Project Zomboid

Project Zomboid

(Banned) Mar 6, 2019 @ 10:31am
About NPC's....
The more I think about them, the more it makes me cringe to think that there will be NPC "Bandits" that KoS
AI are so much more deadlier than players in an Iso-Metric worldscape.
Give me players that KoS over AI that KoS any day.
< >
Showing 1-14 of 14 comments
Higgs Mar 6, 2019 @ 10:41am 
I doubt that's how they'll be implemented to be honest. They'll probably be more story-based with threats/warnings/question based encounters rather than killing you for no reason. Just the impression I've been given.
(Banned) Mar 6, 2019 @ 10:54am 
Still the prospect of what will basically be slightly more intelligent zombies with guns... lurking in every town, is kinda creepy.
Higgs Mar 6, 2019 @ 10:56am 
Oh definitely, I'm going to be ♥♥♥♥♥♥♥♥ my pants going out for supplies I hope, worried about encountering a group or a raider. I still hope it adds actual worry and threat to going outside since there'll be additional threats.
(Banned) Mar 6, 2019 @ 10:58am 
Yea, like I was saying, I would rather deal with players than AI anytime I think.
(Banned) Mar 6, 2019 @ 11:02am 
Maybe not the easy zed fat farmed lvl 10 aim/reload 9mm sniper machinegunners, but that is a different matter. Being that... will make NPC's nearly harmless probably.
Higgs Mar 6, 2019 @ 11:04am 
I haven't really played online seriously for a good few years, besides PvE Coop. Most servers are RP servers so I presume there'd be rules against KoS? Last time I played seriously online was on the first MP server (eliakoh). Everyone started in the same house, and there was definitely lots of KoS. However, it added to the fun and realism of an apocalypse game so I totally agree. It could be considered "game-breaking" for an NPC to KoS, whereas you can't control a player.

For me, nothing has compared to that experience since in MP besides coop, so I'm holding out for NPCs to fill the void of Survivors in SP.
(Banned) Mar 6, 2019 @ 11:33am 
Also things like shoot outs from cars while driving (like what we can do now), put into the hands of AI, is going to be pretty scary. I'd rather go up against players doing that than go up against AI doing it for sure...
Axz (Banned) Mar 6, 2019 @ 2:46pm 
Uh, they're not putting in KoS NPCs are they? As long as there is an option to turn them off that'll be ok, but KoS NPCs are the stupidest thing that could be put into the game. I don't think they'd be that dumb.

It was KoS'ers that drove me to PZ from DayZ to begin with. I would rather they just slap on a 1.0 label, call it finished and walk away right now as opposed to putting in KoS NPCs.
Last edited by Axz; Mar 6, 2019 @ 2:47pm
Higgs Mar 6, 2019 @ 2:56pm 
As I said I highly doubt it. It's supposed to be more story/relationship based and yes, since the only real goal in the game is to survive and tell a unique story, being KoS would be akin to TWD S7/S8 level of story.

That's about the only thing I'm fairly certain about. It wouldn't make sense to just instantly kill you, unless it's building up against another group/faction for a fight (if it's that in-depth) or you can see danger coming from relationships with NPCs.
njs Mar 6, 2019 @ 4:20pm 
Originally posted by MadDan:
or you can see danger coming from relationships with NPCs.
On the topic of a warning from danger, if they do add very hostile NPCs, I'd be interested to see how they employ it: maybe NPCs will give warnings before open firing, or, as you've suggested, the danger is obvious based on how much you've pissed an NPC off.

One thing I know for certain though is that NPCs will not be dumb KoS bots. They were target practice dummies before they were removed and TIS isn't going to create the intellectual equivalent of that and just change their level of violence, especially with how much time they're spending on them.

I would like some NPCs to be dangerous though. The idea of firefights or melee battles (especially with the revamped animations and combat - the improved visual feedback would certainly make player-player combat smoother) is really intruiging
Last edited by njs; Mar 6, 2019 @ 4:21pm
PickleRick Mar 6, 2019 @ 7:39pm 
"The danger is obvious based on how much you've pissed off a Player to have thier NPC faction KoS you."
I like the sound of that :steamsalty:
Last edited by PickleRick; Mar 6, 2019 @ 7:40pm
Not sure if it works now but there is a mod that adds random NPCs... incluided hostile ones...

I dont have any problem on add more than KOS npcs, just Bandits that works as gags, but what I would like to see would be, first ann aproach to non-hostile official NPCs... with some misions related based on archetipes (like a mother that lost his son and looks for it or any proof about their fate) scaveging some resources for any NPC that could craft you something special or once you get enough confidence he gives you any special recipe... etc.

Whith it should exist the chance to create maybe your own group, where, like seen on other games like State of decay, you build a comunity... maybe also you could choose to rotate characters that owns to your safehouse so you can specialize and change characters to play with, not necesary requiring to die to use anothere dif character... (still permadeath for characters) and THEN later, add the same principle but for NPC bandit gangs that should perform on a similar way, being aggresive and also looting and looking arrounf the map, that also could find your safehouse or signals of your activity, ending on an aproach to your base and maybe offering any kind of deal, force you to give anything to them or just coming for trouble... it also could vary.. from "only being a problem" (attacking or following your characters when leaving the base, as any kind of random encounters) or making directly a typical attack (weapons) atipical attack (using zombies, sounds, lights or fire to make holes on your defenses) or even sneak attacks (using strange hours, that could force the player/mechanics of the game to also plan the sleep timing of people and guard positions.

Actually there is a lot of posible mechanics involved to this that would feel phenomenal as late-game.

If the developers think it could change too much the game would be that easy to add a different gamemode like an option of "Comunities" and also "Hostile Gangs".

However, understand the scripting would be hard to be made.
Last edited by ☣ βioClone λx-45 ☣; Mar 6, 2019 @ 9:09pm
zebra03 Mar 6, 2019 @ 10:23pm 
All I'm worried about is if the NPC's have longer range than us players and if they will have aimbot aiming skills
(Banned) Mar 6, 2019 @ 11:04pm 
Well I think that of course they will have aimbot skills. They are bots. Literally. There isn't any way around that I think besides trying to nerf the accuracy, health, LoS (etc etc) of them.
Anyway I wouldn't be surprised to find out that there may be one type of NPC "faction" that will KoS, or at the very least, rob you on sight using superior numbers ala' "Neegan" tactics and if you don't placate them there and then, you will be killed, and who knows if you will ever be able to get in that particular "gang", because it could be something of a perma-protagonistic NPC faction.
NPC's are going to make things pretty rough I think, even if they get balanced to perfection or even near perfection, but they will be predicable maybe so maybe that will work to a players advantage. Knowing the outcomes of different choices, will be key in resolving issues and conflicts in the players favor. After a while that will get boring though I think, because it will be the choice of one set of dialog or another, and when you know the outcomes of them all then what is the fun in that after a while.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Mar 6, 2019 @ 10:31am
Posts: 14