could be all heavily decomposed, have drab coloring and torn clothing. Throw in just one or two of each of the classic zombies and you end up with a nice mix.

 
That's a bs argument that Joel makes too, because the game allows for how many on horde night? 64 by default?

...that tells me the design of the game says "64 is the limit for performance".

 
would love to see maybe a setup like days 1-4 (zombie level normal {what we have right now}) days 4-6 (zombie level more {like 25% more}) and on day 7 (zombie level high {50% more}) so it'd be like that every blood moon cycle, like they gather over time to wreak whatever life they smell/hear nearby (you)

This would allow ~4 days to rebuild and focus on looting ~2 days to repair Blood Moon base and finish finding what you'll need for the night ~ 1 whole day you can dedicate to fighting Zeds purely for XP and finally Blood Moon night, followed by the calm 4 days again

those %'s also increase the chances of wandering hoards (in my perfect world that is, idk how this would look as a code, other than logging every few days to increase spawns and back to lowering them every few more days)

 
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I wouldn't compare to A17. A17 didn't have enough outside and too many inside. A16 had a decent amount. A15 was best I think.
If you tell that to Joel (like I did, tried to explain why I love A14) then he calls you nuts and other players calling you a troll..."Yeah, nice response Joel, good job. Well, your game gets more and more boring.".

They put too much focus on horde nights instead of having good amounts of outside zombies like in old alphas and there is that poor excuse named "it's bad for performance". I can easily go in Diersville and fire in the air without caring a bit or attracting any attention, the game is empty and boring.

No matter how much you modify the spawning.xml, you still can't get lots of zombies outside like in good old times, truly disappointing.

 
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That's a bs argument that Joel makes too, because the game allows for how many on horde night? 64 by default?
...that tells me the design of the game says "64 is the limit for performance".
It doesn't make sense to me either.

I also don't understand how they've been determining what the target for performance is when they are just now realizing they need low end computers to test on.

 
The biggest wandering horde I've seen was about 10 zombies. Do you consider that a decent amount? I consider it puny and pathetic, at least compared to A16.
My main problems is probably that I started this playthrough on default everything and they seem to have massively nerfed difficulty in this version. This is BY FAR the easiest, less threatening alpha by a long way. Haven't come close to dying yet, except when I tried taking on a pig on day 1 and when my mine collapsed.
I don’t agree. If anything, A16 was the easiest start. Maybe more zombies, but also quicker progression, so they were less threatening.

The catch 22 with A18 is that you start with awful quality weapons, which make it hard to kill zombies, but then you progress by killing zombies. They provide so much more XP than any other activity, that it’s really the only way. I really do wish they would bring back the massive wandering hordes though. Those were terrifying, and depending on your load out, sometimes you had no choice but to run for your life.

 
I am really hoping that gamestage will ramp up zombie numbers as well as zombie types. If it doesn't then when the player gets to top tier items and fully fleshed out perks, the game is going to be an absolute joke on all difficulty levels.

In addition, the new preemptive swing the zombies now have is so easy to exploit I am not getting hurt any more. At All. Melee has never been easier (once you get it down, I had t adjust, but now that I have....lol).

Like I said in another thread, I am feeling so unthreatened that I am going out at night to do stuff, which we've never really done before.

 
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Gamestage does ramp up the z types and numbers.

On my first playthrough i decided to do an early Shotgun messiah factory raid.

Felt almost empty with a few workers here and sum dogs there. Even ontop of the roof where the Z's last stand is supposed to be were only 2 feral workers and rest fat hawaiians and Mommas. Later on a week or so after looting many many houses and doin almost nothing but quests i had the T4 quest to raid that same SM.

It. Was. Nuts.(positively) By that time i got myself an Lvl5 Ak47

Lvl5 smg lvl 4 Pumpy lvl5 M60 and i had two stacks of ammo each when entering.

Came out with only the last few shots left in the magazines and a whopping 7 levels more on my Back and a bunch of nice Armor and Weapons.

Im having a good time

 
The new death penalty doesn't help either. It sounded great on paper and I was on board, but the net result is dying allows my GS to stay low so there are limited threats, but the massive amounts of loot you can acquire allow me to bulk up on super armor and super weapons, plus plenty of ammo.

It was probably too early in the release for me to start my "a18 is too easy" rant but um, it really is too easy. If I have to wait until day 80 to get a decent threat, that's a flaw. "Think of the new players" isn't a good argument either, because every single one of us on this forum was a new player, and we managed to get through it. Hell, sounds like a lot of us reveled in it.

 
So far 18 has got a lot right. The dealbreker is ALWAYS going to be z numbers. Its better with fewer inside now, but, yet again, numbers are decreased outside.

Zombies have to be a constant threat, as wandering hordes used to be. There are valid reasons for less in small places and country etc,but towns and cities should have constant numbers posing a threat. Even spawning half of the max on a rolling basis would give some sort of impression of numbers.

The game does look to be heading back in the right direction, but those numbers are a worry seeing as they will need to be cut to accommodate bandits and npcs when they finally arrive.

 
The new death penalty doesn't help either. It sounded great on paper and I was on board, but the net result is dying allows my GS to stay low so there are limited threats, but the massive amounts of loot you can acquire allow me to bulk up on super armor and super weapons, plus plenty of ammo.
It was probably too early in the release for me to start my "a18 is too easy" rant but um, it really is too easy. If I have to wait until day 80 to get a decent threat, that's a flaw. "Think of the new players" isn't a good argument either, because every single one of us on this forum was a new player, and we managed to get through it. Hell, sounds like a lot of us reveled in it.
Have you tried turning up the XP modifier so you level faster and get a higher GS faster?

 
I just ran/walked 1,45 km through mostly burned forest. Picked up a drop and then ran back.

Encountered Z's...... None but one growling way in the distance.

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Have you tried turning up the XP modifier so you level faster and get a higher GS faster?
Madmole have stated several times that its not a food thing to do that... Then again he said A17 was the best ever and now lifts A18 to the skies...

I for one seriously doubts his judgement.

 
I just ran/walked 1,45 km through mostly burned forest. Picked up a drop and then ran back.
Encountered Z's...... None but one growling way in the distance.

- - - Updated - - -

Madmole have stated several times that its not a food thing to do that... Then again he said A17 was the best ever and now lifts A18 to the skies...

I for one seriously doubts his judgement.
Your point is kind of specious since my suggestion was specific to Guppy since he is saying there is no challenge.

But you are correct, Madmole advised against it for people who might not want the gamestage to go up too quick.

 
The problem with having higher zombie counts is having higher zombie counts.

If we're talking about a city with square areas for POIs, meaning that at every streer you would have a few Zs (so around every POI), it's a problem with bigger cities. When you kill them constantly it's fine, but imagine running around without fighting (travelling through). You will quickly hit the zombie spawn limit, because streets you left behind had a couple Zs and you still have many streets in plain view.

For example, you're standing at 2 streets intersection. You would see Zs on all the streets leading from that intersection (4 so far), the next intersection would surely be in sight range, which means on each of thise 3 roads (4 + 3 * 4 = 16). Let's count 3 Zs on average per street, you got 48 in that proximity alone, not to mention generation of additional Zs when you move into any direction.

Don't get me wrong, i would love that, but it's a matter of: you want consantly 15 Zs in a 20 meter range, be ready to have around 40-50 spawned regularly (to support that). Where is place for sleepers, Wandering Hordes and Random Encounters?

 
You will quickly hit the zombie spawn limit,
Where is place for sleepers, Wandering Hordes and Random Encounters?
Well, if what you say is true for real then I might as well quit now cause its a void and empty world. I have however played mods with way more Z's in. So the big question is, how do they manage to make it work???

 
Gamestage does ramp up the z types and numbers.
On my first playthrough i decided to do an early Shotgun messiah factory raid.

Felt almost empty with a few workers here and sum dogs there. Even ontop of the roof where the Z's last stand is supposed to be were only 2 feral workers and rest fat hawaiians and Mommas. Later on a week or so after looting many many houses and doin almost nothing but quests i had the T4 quest to raid that same SM.

It. Was. Nuts.(positively) By that time i got myself an Lvl5 Ak47

Lvl5 smg lvl 4 Pumpy lvl5 M60 and i had two stacks of ammo each when entering.

Came out with only the last few shots left in the magazines and a whopping 7 levels more on my Back and a bunch of nice Armor and Weapons.

Im having a good time
Wasnt that because you spawned a T4 quest in there? And nothing to do with GS?

 
I remember in A15...walking into a big city.

Being terrified.by hordes of zombies, wondering when the next dog was going to show up out of nowhere. There weren't even any sleepers in the buildings, but you still weren't safe, those things would swarm up to the top of a hotel and be beating on your roof door. Where did we go from that to end up here?

Maybe I'm just out of touch with what the majority wants now? I like the atmosphere of the fear, the knowledge that I don't have enough ammo, or even durability in my weapons to take out the horde. So eventually I have to hide and lick my wounds. I'm not interested in the cheap jump scares and trying to use complicated combat maneuvers to kill a single basic zombie, (which is all you are gonna find out in the outside world now anyways). This is not dying light, and therein lies the magic of the game.

Sure, a normal zombie is pretty easy. It is the most basic enemy in the game. There are other "more difficult" enemies that are in the game at this point to throw in the mix. Nintendo didn't see that goombas were too easy to kill and decide to give them jetpacks to fly around the screen to kill you.

 
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