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Found 3 results

  1. This is connected to my previous post "Scream and Fight", but I'll go a bit more in-depth in a detail. 1- Z-Traits System Exactly like the trait system for players (and, I believe, NPCs will also have them), the "zombie variants" such as the "Sprinter" or "Crawler" already present in the game could also be (and maybe possibly system-wise, already are) based off of the same "Traits" system. As such, it would be possible for zombie variants to be recombined, making a variety of possible zombie behaviors that would be VERY realistic when considering that different people would be affected slightly differently by the zombification. All traits I will suggest below, and the traits "Screamer" and "Fighter" I already suggested in that previous post will all be only "divergent behaviors" or "characteristics" of common zombies and not a single one of them will be a "Super Zombie", which already is a "big NO" to the company. They also all conform to Romero zombies. Simply when a zombie would be spawned, they would receive a few random traits and those traits would have some degree of influence on their behavior. 2- Variant Traits Down below, I will list possible variant traits and also include the already existing "variants" present in the game, I will add the ones I already suggested with shorter description as well just for the sake of listing. Excluded the "common zombie" since that just means not being a variant and as such not having traits. Sprinter (Already existing) Extra: Player or NPCs that have 3 or less fitness can't receive this trait, while those with 8 or more fitness or the trait "runner" should have 50% chance of getting it on zombification. Crawler (Already existing) Screamer (Previous suggestion) - Screams to call other zombies when detects a living human Players or NPCs that have the "Resilient" trait should have +50% chance to get this trait on zombification. Players or NPCs that have the "Cowardly" trait should have +50% chance to get this trait on zombification. 100% if both conditions are satisfied. Very rare (lowers to "Rare" later in the game) Fighter (Previous suggestion) - Able to use melee weapons Players or NPCs with more than 6 in any weapon type and dies while possessing that weapon should have +50% chance to get this trait on zombification. Players or NPCs that have the "Resilient" trait should have +50% chance to get this trait on zombification. 100% if both conditions are satisfied. Very rare (lowers to "Rare" later in the game) Strong - Simply put, a particularly strong human that dedicated his or her life to working out and being the strongest possible human they could be. This isn't just the average gym person, but those that are really tall, huge muscles and "strongman competition" type of body. Able to break door extremely fast. This isn't a zombie that grew stronger after zombification, but simply a REALLY STRONG human that was turned. Difficult to kill since muscle mass and fat reduces impacts and as such receives lower damage. Receives lower knock-down and knockback. Players or NPCs with strength 9 or more that become zombified should have 100% chance to get this trait. (If possible, the ones that spawn naturally should have a slightly more "buff" body model, to seem visually strong) Very rare Smart - Zombie that still retains a slightly bigger degree of brain capacity when compared to other zombies. Able to open doors and windows, climb tall fences after the player, get over small fences without falling and take better paths to reach the player, such as using an already open door or window instead of trying to break another window to chase after living humans. Goes quiet when hunting a player or NPC from behind out of view, without making any more grunts and will produce less noise while walking. Will always have the "fighter" trait as well and will scream as a "screamer" if noticed by the player or NPC while hunting in order to call more zombies to the location. Will always become a zombie group leader if becomes a member of a group. Players or NPCs that have the "resilient" trait have extra 5% chance of getting this trait early in the game and 10% later in the game on zombification. Players or NPCs that have the "fast learner" trait have extra 10% chance of getting this trait on zombification. Extremely rare Rabid - A more aggressive version of the "sprinter" variant. A zombie whose brain was extremely affected by the zombification process. Runs faster and can jump over small fences without falling. Can jump over big fences. Has slightly different animations, behaving more like a beast or an animal, using the arms as front legs and moving in a more crouched stance. Tries to tackle the player or NPC, dropping them to the ground and pinning them from above. Will ALWAYS be a "screamer" as well. Chases the player or NPC for triple the normal duration. CANNOT BE SMART OR A FIGHTER. Players or NPCs that have the "prone to illness" trait have 10% chance of getting this trait early in the game and 20% later in the game on zombification. Extremely rare Mute - A mute person who was zombified or a zombie that one way or another lost its use of the vocal cords after zombification. Doesn't produce zombie noises like grunting. CANNOT BE A SCREAMER. (If a "smart" zombie is also mute, they lose the screaming behavior but keep the other smart behaviors) Very rare Deaf - A deaf person that became zombified or a zombie that one way or another lost its hearing after zombification. Has a better and farther vision but will not be attracted by the sound of alarms, shootings, explosions, TVs, radios, shouts, whispers and will also not detect players or NPC by sounds of walking or fighting. Players or NPCs that have the "deaf" trait have 100% chance of getting this trait on zombification. Very rare Blind - A blind person that became zombified or a zombie that one way or another lost its sight after zombification. Has pinpoint hearing but can't see players or NPCs and will not be attracted by light or any other visual stimuli. NPCs that have the "blind" trait (if it exists for NPCs) have 100% chance of getting this trait on zombification. Very rare Weak - Opposite as the "strong" variant trait. A particularly weak person that became a zombie. Easy to push to the ground. Receives extra knock back, knock-down and damage. Can't break doors or boarded windows alone. High-chance of also receiving the "screamer" trait if also receiving this trait. Players or NPCs with strength 3 or less that become zombified will get this trait on zombification. Rare Unresponsive - Simply a "broken" zombie. A person that the zombification process, previously existing conditions or post-zombification events caused such a damage in their brains that they won't move, react or attack at all and simply idles or even more often stays sitting in a corner. Can't receive any other trait if receiving this trait. Very rare Important Questions Is it somewhat realistic? Yes, very much so. It makes sense that people with different bodily traits become zombies with different traits and that the zombification process may sometimes affect the brain slightly differently. Does it fit with the spirit of PZ? Yes, perfectly. Not only is it aligned with the already existing Trait mechanics for players, which I believe may also be used for NPCs, but it makes those traits mean something the the player or NPC gets zombified in a realistic and meaningful way. Would it make the game too easy? Not at all. While it introduces negative variants that may make a few weaker zombies exist, it also introduces several zombie variants that are a lot more dangerous, specially if mixed in with other zombies in a group. Would it require rewriting the entire game (like changing the camera view, for instance) While it would take a certain degree of rewriting in a few aspects of the zombie spawning and setting up the proper configurations for sandbox mode and server settings, but no, it would not require to rewrite the whole game at all. Would it add enough to the gameplay that it would be worth taking the time to add? Yes. Astronomically so. It would not only introduce diversity into the zombies which would create a LOT of changes in situations, it would make the world a lot more believable and meaningful since who you are also affects what sort of zombie you become and this is even more a truth when taking NPCs into consideration and in MP servers. For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? Yes, perfectly within. These zombie variants are simply diverting behaviors that fit with the Romero zombie lore or characteristics brought about by who that zombie was before dying, which is also perfectly within the Romero zombie lore. Final remarks Just imagine a few of the possible scenarios with this zombie variants trait system. You hear a door of a room banging and shaking non-stop, to which a both strong and rabid zombie breaks down the door and bolt towards you like a beast. It isn't a mutant, it just is a crazed zombie of a strong person, but now you have what feels like a boss monster to fight. As you finally survive the encounter by escaping or killing, you notice that a zombie approached from behind you without making noise and got really close, it carries a pipe in its hand and as soon as you look towards it and it notices that it has been detected, it starts to scream and from the distance you hear one or two extra screams, soon, several zombies start to gather at your location.
  2. Now that pre-barricaded houses are a thing (and I love it, 'cuz after clearing them, they make a great place to hide from other hordes), I've started to notice a rather annoying and inaccurate behavior in certain Zeds; those that fall from a second floor. Whenever there's a two floors house that's barricaded and the Zed start pouring out of the 2nd floor's windows (which aren't barricaded), they just fall and keep lunging towards me (even if I set them to ''Weak'' and ''Feeble'') like nothing had happened. I understand that pain and broken bones are alien concepts to a brainless Zed, but still, it feels sorta wrong that they can fall from the same distance that often breaks one of my character's legs and just dash towards me. Could it be possible to change that? I mean, I don't expect them to fall and die (maybe that could go for 3rd floors and higher) but at the very least, I expected them to become ''Ankle Biters''; start crawling on the ground after they fell, because that whole ''Screw Gravity! Imma Zed!'' thing of them sorta feels unrealistic and overpowered.
  3. As mentioned in World War Z and/or the Zombie Survival Guide (which i know the developers are basing many aspects of the game on) zombies don't always need to destroy your defences to get to you. If they have the right mix of numbers and concentration on a little space of your defences, they can just pile up on each other and slowly swarm in your fortress like water over an overflowing dam!!! I suppose almost everyone would love to see this implemented, but how hard is it to be done? I really hope the fun, terror and mechanics it would havefer to huge hordes overcome the difficulty to design it. Also, i think, for the horde to fuction as i describe above, every zombie should follow other zombies' actions much more than they do now. I mean if a zombie sees another zombie following something or banging on a door, it should, more often than not, follow it and do the same. You know, to form a horde and come knock on your door. What do you think?
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