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digging zombie work around / persistant zombies ??


srsen

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had random thought... we love underground bases, but digging zombies make them difficult.

 

what if instead of digging down, the zombies simply hung around entry and exit points. so they wander round n if they detect underground structure they seek the entrance/exit, find it and stay there until you emerge, then attack.

 

would make underground bases feasible but more risky than an above ground base.

 

probably dumb, but thoughts?

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I fail to see how the digging zombies stops you from making an underground base. If you don't want to fight the horde, then there are several ways you can accomplish that without just hiding an underground base. For instance, if you have a bicycle, then all you have to do is ride it around in circles. Once you get a motor vehicle, you don't even have to watch your stamina. You could also disable spawns until 4 am.

 

You probably shouldn't fight them at your stash base anyway. I tend to make a separate base for doing that.

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How would the AI system know what is supposed to be an underground entrance? What happens when you build an underground base with multiple exits and entrances? How long do the zombies stay? How many are spawned at a time? What if the entrance is extremely far away from the main base? What happens when the entrance is located inside a larger exposed base/building?

 

Sounds too complicated, to be honest. Digging zombies is a much easier and effective solution.

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I fail to see how the digging zombies stops you from making an underground base. If you don't want to fight the horde, then there are several ways you can accomplish that without just hiding an underground base. For instance, if you have a bicycle, then all you have to do is ride it around in circles. Once you get a motor vehicle, you don't even have to watch your stamina. You could also disable spawns until 4 am.

 

You probably shouldn't fight them at your stash base anyway. I tend to make a separate base for doing that.

 

Hiding in an underground base has roleplaying and immersion factors, and preparing the base is enjoyable; cheesing the horde night by cycling in circles is a poor substitute.

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I fail to see how the digging zombies stops you from making an underground base. If you don't want to fight the horde, then there are several ways you can accomplish that without just hiding an underground base. For instance, if you have a bicycle, then all you have to do is ride it around in circles. Once you get a motor vehicle, you don't even have to watch your stamina. You could also disable spawns until 4 am.

 

You probably shouldn't fight them at your stash base anyway. I tend to make a separate base for doing that.

 

That literally doesn't work online with the LCB changes. One thing I noticed online on a previous build(b221) is if you outrun the horde for long enough, it eventually gives up chasing you for the rest of the night. Not sure if it's still true.

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Hiding in an underground base has roleplaying and immersion factors, and preparing the base is enjoyable; cheesing the horde night by cycling in circles is a poor substitute.

 

Hiding in an underground base should not be a roleplaying or immersion option. Are you serious? When was the last time you went out in your backyard and decided to dig into the bedrock? Lol! It's like some of you have never tried this in real life.

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lol dont have these answers - i just think itll be a fun gameplay mechanic. if they can seek you in a normal base they must be honing in on some kind of 'marker', so why not the same system here? id have them stay forever too, or maybe one 7 day cycle? i dunno, as i said, just seemed cool to me

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Hiding in an underground base should not be a roleplaying or immersion option. Are you serious? When was the last time you went out in your backyard and decided to dig into the bedrock? Lol! It's like some of you have never tried this in real life.

 

Are you serious? When was the last time you went out in your backyard and decided to kill a zombie ? Lol! It's like some of you have never tried this in real life.

 

sorry but could not hold on me

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Are you serious? When was the last time you went out in your backyard and decided to kill a zombie ? Lol! It's like some of you have never tried this in real life.

 

sorry but could not hold on me

 

I don't think you understand how this works.

 

Now, when we propose a fantasy or 'science fiction' scenario, we add in something unrealistic. Space aliens. Zombies. Vampires. Dragons. Whatever. However, everything else should remain realistic. In this genre, we have zombies. However, it ruins the immersion to then add, "also I'm a hobbit, and can magically dig underground with ease, and yes there's a zombie apocalypse above ground, but below ground I can live quite safely without any concerns whatsoever about air quality or flooding or explosive gases.".

 

The addition of one unrealistic element does not then warrant the inclusion of more such elements. Indeed, adding additional unrealism will break immersion.

 

The 'rules' of the zombie genre are well defined. In this case, instead of the Romero style, the developers have adopted the DOOM variant (also used by Left for Dead). I disagree with their choice, but whatever. Unfortunately, this genre does not permit magical underground digging. I think the game you are looking for is called Minecraft, which makes no effort to maintain realism.

 

I will agree that digging zombies are a bit much, but they are a necessary means of forcing underground dwellers to actually play the game. An even better solution would be to make stone much more difficult to dig through, much heavier, and add in pockets of explosive methane and a much higher increase of a cave-in. Also, when it rains, people in tunnels should drown like rats.

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I don't think you understand how this works.

 

Now, when we propose a fantasy or 'science fiction' scenario, we add in something unrealistic. Space aliens. Zombies. Vampires. Dragons. Whatever. However, everything else should remain realistic. In this genre, we have zombies. However, it ruins the immersion to then add, "also I'm a hobbit, and can magically dig underground with ease, and yes there's a zombie apocalypse above ground, but below ground I can live quite safely without any concerns whatsoever about air quality or explosive gases.".

 

I will agree that digging zombies are a bit much, but they are a necessary means of forcing underground dwellers to actually play the game. An even better solution would be to make stone much more difficult to dig through, much heavier, and add in pockets of explosive methane and a much higher increase of a cave-in.

 

Yeah, yeah, yeah... and you can magically carry around hundreds of tons of materials.... reality much?

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There will always be exploits.

If TFP removed ALL the possible exploits, the game would be destroyed because Traders could be destroyed. Also little useful could be done in a day.

 

So the REAL question is: How exploitive should the zombie (and player) behavior be, if at all?

If not at all, then zombies could not do any serious damage to a cubic meter of concrete. Nor could a single player make even 10 cubic meters of concrete in a day...

 

 

Some exploits are therefore the best for this game. Which ones? That's as different as there are people! So OPTIONS are the answer.

 

 

#Options4Us

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I don't think you understand how this works.

 

Now, when we propose a fantasy or 'science fiction' scenario, we add in something unrealistic. Space aliens. Zombies. Vampires. Dragons. Whatever. However, everything else should remain realistic. In this genre, we have zombies. However, it ruins the immersion to then add, "also I'm a hobbit, and can magically dig underground with ease, and yes there's a zombie apocalypse above ground, but below ground I can live quite safely without any concerns whatsoever about air quality or flooding or explosive gases.".

 

The addition of one unrealistic element does not then warrant the inclusion of more such elements. Indeed, adding additional unrealism will break immersion.

 

The 'rules' of the zombie genre are well defined. In this case, instead of the Romero style, the developers have adopted the DOOM variant (also used by Left for Dead). I disagree with their choice, but whatever. Unfortunately, this genre does not permit magical underground digging. I think the game you are looking for is called Minecraft, which makes no effort to maintain realism.

 

I will agree that digging zombies are a bit much, but they are a necessary means of forcing underground dwellers to actually play the game. An even better solution would be to make stone much more difficult to dig through, much heavier, and add in pockets of explosive methane and a much higher increase of a cave-in. Also, when it rains, people in tunnels should drown like rats.

 

Question is why force the "underground dweller" to play in any way? In a game where it's 99% single player who cares? This isn't one of those ♥♥♥♥ measuring pvp environments, there's plenty of those elsewhere and pvp in this game barely works and is hardly worth it.

 

I disagree that digging zombies are "necessary" because since most people play single player nobody benefits from this "necessity" which forces players to play a certain way. I say let people play how they have been playing for years..that would be a better option.

 

Once they manage to prevent ALL methods of cheesing a horde we can revisit that thought, there's no need to crack down on underground dwellers for no other reason than the fact that they can.

 

Digging underground is a huge part of what makes a lot of people play this game.

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You force people to play a certain way, because you know what is best for them. I know, what is best for the underground dweller. You will live in fear and misery, yearning to be above ground.

 

Sounds very authoritarian to me. If this were a game like Rust where everyone was impacted by the play style of others I'd agree with you. Since it's not but rather a game that's mostly played single player or coop, there's no reason to limit options and even more so since said option would enable people to continue playing the game the way they like to.

 

I'm glad they can dig, I want them smarter but sniffing you out 50 blocks under is complete bs and doesn't fit in any genre you mentioned.

 

This is a voxel game, building and digging are what makes this game good, the ability to alter or destroy anything and everything. If we are not to dig then may as well not make a voxel game, change to a better engine and we all get to play this game without all the performance issues voxel games bring with them.

 

The builders will all leave and never return. ZNation wont even play A17, he's the best and most known builder around these parts and has quietly sat through all changes since early alphas but this one was too much as it almost kills the part of the game that a huge chunk of people enjoy.

 

My solution would be to reduce the distance they can sniff you out at, it's ridiculous. Leave them their super powers for horde night but stop them from finding you unless you are making noise near the surface on regular days.

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I fail to see how the digging zombies stops you from making an underground base. If you don't want to fight the horde, then there are several ways you can accomplish that without just hiding an underground base. For instance, if you have a bicycle, then all you have to do is ride it around in circles. Once you get a motor vehicle, you don't even have to watch your stamina. You could also disable spawns until 4 am.

 

You probably shouldn't fight them at your stash base anyway. I tend to make a separate base for doing that.

 

The main problem is the random holes you won't see to fill and will fall into and break your leg.

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I sure as hell hope not. Realism has little place in a game.

 

I care about fun. I don't give a rats furry little behind about realism.

 

I imagined you dropping the mic and walking off the stage, was pretty epic!

 

I agree fun must always trump realism. Some realism is good for immersion, too much however kills the fun.

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I imagined you dropping the mic and walking off the stage, was pretty epic!

 

I agree fun must always trump realism. Some realism is good for immersion, too much however kills the fun.

 

Hehe, I couldn't pull off the Obama-mic-drop. I'm just lacking sufficient coolness.

 

But yeah, realism is all well and good, so long as it doesn't inhibit gameplay. For example, 1 cubic meter of concrete weighs (roughly) a metric tonne. I'd imagine it would be a stretch to carry around even a few tenths of one such block, let alone the materials to make thousands of them. Ergo, zero realism.

 

That's why I hope an option to turn digging zombies off comes into the game. Not because it makes it any more or less realistic, but it will increase the fun for those mole-rats, err, I mean underground base builders... hehe, and the more people having the more fun with the game, the more likely it'll be TFP just can't ignore the money to be made and put out more and more post-Gold DLC's (Vote 1: Colonies!!!).

 

So, mo' fun, mo' playerz, mo' money, mo' content, I reckon.

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ZNation wont even play A17, he's the best and most known builder around these parts and has quietly sat through all changes since early alphas but this one was too much as it almost kills the part of the game that a huge chunk of people enjoy.

 

 

Hmm, Really? I guess he made the change in the last 6 days since his last A17 video?

 

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