Zombies should meander from place to place, sometimes pausing to look at random things, sometimes pacing around things, sometimes infighting among themselves (but not to the death, more like annoying each other). They would be attracted to loud sounds like normal, but a distant explosion or gunfire would make them wander towards the source. Also, zombies can smell where you’ve been and will try to follow your smell for a while before getting lost or distracted.
Something similar to Cataclysm’s zombie wandering mechanics I guess.
Wandering zombies are already planned, but hte other mechanics seem pretty neat
The smelling thing seems difficult to implement, but I do like the idea of them wandering, maybe we could get something similar to L4D’s zombies.
I’m sure there are ways to implement an algorithm or something for “scent”.
I generally like this.
Maybe the “smell” ability of the zombies can be tied with difficulty and adjustable.
Or just a small/adjustable percentile posses the ability, and if they track you to your base but if there’s no activity, they won’t maul it, because that whould be excessively annoying.
I would think smelling would be a trait of most zombies. However, under normal conditions, it just means that they will wander to where players spend most of their time. Unless they know(or think) that you are actually there, they wont start attacking. They might target mannequins cause they look like a human and don’t smell like zombies.
When zombies target things for mauling, I think they should target things that they can see through, or think they can get through (doors, windows, fences) but not walls and such.
maybe if you are idle too long a horde will come after you?
About the smelling ability; I do think they should be able to smell blood trails the player left while having bled.
I think trails from bleeding entities is something planned (at least that’s what the 4.0 wishlist trello says) so having them be able to smell and follow those trails would give that feature more depth than just looking “cool”.
The game doesn’t have to implement smellovision for blood trails to be have a purpose. You could follow them just as easily, whether or not you smell them.
Let’s assume you’re hiding in a bush, there are also zombies roaming nearby. You’ve also started to bleed before crouching into said bush; though there were no zombies near the trail you’ve left before entering the bush.
You’ve also bandaged yourself shortly before entering that bush.
Now let’s imagine 2 scenarios.
1. The game doesn’t have a blood smell mechanic.
You’ll be waiting in that bush for the rest of your days until lady luck decided she’s gonna have someone wander to that bush or the blood trail you left and find you. By then you’ve probably left the area.
2. The game has a blood smell mechanic - Zombie smells the trail you’ve left
Once the Zombie has arrived at said trail, Vision, just like you described in, kicks in. Now he’ll follow the trail to the bush and make you a yummy dinner. Or you’ll move out of the bush quickly and risk getting seen by the other zombies roaming nearby.
Basically, what I’m trying to say here. What’s the chance of the zombie finding that blood trail you left in the first place? Without smell, it’s a gamble whether the zombie is gonna find the trail or not. And even if he’d find and follow it one day, you’ve probably left the area by then. With smell, the zombie can be directed to the blood trail, and then follow it.
Seems like a cool idea… I do infact wonder if he’ll add it…
Especially the blood smell mechanic, would be cool to also see players see random blood on the streets and question who or what made it
Who idles in Unturned?
Because whenever someone goes afk, that person always comes back with 5% food and 0% water no matter what xD
When a player bleeds, i suggested that a trail of blood will be shown on the floor depending on the intensity of the bleeding. The xombies will follow that blood trail till they reach a dead end where they see the player, or the player had healed him/herself and had already left. Let’s not use this as a way to stop idling because being idle is a pain in itself since you basically lose food and water with no progress at all
I really like that one, like if Im bleeding and if I bandage myself I’ll still leave smell behind, good idea.
The idea was also for zombies to try to wander around areas where players spend the most time. If zombies smell a lot of different player’s scents in an area, they will try to stay in that area. If there’s a large player-made base with active players in it, zombies will wander there and “visit” the players. Zombies in less frequented areas will wander to areas players visit more.
More or less, this is an idea I have to help with the horde mechanism. Eating, drinking, exerting a lot of energy (running, jumping), laying prone and crawling, bleeding, etc will leave your smell behind in different amounts.
Was saying idling cause people might do that for something xdxd. I dunno.
What about Sweat? yes i know it sounds kinda of stupid but it would also lead zombies into those areas you visit. Think about it, Your running in lets say Hawaii, You run to the haiku stairs while sweating and sneakily sneak past the zombies,even they did not notice you but they still have scent and might follow that scent.
Sweating is already implied. Thanks though.
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