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  • Revisitting the Walkers Attracted by Sounds

    BenSmart112

    Mythical
    BenSmart112
    BenSmart112 BenSmart112
    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.
     
    Last edited:

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    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.

    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.
    some of these sound ranges are off. a walker on the surface would be able to hear me walking in the underground area of cdc. normal people can't hear that, and walkers are decaying people, meaning they hear even less. the car noise is almost accurate, but maybe shorten it to 150 blocks
     

    PolarDynasty

    New member
    PolarDynasty
    PolarDynasty PolarDynasty
    I would say that they don't hear walking if they aren't like 10-15b away, bc walking doesn't really do much noise :p But I like that spawn idea very much. We should totally add that :3
     

    BenSmart112

    Mythical
    BenSmart112
    BenSmart112 BenSmart112
    some of these sound ranges are off. a walker on the surface would be able to hear me walking in the underground area of cdc. normal people can't hear that, and walkers are decaying people, meaning they hear even less. the car noise is almost accurate, but maybe shorten it to 150 blocks
    I forgot to include Y. Each sound can be heard 10 blocks above the walker and 5 blocks below.

    I would say that they don't hear walking if they aren't like 10-15b away, bc walking doesn't really do much noise :p But I like that spawn idea very much. We should totally add that :3
    They probably wouldn't, but just so it isn't TOO easy. ;D
     

    ArmenTheHeli

    Titan
    MemenTheMeme
    MemenTheMeme MemenTheMeme
    I forgot to include Y. Each sound can be heard 10 blocks above the walker and 5 blocks below.


    They probably wouldn't, but just so it isn't TOO easy. ;D
    maybe make feral zombies that are faster and have heightened senses (I know that's not in the show, but neither are shops jugg legend guns or vaults :p