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Pretty sure the devs have been saying they will work on this but never seem to do so. They just end up changing damage dealt higher to make them “harder” but then the playerbase complains they’re spending more time patching clothing than actually playing and then the devs revert it back. 🤷♂️
All of these problems are what cause the issue of them constantly running in circles around you since the scripted animations make them lunge past you and the wide turn radius prevents them from turning around properly and attacking you again. When it comes to movement speed, having the infected constantly sprinting at all times contributes to the lunges since they sprint lunge past you and then get stuck in the constant circle
To fix this particular issue, they would want to do the following:
- Remove the scripted animations since none of this was a problem in legacy DayZ before they had any
- Stop the infected from sprinting when they are within 5-10 feet of you to prevent them from constantly sprinting past you
- Allow the infected to have a sharper turn radius so they don't keep drifting in a circle around you like they do now
This could also potentially fix the issues with infected having trouble going through doorways since sprinting is what seems to make it so difficult for them, but I can't say anything for issues regarding rubber banding and glitching through doors
I don't really see hordes of zombies like I used to. I remember not too long ago, shooting a gun in city meant you were attracting the entire city of zombies in a chain-like aggro fashion. Now I only see maybe a handful of zombies come.
If I had to guess, the game's netcode doesn't scale well when dozens of A.I. get activated and have to calculate pathfinding in real time. The only reason I say this is that I recall every server I'd play getting reliably laggy when gunshots went off in big cities. You could feel the server chug. IIRC it's one of the main factors of PvP servers turning down zombies in the past.
I also see people complain about their server performance when trying to add more enemies or make the game more PvE oriented. It gives me the impression this game is hugely bottlenecked by the netcode.
For me, the infected constitute the worst enemy designed in a game. They're not inherently fun to fight. They're somehow dumber than actual zombies. They make extremely annoying noises. Even the way they run around in a circular fashion, preventing them from running up stairs properly - is annoying.
Clearly there's an engine limitation at a foundational level that prevents them from improving these state of affairs. It'll never be fixed. We'll just get different "rebalancings" of what we've already gotten.
I usually see none because they couldn't care less about gunshots
I don't know if that is exactly the issue since you can still have humongous groups of infected all running to a specific location if they see you, so I can't really see that as the issue. When I was on with my friend about an hour ago, we were at Zelenogorsk military and, within 30 seconds, he had about 15 infected chasing him down and he had to run to a barrack. They may not have all gotten aggro'd at the same time, but they got aggro'd within a few seconds of each other
The best course of action for them (also quite sizable) is to fully implement the Enfusion engine into the game
Arma Reforger runs buttery smooth with 140-man servers, tons of vehicles, people throwing all sorts of grenades, AND AI that you can set up to protect strategic points. If Arma Reforger can handle all of that, then DayZ should be able to handle some AI infected without having them rubber band, glitch through doors, hit you from 20 feet away, and the many other issues they have
Sure there are scenarios where the player might be concerned about Z's but that rare because in vanilla Z's are rare.
A sprinkle of Z's at best. They can be punched to death or blocked.
That's because players are supposed to be the main threat.
They would still be if the Zs were were boosted.
I agree but, it is what it is.