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  1. Post 32, I feel project zomboid is still too easy. Yes, you heard me: easy. I have collected my gear, moved out of town and created a safe house on, you guessed it: another roof. After destroying the stairs I have survived off the endless substanence of rooftop cabbages and potatoes. There are also alot more zombies. Good. Yet I feel they are still too stagnant, is it realistic and balanced they start centralized to city centers? Of course! Keep the players from looting the valuables from downtown I say. On the other hand this creates the problem of predictability. I want to play it safe? I'll just skirt the downtown core. I want hordes to be like the weather, one day I'll go outside without my umbrella and I'm going to get wet - or I'll be inside and forced to wait out the storm. Refrence Image for suggestion Currently in Project Zomboid, each super grid has a set number of zombies that respawn at certain intervals. I feel this is too predictable and easy to avoid. I say, keep the current max number, abolish the respawns and instead have macro hordes that move from super grid to super grid on set conditions. Each macro horde is a set number of zombies kept track of by only a few bits of information. It's current grid, its number of zombies and current behavior.If a macro horde passes over a grid that has less zombies than it's max, it will replenish that area.Each game will have a set number of roaming hordes set at the start if it's a sandbox game and will generate more if a horde is depleted.If two macro hordes meet they will combine.Macro hordes will randomly set a destination and will travel one supergrid every day.Macro hordes will abandon their set destinations if they detect distant signs of human life and will instead move to that location.The weight of actions that attract a horde would have a value between 0 and 1 which reprensents the percentage chance that the attractant will cause the horde to move on that location. Some actions that would act as attractants could be: Gunfire (sound)Cooking (smell)Campfires (light source + smell)Driving (when implemented)Having rotting non zombie meat from trapping (smell)These actions would have a falloff effect and their generated value would half for every grid away a macro horde is. If wind direction was implemented it could be a 90:10 weighted ratio for falloff depending on the winds direction. Once a horde has arrived, they do not leave. They suspect a human is there and are going to hang around until they either get him or something else gets their attention. It's time for the survivor to test his preparedness, does he have enough supplies to last a prolonged seige? Does he have enough munitions and manpower to force an exit? Does he have enough entertainment to keep the dangers of stress and paranoia at bay? I would like to see situations like these. Eventually, if the survivor inside is quiet enough and another survivor from somewhere else on the map creates an attractant of their own, the horde may migrate towards them instead and leave this survivor to escape.
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