7 Days to Die

7 Days to Die

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marzy Jan 22, 2018 @ 8:05am
Zombie running set to never
there is an option that lets you choose if zombies always run or never run, it should really say number of runners, low or high?
Can we change that option so there is an option that allows for disabling all zombie running that actually results in all runners being disabled. It ruins the realisim, causes game lag, the zombies run in circles like crazy it is completely stupid
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Showing 1-15 of 16 comments
DthBlayde Jan 22, 2018 @ 8:21am 
With the option set to "Never Run" , the only runners you should have are Ferals, Wights ( i think ) and Footballers since they're all hard coded to run regardless. Everything else, day or night, and even Blood Moon hordes will not run with this option set. Just those specific zeds.

And the zeds running in circles is a flaw in the AI which is still being worked on, so I'd let TFP work on fixing it first before we cry foul on "ruined realism"
marzy Jan 23, 2018 @ 5:35am 
Nope any and all zombies can randomly be runners any time of day or night, the screamers, exploding cops everything, it's been like that for a while
Jaqui Harvanti Jan 23, 2018 @ 6:14am 
Originally posted by marzy:
Nope any and all zombies can randomly be runners any time of day or night, the screamers, exploding cops everything, it's been like that for a while
oh you are talking about the ferals, turn off the feral option to disable them
MeDaDaddy (Banned) Jan 23, 2018 @ 6:15am 
Originally posted by marzy:
Nope any and all zombies can randomly be runners any time of day or night, the screamers, exploding cops everything, it's been like that for a while

It's not random, really.
The runners are the Feral variants of the zeds, which will spawn based on gamestage and/or the spawner type such as in "high-value" POI for instance.

EDIT: For instance, the basic zombieJoe takes most characteristics from the base male Zombie template which has

...
<property name="WanderSpeed" value="0.08"/>
<property name="ApproachSpeed" value="0.2"/>
<property name="NightWanderSpeed" value="0.08"/>
<property name="NightApproachSpeed" value="1.1"/>
<property name="PanicSpeed" value="0.55"/>
...

and the Feral variant of Joe

<entity_class name="zombieJoeFeral" extends="zombieJoe">
...
<property name="ApproachSpeed" value="1.35"/>
<property name="NightApproachSpeed" value="1.35"/>
...
</entity_class>

So we can slow down the Ferals by reducing their appropriate "speed" values, if we so desire.
I feel most players would not want the Feral variants nerfed, though, since they can have better loot and give more XP when slain*, so personally would not wish the Devs to spend time on building in a slider to nerf them, since we can do it ourselves with a simple .xml edit.

The "feral" setting on difficulty relates to whether the Zeds will always know where the Survivor is (as the Blood Moon Hordes do) or not, not whether they run or not. If that makes any sense :)

*EDIT2: And provide extra challenge when they start to appear.
Last edited by MeDaDaddy; Jan 23, 2018 @ 6:31am
Jaqui Harvanti Jan 23, 2018 @ 6:19am 
also an fyi, i play for the challenge of the game, not "realism"
Oparator Stalker Jan 23, 2018 @ 8:38am 
I don't know, when I set runners to never. No one is running anymore... Just moving fast..
marzy Jan 24, 2018 @ 1:26am 
I play for the challenge too but it's getting a bit boring and repetitive always wasting bullets on zombies that are running in circles like cartoon characters, how about just the game options clearly say what they do so people can adjust the options accordingly, I'm playing with a little lag too so trying to shoot something that's moving stupidly and erraticly the whole time i play is getting on my nerves
marzy Jan 24, 2018 @ 1:32am 
FYI your personal opinion doesn't mean anything, my post was about the game oprions not doing what they say they do. I'm not talking about ferrels that move a little faster im talking about full on runners very frequently even with it set to never
YamaKami (Banned) Jan 24, 2018 @ 1:58am 
Old option, lots of new zombies pay no heed to it.
DthBlayde Jan 24, 2018 @ 9:05am 
Originally posted by marzy:
FYI your personal opinion doesn't mean anything, my post was about the game oprions not doing what they say they do. I'm not talking about ferrels that move a little faster im talking about full on runners very frequently even with it set to never

because "Ferals" override the game settings, it's wired into their xml code whereas night zeds are a switch. Night? run. Day? walk. And like Yama said, it's an old option now because it's no longer a on/off blanket setting. BUT it still works for the majority of what you're going up against.

Another facet you didn't mention is whether or not you're playing modded... in which case all bets are off and you're at the mercy of whatever the code dictates.
Last edited by DthBlayde; Jan 24, 2018 @ 9:07am
Shamanalah Jan 24, 2018 @ 10:39am 
Ferals overite the zeds, you can spot them with their eyes (it glows orange) and they even have an infected variant later on (around day 40 they start appearing commonly along police office) and they do run. They are hard coded

Just like the footballer, they always run. It's a shock but it's nice to have a threat every now and then. Packs of wolves/dogs runs too ;)
YamaKami (Banned) Jan 25, 2018 @ 12:47am 
Originally posted by Shamanalah:
Ferals overite the zeds, you can spot them with their eyes (it glows orange) and they even have an infected variant later on (around day 40 they start appearing commonly along police office) and they do run. They are hard coded

Just like the footballer, they always run. It's a shock but it's nice to have a threat every now and then. Packs of wolves/dogs runs too ;)
You want overwrite (not "overite") or even override would work there....
Azrak Jan 25, 2018 @ 1:21am 
Originally posted by YamaKami:
Originally posted by Shamanalah:
Ferals overite the zeds, you can spot them with their eyes (it glows orange) and they even have an infected variant later on (around day 40 they start appearing commonly along police office) and they do run. They are hard coded

Just like the footballer, they always run. It's a shock but it's nice to have a threat every now and then. Packs of wolves/dogs runs too ;)
You want overwrite (not "overite") or even override would work there....

Thank God you came in 13 hours after he wrote that completely unintelligible sentence and saved the day for the rest of mankind. Keep up the good work! And yes, I am obviously as bored as you are writing pointless posts....
YamaKami (Banned) Jan 25, 2018 @ 1:26am 
Originally posted by Azrak:
Originally posted by YamaKami:
You want overwrite (not "overite") or even override would work there....

Thank God you came in 13 hours after he wrote that completely unintelligible sentence and saved the day for the rest of mankind. Keep up the good work! And yes, I am obviously as bored as you are writing pointless posts....
Ditto on the bored, at work and idle hands are the devil or something like that :satan: lol
marzy Jan 31, 2018 @ 12:11am 
Originally posted by Shamanalah:
Ferals overite the zeds, you can spot them with their eyes (it glows orange) and they even have an infected variant later on (around day 40 they start appearing commonly along police office) and they do run. They are hard coded

Just like the footballer, they always run. It's a shock but it's nice to have a threat every now and then. Packs of wolves/dogs runs too ;)

Packs of wolves and dogs aren't the problem, by day 300 it gets beyond a joke.
The cops sometimes go down with one head shot, sometimes 6-8 it's ♥♥♥♥♥♥♥♥, they might come at you 4 at a time
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Date Posted: Jan 22, 2018 @ 8:05am
Posts: 16