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View Full Version : How do you think Zombie's should be introduced?



Fomar
10-20-2011, 04:36 PM
I've been wondering exactly how this would happen. Particularly around the abandoned totems. Do you think the number of zombies will be related to the number of inactive players kind of like they are the undead coming back? We might have a Dead Frontier situation shaping up

KeithStone
10-20-2011, 04:37 PM
they should come up from the ground :)

I don't think it should be based on inactive players - the server would crash - jk

however I like zombies and I can't wait until they are in game.

NorCalGooey
10-20-2011, 04:40 PM
I agree the rate of spawn should come from the number of inactive players that are part of a certain tribe. When the totem decays completely, the zombies would stop spawning.

Unless this is too unbalanced, but it makes sense.

Also, zombies could spawn from the mist and be programmed to head toward the center of the world as well.

First post and you joined in March 2010? Wow! :) I remember discussing this with you in local chat, glad to see you posted this thread.

Cassin
10-20-2011, 05:31 PM
Isn't the middle of the world, a lake?

Mactavendish
10-21-2011, 09:02 AM
I would love to see zombies .. and since Jordi said he wanted to try and get them in by November, I am wondering why this question?

On how they should spawn, to limit the crash/lag potential, why not base them the number of ACTIVE members of a tribe?

That way, for tribes with2-10 members they will have an reasonable amount of zombies to have to deal with, and areas with no active players wont have any spawn.

Anyway, if they will spawn on junk piles and head straight for inhabited tribes with active players it will be more like what you would expect if this was .. um... real.

NorCalGooey
10-21-2011, 10:16 AM
Because they are planned to be developed in the near future, that means we aren't suppose to discuss how they should work? Question says "How do you think" not "When do you think"

Makes no sense mac. It's vice versa.

Added after 5 minutes:

The whole point of zombies spawning out of inactive totems represent those inactive players turning to into zombies. If it was based on active members, those with the most members get the most zombie spawns to kill (and therefore the most items from zombies)

MrDDT
10-21-2011, 11:17 AM
I would like to see zombies start from a main zombie. Over time spawning more and more.
If you kill the main zombie you get the best rewards, killing the minions yield minor rewards.
As zombies get stronger (killing people) they take their loots and in that case yield better rewards.

I dont like the idea basing zombies off totems or number of active players, because it would be easy to wipe them out or exploit it. I would like to have action in the game, not a system to exploit for more zombies or a limited few get to deal with them.

Zombies should be feared. Breaking walls, and looting items from players and bins. I really hope they are not something people just forget about like bears or coyotes.

I would like to wake up one morning and see 50 zombies beating at my gates trying to get into my village. Me having to round up some friends, or using really good tactics to kill them before they break into my town and reek havoc.

krimara
10-21-2011, 01:44 PM
I'm not sure on how they are going to "balance" zombie traffic. I see a couple issues though.

If based on inactive members of a tribe we will have loads of zombies (YAY!) but then when totem decay comes in and takes away the totems we won't have too many zombies (BOO!)

If it's based on active members in a tribe, larger tribes will get more action, which is fine, they have more ways to split the spoils. But I fear it won't be to much of a challenge for a larger tribe where as a homesteader might get overwhelmed......Then again thinking about that, that's the way it should be. Safety in numbers, lone wolf players will always have more risk of being over run because they don't have same amount of man power available.

On a side note I'm hoping that they don't just gravitate to tribes, I want to be out hunting or whatnot and get jumped by anywhere from two to ten zombies.

Crokus
10-21-2011, 02:10 PM
Some random thoughts...

Have them crawl out of the mist and wander around at night.

Have some hang around inactive totems and maybe the caves.

Maybe give them an attack bonus at night and debuff during the day.

Cause trouble trying to break into your homestead.

Loot your gear and get stronger if they kill you.

Mactavendish
10-21-2011, 02:19 PM
Not sure how you could exploit it if it was based off number of active players.

Yes, you could wipe out a group, then you have limited your loot potential until they spawn again..

and given the fact that they will loot us and can get stronger means this will never be a big issue..

its more self correcting than anything else suggested.

I do agree of course with them being out in the wilds so that they can hunt players all over... else what is the point of even having them.

KeithStone
10-21-2011, 03:21 PM
I'm just curious as to how strong they will be, it's all cool sounding with zombies being able to kill players and use their gear against us - but how often will they be able to kill someone?

MrDDT
10-21-2011, 03:47 PM
I'm just curious as to how strong they will be, it's all cool sounding with zombies being able to kill players and use their gear against us - but how often will they be able to kill someone?

I hope stronger than a bear. Bears in this game are a joke. On a new toon I can kill them with a starter weapon. WTF mate?


Not sure how you could exploit it if it was based off number of active players.

Yes, you could wipe out a group, then you have limited your loot potential until they spawn again..

and given the fact that they will loot us and can get stronger means this will never be a big issue..

its more self correcting than anything else suggested.

I do agree of course with them being out in the wilds so that they can hunt players all over... else what is the point of even having them.


First you have to define "active player" is that logged in? Paid account? Active sub? Logged in once that day? etc etc

Next you and to define how they will spawn more zombies based on these "active players"

Next you have to decide how hard they will be based on those "active players"

Finally you have to decide what types of rewards you will give these "active players" that do kill them.


All in all the system is bad using "active players" as its much better to use other systems that cant be exploited by alt accounts, zergs and inactives.

NorCalGooey
10-21-2011, 04:58 PM
Considering i killed people today, yeah you can. You just have to wait for them to go out of their safe zone which they inevitably will.

If you have high hiding they will never see you.

However, apart from the rare PKer, you are right. EvP cannot kill me in this game, unless I had 3 bears hitting me while afk, and it would take them 5 minutes.

Death penalties and mobs that could kill would be nice.

NorCalGooey
10-21-2011, 05:39 PM
a noob player has 30 HP. 90 fortitude doesn't scale with HP, it is just a base 7 or 8 HP, I think DDT said. So having 90 fort does hardly anything.

I hit full swings for 22 damage using PO weapon. (Supreme weapons do more damage, i only have a few). 33 damage to the back.

Skills and stats (such as weapon skills and strength) matter more now, but its mostly the low HP of the noobs.


To put it in perspective, DDT can probably kill me with 4 or 5 full swings to the back, and he is 100 in all combat skills. It would take me about 10 in the back to kill DDT, I think. Most players have between 30-80 hp, is my best guess. (Each level up gives you 2 more HP...the bar that fills up above coordinates)

MrDDT
10-21-2011, 06:43 PM
How fast can you kill players NorCal?

1 to the back full power PO swing.

NorCalGooey
10-21-2011, 10:03 PM
For level 1 players, yeah.

MrDDT
10-21-2011, 10:13 PM
Without armor on?

Be real here. How long does it take you to kill a player whos been playing for a month and armor thats that easy to obtain.


No way to know, how many hours do they train?
What is there starting stats?
Do they know how to fight?

It can take 5 seconds or it can take mins. Depends on all of that.

NorCalGooey
10-21-2011, 11:42 PM
Would take me about 1 minute to kill them.

I'd assume a player like that has good bone armor, close to 100 hit points and knows how to parry so they wont get hit for full blows.

When I was saying 22 damage full power to the front, I was talking about hitting a naked person. With armor I think it'd be more like 14 or 15? Not sure really. Depends on the armor. DDT can tell you more about bone armor damage mitigation percentages.

But then if they parried my full swings, they might full parry the damage or I might do about 5-10 damage depending on their parry skill and if they parried in the right direction (at least its a step up from DF where you can just parry one direction for the same amount of mitigation, in DF its all parry skill level, in Xsyon its part parry skill and part if you parried the right direction)

MrDDT
10-22-2011, 12:25 PM
and can't people still run away with ease?

Not sure zombies are not in game yet.

If you are talking about PVP, yes and no. I doubt anyone can get away from me if I were not wearing armor. Sadly. I would like to see more options in this department. I know Xsyon himself wants people to have a better choice in to avoid combat or not. Allowing people to get away is a huge part of that, but so is preventing people that fight for 1/2 a fight then run away with ease isnt a good option IMO either.

Right now unless you build your toon right, and have high running skill and drop all your items you cant get away and even sometimes then you still cant.

NorCalGooey
10-22-2011, 02:55 PM
If the other person has more agil than you, you likely won't be able to escape. Depending on encumbrance and other factors, but yeah most cannot escape from us due to having high agility and 100 running skill.

Running away is still extremely easy if you are skilled at it. It's not hard to get someone off your trail and out of range of swing distance ( just do a few zig zags) then run away jump off a cliff and around a corner. Turn on hide skill and you'll survive, if you have high hiding skill they likely won't be able to see you unless they were very good at keeping on your trail

Fomar
10-23-2011, 04:47 AM
If the other person has more agil than you, you likely won't be able to escape. Depending on encumbrance and other factors, but yeah most cannot escape from us due to having high agility and 100 running skill.

Running away is still extremely easy if you are skilled at it. It's not hard to get someone off your trail and out of range of swing distance ( just do a few zig zags) then run away jump off a cliff and around a corner. Turn on hide skill and you'll survive, if you have high hiding skill they likely won't be able to see you unless they were very good at keeping on your trail

Interesting discussion on combat tactics, but I forget... What was the topic?