iicecube Posted October 26, 2019 Share Posted October 26, 2019 I wonder is the "smell" emity system still in game while carrying those meats stuff around? Cause in older version there is pop up saying the "smell" buff beside but now not showing Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted October 26, 2019 Share Posted October 26, 2019 Smell was removed a long time ago and I don't think it's coming back. In a sense, there is smell... zombies will investigate places you've been and attempt to follow the trail towards you. It's success is random. This is not affected by what you are carrying or what you have eaten though (chili farts). Link to comment Share on other sites More sharing options...
iicecube Posted October 26, 2019 Author Share Posted October 26, 2019 Smell was removed a long time ago and I don't think it's coming back. In a sense, there is smell... zombies will investigate places you've been and attempt to follow the trail towards you. It's success is random. This is not affected by what you are carrying or what you have eaten though (chili farts). Ohh okay, so its still operate in game but just random on those certain foods.. Noted Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted October 26, 2019 Share Posted October 26, 2019 Ohh okay, so its still operate in game but just random on those certain foods.. Noted No, close. Foods are not involved at all. Your smell is always the same. It is random whether they track you or not. Link to comment Share on other sites More sharing options...
Synvastian Posted October 26, 2019 Share Posted October 26, 2019 its called the "heatmap" you as a player generate "heat" (activity) when you do pretty much anything...torches generate some, so do other flame based light sources, using loud actions makes more than quiet choices (auger vs pickaxe) Link to comment Share on other sites More sharing options...
Jugginator Posted October 26, 2019 Share Posted October 26, 2019 Interestingly, I've found dev comments regarding smell. They broke it in A16 (or was it 17?) I believe, I kinda hope it comes back for some things at least. Item Smell Properties (items.xml) ?????????????????????????????????????? How does an item GET a smell value? What is the syntax for that? ?????????????????????????????????????? I found it kinda funny. Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted October 26, 2019 Share Posted October 26, 2019 its called the "heatmap" you as a player generate "heat" (activity) when you do pretty much anything...torches generate some, so do other flame based light sources, using loud actions makes more than quiet choices (auger vs pickaxe) That's a separate system. What I am referring to is what faatal calls breadcrumbs. Link to comment Share on other sites More sharing options...
Synvastian Posted October 26, 2019 Share Posted October 26, 2019 That's a separate system. What I am referring to is what faatal calls breadcrumbs. ahh that, I assumed that was tied directly to the heatmap, my bad Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted October 26, 2019 Share Posted October 26, 2019 ahh that, I assumed that was tied directly to the heatmap, my bad Well, faatal actually describes it more like hearing... they move to investigate a sound. However, the way he describes it after that point I like to think of as scent: AI hearing works the same in A18, but zombies generally do not go directly to you. Players have a breadcrumb trail now, so AI will seek to somewhere on the trail, depending on how accurate they are and randomness. It is just a circular array (32 entries) of player positions updated every 1m the player moves. Zombies when they hear you, pick a random value from the current breadcrumb location up to AINoiseSeekDist back in the array and investigate that position. So yeah, I guess it's just a general "sense" or combination of sound and scent. Link to comment Share on other sites More sharing options...
alphaniner Posted October 27, 2019 Share Posted October 27, 2019 I kind of miss the old food smell system. It de-incentivized "opportunistic" hunting when exploring/scavenging. Part of me hopes it will come back now that there's tracking, since that would seem to make hunting excursions a possibility. Being able to craft or pick up coolers would also be cool. Takes up n inventory slots and provides e.g. n/2 slots of smell-insulated meat storage. When carried, slows you down and maybe prevents wielding a weapon, but can be stored in vehicle without any debuffs. Link to comment Share on other sites More sharing options...
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