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I think their big problem is that they just stand around, which makes most maps a sort of puzzle where there's a "best" path through the zombies that allows you to 1-hit KO all the zombies on the map from behind. Personally, I'd like to see the zombies doing a bit more wandering/shuffling.
edit: I agree with the wandering/shuffling bit
Only when you have dealt with it, at least temporarily, you can go on tangents, like exploring how other classic threats (including other humans) will affect the situation. All "classic zombie lore" (films, etc) follows this model. The main threat is still the zombies, other threats are secondary.
But that's not even really important here. It's philosophy, but my post was about the gameplay. What's important -- is the boring gameplay outside of shelter management / roleplay events. Repetitively whacking zombies on each POI map is the biggest part as to why it's boring.
Whacking zombies from behind. Dividing big groups of looters into smaller ones due to their abysmal AI. Focus-firing hard targets. Each repeated ad infinitum. There's not enough tactical variety for the amount of POIs the game offers. And there's not enough other gameplay on POIs as well: you can fight there or you can loot. That's all (yes, sometimes you can also talk, but that's a very small minority of cases).
I know there were talks about "ironman mode" (single save, tougher and more perceptive zombies, etc), but that essentially won't do much with tactical combat being boring -- it will make it even more time-consuming and thus more boring.
Ironically, "special zombies", despite not fitting the game's lore, would actually address the boredom problem much better than, say, just adding difficulty, because of all the new tactical situations that these new zombies could create.
(yes, yes, I know that this idea was discarded, and I'm not really agreeing with it as well, I'm just stating that it could've helped)
Otherwise I like the fact that there's only slow "weak" zombies and that humans are more dangerous - IT JUST MAKES SENSE. Zombie strength has always been in their ridiculous numbers.
The game's combat mechanics must see quite a lot of additions first to prevent such things. I.e. zombies freely walking / exchanging positions through other zombies, people having "stamina" and not just hitpoints, maybe some other things. Without them, even a throng of zombies is just mild (and boring) annoyance at the moment, as long as you have at least one strong melee fighter.
That is, not even considering technical aspects here, like lots of zombies slowing the game down considerably on weaker PCs, or pathfinding issues for hordes, or other things like that.
Come again, true zombie lore? Which are you reffering to? DnD zombies? As far as i remember Resident Evil was the first game which took zombie apocalypse in a large scale disaster. Then somehow industry grow larger. First of all you are very very wrong. Zombies are threat because they are dangerous in groups and they dont get fatigued or get tired so they can get you when you are most unprepared. In Dead State, which i argued about it since the begining of EA, you guys killed noise and science behind it. Also you guys killed herd and headshot rules which i can respect because we can treat this as a new angle on the zombie stuff. But i dont understand one thing, if the dead people are not a threat to us why didnt you put more of them into the game. There are seriously broken mechanics in this game because Brain wants to appeal to Cawadoody community or just fill his pockets with indie-casual community money. No other explanation i could find so far since i asked these for fricking 3 months now.
What we see in this thread is a wide variety of wants, all of which can be accommodated with just a few selection sliders that modify the AI behavior.
- The ability to set the lethality of zombie bites. Right now they don't seem to do anything beyond basic damage. Getting bit is no different than getting a paper cut where I would like the opportunity to play the game worrying about every single bite possibly turning into a zombie infection. Depending on how infection is modeled in the game, this might be a simple slider or require a more involved programming solution.
- The ability to set zombie speed. Instead of Dawn of the Dead zombies, userscould use the slider to see how they might fare against 21 Days Later fast zombies. This is literally just a slider to add a certain amount of AP to zombies (+1, +3, +5) and should be easy to do.
- The ability to set zombie awareness. Again, this is simply a slider to add to their awareness radius (+1, +3, +5) and should be easy to do.
- The ability to set the size of zombie hordes if you make too much noise. For instance, I should be able to set up the game so that if a firefight escalates to 200 db, I should have to deal with literally 50-100 zombies (provided the game engine can handle it). This has already been tweaked by the devs and should again be an easy slider to implement.
These things would allow the user to set their own difficulty and add to the replayability of the game. At least 3 of the 4 should be quite simple to add to the game.