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  • Full Better Walker Suggestion List

    BenSmart112

    Mythical
    BenSmart112
    BenSmart112 BenSmart112
    My idea is to increase walker persistance to rival the show and comics and media, to increase the radius they spawn at from the player so they spawn far away, and to make them hear you from farther so that they pose a threat.

    Here's my idea about walkers and noises-
    What if, instead of actually trying to get the undead to hear us, certain actions mark the place they occur with a tag that local undead go to investigate?

    A different loud-noise-producing action could attract undead in different ranges. Here are my ideas-

    >Walkers have shorter notice distances. They only really detect players instead of player noises within a five block radius, allowing players to sneak past if they require.
    >Walkers are attracted by walking within 40 blocks, but only investigate the most recent walk noise, or if multiple players are about, investigate the closest noise.
    >Walkers hear running from 80 blocks away and prioritize running over walking.
    >Walkers hear jumping from 10 blocks away and prioritize it over walking and running.
    >Walkers hear vehicles from 200 blocks away and investigate it, prioritizing it above all unless there is a player noise within 50 blocks.
    >Walkers hear blocks breaking and being hit from 15 blocks away and prioritize it over walking but under running.
    >Walkers spawn inside buildings in cities at 1/100th of the normal city spawn rate, and in buildings in towns at 1/200th of the normal town spawn rate.
    >Walkers hear players who aren't crouched but aren't moving within 3 blocks.
    >Walkers hear vehicles that are idle in 100 blocks.
    >Each sound can be heard 10 blocks above the walker and 5 blocks below.

    Here's the priority ladder.
    Vehicles if player isn't near
    Jumping
    Running
    Walking
    Vehicle if player is near
    Block breaking
    Player if still or sneaking

    Changes to walkers:
    Spawn in houses rarely
    If in the street have a much larger detection range (double the normal)
    If in a house have half the normal, with the exception of the sound of blocks breaking.
    Only killed by headshots.
    Stupider.

    In the show, comics, and all the merchandise, the dead don't drop unless you whack'em up the head. Scrambling the brains is the only way to get rid of them.

    It's not really The Walking Dead-like until we get the walkers somewhat close to being the walkers we see on TWD. Here's my idea- Hitting them in the leg causes them to be much slower, anywhere else knocks them back a bit, and hitting them up the head does the normal damage, but sharp weapons have a chance to instakill the undead, the sharper the weapon the higher, as well as heavy weapons. This way, we get undead that are actual threats and somewhat closer to what we see in TWD.

    Walkers should be able to force down doors and break through glass, as should players should break glass if they hit it or run into it with enough force. My idea is that if five or more walkers push on a pane of glass it'll break, and they should see players through windows. As well, if seven or more walkers are pushing on a door it should fall down and have to be pushed back up manually by the player right clicking. Players with a running start could break through glass, or break it while falling the same way bullets do.
     
    Last edited:

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    My idea is to increase walker persistance to rival the show and comics and media, to increase the radius they spawn at from the player so they spawn far away, and to make them hear you from farther so that they pose a threat.

    Here's my idea about walkers and noises-
    What if, instead of actually trying to get the undead to hear us, certain actions mark the place they occur with a tag that local undead go to investigate?

    A different loud-noise-producing action could attract undead in different ranges. Here are my ideas-

    >Walkers have shorter notice distances. They only really detect players instead of player noises within a five block radius, allowing players to sneak past if they require.
    >Walkers are attracted by walking within 40 blocks, but only investigate the most recent walk noise, or if multiple players are about, investigate the closest noise.
    >Walkers hear running from 80 blocks away and prioritize running over walking.
    >Walkers hear jumping from 10 blocks away and prioritize it over walking and running.
    >Walkers hear vehicles from 200 blocks away and investigate it, prioritizing it above all unless there is a player noise within 50 blocks.
    >Walkers hear blocks breaking and being hit from 15 blocks away and prioritize it over walking but under running.
    >Walkers spawn inside buildings in cities at 1/100th of the normal city spawn rate, and in buildings in towns at 1/200th of the normal town spawn rate.
    >Walkers hear players who aren't crouched but aren't moving within 3 blocks.
    >Walkers hear vehicles that are idle in 100 blocks.
    >Each sound can be heard 10 blocks above the walker and 5 blocks below.

    Here's the priority ladder.
    Vehicles if player isn't near
    Jumping
    Running
    Walking
    Vehicle if player is near
    Block breaking
    Player if still or sneaking

    Changes to walkers:
    Spawn in houses rarely
    If in the street have a much larger detection range (double the normal)
    If in a house have half the normal, with the exception of the sound of blocks breaking.
    Only killed by headshots.
    Stupider.

    In the show, comics, and all the merchandise, the dead don't drop unless you whack'em up the head. Scrambling the brains is the only way to get rid of them.

    It's not really The Walking Dead-like until we get the walkers somewhat close to being the walkers we see on TWD. Here's my idea- Hitting them in the leg causes them to be much slower, anywhere else knocks them back a bit, and hitting them up the head does the normal damage, but sharp weapons have a chance to instakill the undead, the sharper the weapon the higher, as well as heavy weapons. This way, we get undead that are actual threats and somewhat closer to what we see in TWD.

    Walkers should be able to force down doors and break through glass, as should players should break glass if they hit it or run into it with enough force. My idea is that if five or more walkers push on a pane of glass it'll break, and they should see players through windows. As well, if seven or more walkers are pushing on a door it should fall down and have to be pushed back up manually by the player right clicking. Players with a running start could break through glass, or break it while falling the same way bullets do.
    this is a big post. I'll try covering all topics
    damage: I like the ideas go damage. instead of giving them knock back when you hit their arms/chest, maybe reduce their damage by a bit? I'd also add a chance that when you hit a zombie in the chest with sharp weapon, it gets cut in half (walker now moves one block below where it was standing, so it only looks like a half-zed)
    Windows: maybe 2-3 walkers can break windows, and 4-5 can break down normal doors. 6-7 can break down those iron doors, since those would naturally be stronger.
    spawning: make them spawn inside is noice! maybe 2-3 in houses, 5-6 in larger buildings, that way people can't camp certain places as easily. (zombies still don't spawn in communities like Alex, hilltop, terminus, etc)
    sound: I like the idea, but some of the sensing is off. I read that post earlier and tested it out today after school with a few other people.
    car noise-200 blocks
    explosion-75 blocks
    gunshot-100 blocks
    running-50 blocks
    door open/close-20blocks
    jumping-10 blocks
    walking-10 blocks
    normal sensing for non sneaking players- 6 blocks or less
    sneaking players-2 blocks
    other tha. that, all of it was great!
     

    BenSmart112

    Mythical
    BenSmart112
    BenSmart112 BenSmart112
    this is a big post. I'll try covering all topics
    damage: I like the ideas go damage. instead of giving them knock back when you hit their arms/chest, maybe reduce their damage by a bit? I'd also add a chance that when you hit a zombie in the chest with sharp weapon, it gets cut in half (walker now moves one block below where it was standing, so it only looks like a half-zed)
    Windows: maybe 2-3 walkers can break windows, and 4-5 can break down normal doors. 6-7 can break down those iron doors, since those would naturally be stronger.
    spawning: make them spawn inside is noice! maybe 2-3 in houses, 5-6 in larger buildings, that way people can't camp certain places as easily. (zombies still don't spawn in communities like Alex, hilltop, terminus, etc)
    sound: I like the idea, but some of the sensing is off. I read that post earlier and tested it out today after school with a few other people.
    car noise-200 blocks
    explosion-75 blocks
    gunshot-100 blocks
    running-50 blocks
    door open/close-20blocks
    jumping-10 blocks
    walking-10 blocks
    normal sensing for non sneaking players- 6 blocks or less
    sneaking players-2 blocks
    other tha. that, all of it was great!
    i really like these ideas, it'll push the whole "zombie survival" scheme to the next level, making it more hardcore to make your way around the map. If the walkers get more sensitive to noise there should be items like bricks or stones we can pick up and throw to lead them away. Like you said your movement should alert the walkers as well but not just for the noise, they style of movement you do should draw them towards you such as if you are wearing guts and walking slowly the walker will not notice you and carry on strolling around but if you run or swing your weapon they should all turn and head towards you.

    Following this, your ideas are so good and should at least be taken into consideration :p However these ideas are extremely realistic so they might be a little tricky to code and make but i'm sure they are possible, just have to wait and see.
    With these additional suggestions, I feel like we're really fine-tuning things. I hope that we can get Nick's attention with this. Thank you for the input and support. Let's make the undead a threat and PvE fun again. :)
    Tbh those are pretty realistic ideas. I like them personally
    Thank you for this support!

    Hopefully this could be implemented in some future update, whether in small parts or all at once.
     
    Last edited:

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    With these additional suggestions, I feel like we're really fine-tuning things. I hope that we can get Nick's attention with this. Thank you for the input and support. Let's make the undead a threat and PvE fun again. :)

    Thank you for this support!

    Hopefully this could be implemented in some future update, whether in small parts or all at once.
    Someone call _Nickk!
     

    BenSmart112

    Mythical
    BenSmart112
    BenSmart112 BenSmart112
    actually, even if he read it, there isn't enough time from now until update to program all of the things
    Of course not all of it. It could be implemented in a series of small patches, just to kind of slowly progress to the walkers that TWD has. That's what I would do. I think the ideal place to start is either the glass breaking or the headshot system. Both are fairly easy, and the code for detecting a headshot is already written.
     

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    Of course not all of it. It could be implemented in a series of small patches, just to kind of slowly progress to the walkers that TWD has. That's what I would do. I think the ideal place to start is either the glass breaking or the headshot system. Both are fairly easy, and the code for detecting a headshot is already written.
    I vote glass breaking is higher priority
     

    StephenPeters

    Mythical
    xEmilia
    xEmilia xEmilia
    I really like these ideas, especially the glass breaking one. One of the scenes in the show that scared me the most is the scene when a horde of undead was trying to squeeze through a window.
     

    DDENGAR

    Mythical
    DDENGAR
    DDENGAR DDENGAR
    I really like these ideas, especially the glass breaking one. One of the scenes in the show that scared me the most is the scene when a horde of undead was trying to squeeze through a window.

    No Where is safe, better lock yourself in a Bank Vault XD
     

    Mr__Potatoes

    Mythical
    PresAlexWhit
    PresAlexWhit PresAlexWhit
    I think that the only things that need to be changed the most are:
    • Headshots only
    • Sometimes spawn in groups

    Some people think that there needs to be different types of zombies. If that happens, I might consider leaving. I wont leave, but I'll consider it as an option.
     

    Phenixtri

    New member
    Phenixtri
    Phenixtri Phenixtri
    its a lovely idea but as was stated numerous times before when it comes to making walkers more sensitive to sounds it more often than not leads to some pretty serious issues with server lag.

    Think about it walkers dont randomly spawn all over the map only in relative proximity to players as it currently is.

    Thus to implement something like this you would have to worry about coding and possibly animating the walkers "if we want dismemberment / gibing that is" and to top it all off you have 100 players max in a map with each player effectively acting as a mobile spawn point for said walkers.

    Now try imagining coding complex AI and environmental aspects like the sounds audible radius relative to its source, weather or not the sound source is moving or static, & more importantly the number of walkers that can spawn at a given time around the player again depending of the environmental factors in the map in addition to the sound mod as I am calling it now.