DayZ
Infected aggro is awful
I was just playing on a server and heard gunshots in the Zelenogorsk military base. When I got there, I saw that there were several infected that were passively roaming around the train track side of the base which meant I'd have to deal with them to get inside. Despite the dozens of gunshots going off inside the base, they do not even remotely seem interested in them and continue to roam as if nothing is going on

Why is it that infected don't care about gunshots whatsoever? Why is it that throwing a piece of paper on the ground attracts more infected than a dozen rifle rounds from 50 meters away? After seeing them continue to ignore the gunshots, I ended up logging out because I didn't want to have to spend 5 minutes dealing with all of them and going into combat with red health
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Visualizzazione di 1-15 commenti su 19
I mean, yeah, it’s pretty bad most of the time. Jerky, glitchy, laggy movement…..infected just running in circles…..not knowing how to go through open doorways or over fences……the best is when you shoot at them and they aggro on your buddy.

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. 🤷‍♂️
Ultima modifica da Jethro; 2 gen, ore 11:01
I do yearn for this same game but where a chopper going down in the distance will draw the attention of every infected at least temporarily. Like surely a loud explosion that probably shakes the ground should get their attention at least as much as a rustle in the leaves
Messaggio originale di Jethro:
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. 🤷‍♂️
The three biggest issues that infected have is that too much of their movement is scripted animations, their turn radius is far too wide, and they are almost always trying to sprint and never jogging/walking

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
Ultima modifica da Amogus; 2 gen, ore 11:34
They've "rebalanced" the A.I over the last year. Seems like on an individual level, zombies are trackers and hunters. They can follow trails of scents and sounds. They can even just sense you if you're silently sitting somewhere (the nearest zombies will gravitate towards you, even if it means they're walking into walls).

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.
Ultima modifica da 1337Dude; 2 gen, ore 11:38
Messaggio originale di 1337Dude:
They've "rebalanced" the A.I over the last year. Seems like on an individual level, zombies are trackers and hunters. They can follow trails of scents and sounds. They can even just sense you if you're silently sitting somewhere (the nearest zombies will gravitate towards you, even if it means they're walking into walls).
Honestly, they might as well make infected deaf since they only really seem to be able to find people via sight & smell while ignoring the obvious stuff like the grenades/gunshots going off right around the corner
Messaggio originale di 1337Dude:
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.
I usually see none because they couldn't care less about gunshots
Messaggio originale di 1337Dude:
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 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
Messaggio originale di 1337Dude:
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.
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
Messaggio originale di Santa Hoovy:
The best course of action for them (also quite sizable) is to fully implement the Enfusion engine into the game
you're talking about DayZ 2 :)
dabs deaf zombie framework :)
Vanilla Z's are not really a problem because they rarely exist. Do you remember when you ran into a zombie in the woods? or when one kicked open a door in town? Or when they caused blood or stamina dmg for instance? I can't remember if vanilla Z's even break your arm when blocking so that a player can't climb or hop fences?

Sure there are scenarios where the player might be concerned about Z's but that rare because in vanilla Z's are rare.
Messaggio originale di Ranceed:
Vanilla Z's are not really a problem because they rarely exist. Do you remember when you ran into a zombie in the woods? or when one kicked open a door in town? Or when they caused blood or stamina dmg for instance? I can't remember if vanilla Z's even break your arm when blocking so that a player can't climb or hop fences?

Sure there are scenarios where the player might be concerned about Z's but that rare because in vanilla Z's are rare.
I wouldn’t say they’re rare; they’re at every town or POI aside from some things out in the woods/fields.
Messaggio originale di Jethro:
Messaggio originale di Ranceed:
Vanilla Z's are not really a problem because they rarely exist. Do you remember when you ran into a zombie in the woods? or when one kicked open a door in town? Or when they caused blood or stamina dmg for instance? I can't remember if vanilla Z's even break your arm when blocking so that a player can't climb or hop fences?

Sure there are scenarios where the player might be concerned about Z's but that rare because in vanilla Z's are rare.
I wouldn’t say they’re rare; they’re at every town or POI aside from some things out in the woods/fields.


A sprinkle of Z's at best. They can be punched to death or blocked.
Messaggio originale di Ranceed:
Messaggio originale di Jethro:
I wouldn’t say they’re rare; they’re at every town or POI aside from some things out in the woods/fields.


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.
Messaggio originale di baddoggs:
Messaggio originale di Ranceed:


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.
Messaggio originale di Ranceed:
Messaggio originale di baddoggs:

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.
You need to find a server that runs the Inedia mod - its a great mod that , depending on the parameters set by the server operator, makes zombies very tough and dangerous.
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Data di pubblicazione: 2 gen, ore 10:33
Messaggi: 19