11/25/2023 0 Comments Day 39 stupid zombies 3What you're just going to do is ensure that the majority of your player base manipulates the game in some way to ensure they mitigate as much of that RNG as possible, which defeats the purpose of your own coded mechanics. I'm completely fine with the permadeath nature of the game - but that nature must come at the hands of player mistakes, not RNG. The only sure-fire way to avoid this is to only sleep on the second floor of a building after destroying the stairs, which is very easily argued to be a form of an exploit and another deviation from reality.Īnd why is it that zombie hordes can't smash your doors down to your first floor and destroy all your things? Or smash apart your cars? Well, because you're cherry-picking. The zombies don't hear you - and if they do, that's inconsistent with your sneak mechanic being as it is, or with the multitude of things you can do in game that even make an audible sound that won't attract zombie attention.Īnd this is an issue with RNG because it's completely random if the game decides a hoard of zombies moved in the night and then beat the door down to the building you're sleeping in and surrounded you. This removes the realism as it's cherry-picked considering what you've coded as "breakable".Ī hugely frustrating thing with this is that you can be sleeping only to have zombies beat the door to the room down in the middle of the night and surround you so that once your character wakes up they immediately die.īut this doesn't make any sense within the confines of the world. If a zombie knows it can smash a window or a door down and move through then it doesn't understand it can just move around the building, and if it doesn't understand that then literally anything you lead it to - a car, a wall, a light post, a tall fence, anything - should cause the zombie to not understand it can move around it, but zombies move around obstacles all the time.Ĭlearly you developers have coded it so that the zombies are making checks for "breakable" objects, causing a potential path where the AI can cause the zombies to stop their initial track so as to stop and attack these objects. Again, if the mentality of these creatures is to destroy anything impeding their destinations, then there are a few contradictions here: Like I stated, one is that then the zombies should attack literally anything in their way, and 2, zombies shouldn't know any better so as to go around anything, and they do. And if a window is reinforced it should be fundamentally indestructible.īut a larger gripe I have is with zombies randomly attacking doors and windows. I could punch a solid door until I'd broken every single bone in both my hands, my wrists, my forearms, and my biceps and I'm not going to break that door down - not unless it's a poor quality door. The zombies cannot feasibly have enough "sense" to understand in their zombified mental state that a door is easier to smash than a brick wall. They should slam their bodies against brick walls until the organic material of the zombie fall apart. If zombies randomly attack things then they should attack everything from the walls of a house to cars to fences - everything. The first complaint I have (currently at 175.3 hours played) are things like zombies beating down doors, or randomly attacking doors or windows without hearing noise or seeing anything. Too much RNG is bad game design (I am a game designer, having studied game design for over 10 years). One of the main goals of this game seems to be a consistency of reality, but there are several things that clearly don't meet that goal.Īnother complaint I have is that there's too much RNG.
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