PC Zombie Numbers

Zombie Numbers

  • Fewer zombies inside. It's not a clown car!

    Votes: 0 0.0%
  • The same number of zombies inside.

    Votes: 0 0.0%
  • More zombies inside. It's an infestation!

    Votes: 0 0.0%
  • Fewer zombies outside. I need my space!

    Votes: 0 0.0%
  • The same number of zombies outside.

    Votes: 0 0.0%
  • More zombies outside. Give me a home where the zombie hordes roam!

    Votes: 0 0.0%

  • Total voters
    0
I really agree with you, and you stated it so well. More variety in POIs and more Zombies outside.

However I also miss the city spawned zombies. Those wandering zombies that spawned in cities when you approached. They made approaching cities risky.

 
Less inside, x100 more outside.

it is necessary that it was dangerous to explore the world and not the houses.

That's how much should be in the Horde Night....or more... ;)

 
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Less poi's and more zombies outside. We shouldn't have free rain to wander freely so much. They traded worry about wandering zombies for jump scares. Hell I don't even need to fortify my base as much.

Poi's are easy now, just open up a door fire a few rounds and make noise. Step 2 is kill them as the come thru 1 at a time. Step 3 loot.

Look around and see if 1 or 2 zombies come from the sides and repeat to the next poi.

 
Less poi's and more zombies outside. We shouldn't have free rain to wander freely so much. They traded worry about wandering zombies for jump scares. Hell I don't even need to fortify my base as much.
Poi's are easy now, just open up a door fire a few rounds and make noise. Step 2 is kill them as the come thru 1 at a time. Step 3 loot.

Look around and see if 1 or 2 zombies come from the sides and repeat to the next poi.
Just curious about how having fewer zombies inside would change your step 1, 2, 3 strategy one bit...?

 
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I would like to see more sleepers not respond to gunshots. It kind of seems cheesy to walk up to a building, fire a shot and the whole building empties out. Having a few still hiding somewhere to jump out at you while looting will keep your heart rate up the whole time. I don’t want to feel safe in buildings that aren’t my base. It’s all about the fear factor for me.

 
As many others have mentioned, what I want most is variability. It makes the world seem more "real".

You might run into a town with little to no zeds. You might run into a town that's overrun with zeds (inside and outside). You might run into a town that has a handful of very tough zeds, or a town with swarms of the more mundane zeds. Zeds inside, zeds outside. Or a town that, for whatever reason, is experiencing an infestation of buzzards. It allows the player to fill in the blanks as to why, for example, a particular town is overrun with biker zeds. It's tough to articulate but it's these differences that give the game more texture / depth.

Right now it feels more "static" than it has in previous versions. Almost rote in some cases. I don't want this to sound too ranty, but some of the zombie placement inside POIs is so "gamey", that it detracts from the overall experience. How did all these zombies get up into the false ceiling? How is there a zombie hiding in every closet?

 
These polls make me nervous.

"Fewer zombies inside"

What we mean (mostly): More variation. Some POIs occasionally are loaded to the brim. Some very few or none at all. Always a surprise, never knowing exactly what will be found inside.

TFP Interpretation Results: Skyscrapers have 2 zombies.

"More zombies outside. Give me a home where the zombie hordes roam!"

What we mean (mostly): Massive wandering hordes. Large clusters gathering in cities. Not necessarily zombies everywhere, variation by biome.

TFP Interpretation Results: A lone zombie spawns in every 10 meters. Roaming hordes removed.

 
Just curious about how having fewer zombies inside would change your step 1, 2, 3 strategy one bit...?
The idea of the strategy is that it's better to fight all the POI's zombies out in the open where you won't be flanked or jumpscared.

If there were a lot of outside zombies, then firing your gun outside would lead to you having to actually fight more zombies than just the ones that come out of the POI.

 
As many others have mentioned, what I want most is variability. It makes the world seem more "real".
For me, I wouldn't mind if there were only one zombie model, so long as it meant I could turn a corner someday and see a herd of a thousand of them trudging towards me.

 
The idea of the strategy is that it's better to fight all the POI's zombies out in the open where you won't be flanked or jumpscared.
If there were a lot of outside zombies, then firing your gun outside would lead to you having to actually fight more zombies than just the ones that come out of the POI.
This^

 
The idea of the strategy is that it's better to fight all the POI's zombies out in the open where you won't be flanked or jumpscared.
If there were a lot of outside zombies, then firing your gun outside would lead to you having to actually fight more zombies than just the ones that come out of the POI.
So now: 15 zombies come out and 1 nearby zombie comes over and you kite them all outside.

Proposed: 4 zombies come out and 12 nearby zombie come over and you kite them all outside.

<shrug>

That^^

If the strategy is to engage the zombies outside by lining them up and mowing them down then does it matter if they started out inside or outside? Still seems to me to be ultimately the same.

 
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So now: 15 zombies come out and 1 nearby zombie comes over and you kite them all outside.
Proposed: 4 zombies come out and 12 nearby zombie come over and you kite them all outside.

<shrug>

That^^

If the strategy is to engage the zombies outside by lining them up and mowing them down then does it matter if they started out inside or outside? Still seems to me to be ultimately the same.
I think they mean to say that they wouldn't use the same strategy all the time if that was the case. If their number inside was random and subsequently smaller on average and the outside was more populated, they wouldn't pull them outside, except if it happened to be too many (which is now the standard).

But all this is meaningless with the "i have no incentive to kill zombies, want loot and xp" line of thought.

 
So now: 15 zombies come out and 1 nearby zombie comes over and you kite them all outside.
Proposed: 4 zombies come out and 12 nearby zombie come over and you kite them all outside.
The idea is you have the choice between fighting 16 zombies out in the open vs fighting 4 semi-stealthily inside.

If the strategy is to engage the zombies outside by lining them up and mowing them down then does it matter if they started out inside or outside? Still seems to me to be ultimately the same.
Yes, it does a little bit. The difference between fighting roaming zombies outside and POI zombies outside is that the POI zombies is that the roaming zombies ideally would come at you from all directions, while the POI zombies come from the same direction, often in a conga line. While it's still possible and/or feasible to kite an omnidirectional zombie attack, it certainly would be more challenging.

Maybe you're right that kiting is too easy. That's really not hard to fix: just make zombies lead the player slightly instead of going straight towards them and suddenly it's much harder to outflank them. I implemented the leading AI (only a few lines of code) in one of my game prototypes, and I found it takes about half to one third the number of enemies that use the leading AI vs beeline AI to catch a player that can move 2x as fast as them. It feels like being hunted by a slow-moving pack of wolves.

 
The idea is you have the choice between fighting 16 zombies out in the open vs fighting 4 semi-stealthily inside.


Yes, it does a little bit. The difference between fighting roaming zombies outside and POI zombies outside is that the POI zombies is that the roaming zombies ideally would come at you from all directions, while the POI zombies come from the same direction, often in a conga line. While it's still possible and/or feasible to kite an omnidirectional zombie attack, it certainly would be more challenging.

Maybe you're right that kiting is too easy. That's really not hard to fix: just make zombies lead the player slightly instead of going straight towards them and suddenly it's much harder to outflank them. I implemented the leading AI (only a few lines of code) in one of my game prototypes, and I found it takes about half to one third the number of enemies that use the leading AI vs beeline AI to catch a player that can move 2x as fast as them. It feels like being hunted by a slow-moving pack of wolves.
Now THAT sounds very interesting.

 
Hi, I want to open with you all as I am new in the community.

Well, looking my favorite topic to start.

I do not like infestation but want more zombies in the game.

 
Maybe you're right that kiting is too easy. That's really not hard to fix: just make zombies lead the player slightly instead of going straight towards them and suddenly it's much harder to outflank them. I implemented the leading AI (only a few lines of code) in one of my game prototypes, and I found it takes about half to one third the number of enemies that use the leading AI vs beeline AI to catch a player that can move 2x as fast as them. It feels like being hunted by a slow-moving pack of wolves.
VERY interesting idea. Just look over the fence at Factorio. They implemented this for ranged spitting attacks of the aliens which made evasion a real task.

Maybe you should post this idea in the A18 thread too? I think MM and especially Fataal should hear about this and their eyes seem mostly fixed there.

 
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