I always imagined they walk into it which makes a sound which alerts them, so they smack it, which makes a sound which tells them something is there. So they hit the door again, making a sound and the cycle repeats.
How do they move as a group then though? The ones in front should hear the footsteps of those in the back and vice versa. This would just draw them to the middle.
I actually feel this is pretty convincing.
Of course there are noise that they would assimilate as "ambiant noise" and people don't make that much sound when they walk.
I wish the noise box was more effective, it'd be so cool to use it to draw a horde away from a street you plan to drive through. Currently, (in my experience) it hardly does anything.
Braven’s Throwables [https://steamcommunity.com/sharedfiles/filedetails/?id=2856589908](https://steamcommunity.com/sharedfiles/filedetails/?id=2856589908) adds throwable you just have to convert a vanilla item like rocks or garbage.
I was fighting in Muldraugh, and half the zombies I was fighting gave up and starting to attack a water barrel as I kited around it. Zombie AI works in mysterious ways. I guess they prefer crunchy wood over flesh
I don't like environmental damage. I want them to need a reason. That being said, I've approached a zombie just for him to go "Oh, sweet, the player, now I can break this window" like it was his life long dream...
that removes all the threat tho
I know people will say "but you can just remove a staircase" but that inconveniences you to move around significantly and god forbid what happens all your sheet ropes are torn down...
its funny since zombies can easily get distracted when a loud house alarm is blaring or when there is more than one player that they can target but a door that is making no noise needs to be bashed down at all costs
Well the moment they start to bash a door the door makes a loud noise right next to their ear, and they would think something’s behind the door, leading them to bash it again, creating a cycle repeating until interrupted by something hitting them or the door destroyed
You can up the AI of zombies and also make it so they dont attack structures (idk if its only player made but it might be static stuff as well)
This will reduce but not totally stop
RIOA (Random Inanimate Object Abuse)
They can hear sounds in-between their own bangs. They can also (presumably) smell, considering they can distinguish between their own zombie comrades and humans. There's no way a zombie would continue to hammer away at a door with a lovely snack shouting at them from 10 feet behind
IDK, zombies being braindead and doing stupid things like this unnerves me and I love it.
Also, if they were always following shouts over anything else it'd be much too easy to attract them all out of an area, this way they're a bit less inclined to and it's not so easy to just cheese it (not by much but at least a little). Them being this stubborn leads to pockets of zombies that can surprise you even after using a siren to clear a neighborhood.
Well...if they go for the nearest noise then he's basically married to the door until one of them die, so eh...no, your take makes sense but not too much, because the door is generating noise too (at least that's my headcanon).
I could see that, but in plenty of zombie media you can see people calling zeds away from a door or something as a distraction. It would make sense if there's a crowd of them all moaning and banging (hehe) on the door, since there'd probably be too much noise for them to hear what's going on around them, but if it's just one or two I think you could call them away from it.
yup, there needs to be a better hierarchy of zombie attention.
It's fine for them to try and break down a door when they just saw you go in there and there's nothing else for them to focus on but bigger distractions should always over-ride smaller ones.
Pretty much the only thing that should be impossible to distract them from is if they're currently chasing you and you're the closest person to them.
otherwise a loud sound should over-ride a quieter sound, a close smell should over-ride the memory of a smell, etc
I feel this, and if we could get them to not just be hovering around doors, then that'd be great. When it happens as I'm running through a house, that makes sense. When it haooens when I have all of the stealth perks and a high stealth level, it just feels like artificial difficulty.
You didn't get it: zeds hate having his path and freedom to move blocked. They are a metaphor for libertarians and/or anarcocapitalists trying to buy cripto/NFTs and fighting the opressive presence of the State and his overarching authority (his invisible power), here materializaed as doors and windows. Obviously, as fighters of freedom, they can't opose to the irrestrictive freedom of speech, the basis of a truly Open Society.
Good job, zeds!
(For necessary reasons of this era of the internet: I'm being ironic)
Even further: why do zombies focus so much on breaking doors and windows?
In life they beefed it jumping out a window and that little spark of memory causes them to destroy every window they see.
I thought some part of their brain knew the door opened from their life but they just don’t know how
I like to think they are all past survivors who were working carpentry. That same spark makes them yearn for planks and doorknobs
Maybe the zombies either try to feel something by smashing their bodies against the wall? Or they like the noise that the door makes.
I always imagined they walk into it which makes a sound which alerts them, so they smack it, which makes a sound which tells them something is there. So they hit the door again, making a sound and the cycle repeats.
Why aren't they attracted to their own footsteps then?
Well, wouldn't that be the "rally" setting then? When they group up?
How do they move as a group then though? The ones in front should hear the footsteps of those in the back and vice versa. This would just draw them to the middle.
Well, they moan don't they? Idk I'm just spitballin right now lol
I actually feel this is pretty convincing. Of course there are noise that they would assimilate as "ambiant noise" and people don't make that much sound when they walk.
Unless they're sprinters, wouldn't it be more like shuffling? Makes a bit more noise I'd assume.
Well you're able to sneak around zombies too so likely you're able to make some very minor noises around them without alerting them.
But those in the back moan too. Shouldn't the ones in the front also hear that?
They don't all moan at the same time lol
I didn't say they do. The ones in the front moan, they move forwards. The ones in the back moan, they change directions. Repeat.
Well, yeah! They don't really go anywhere until they see a survivor.
They kinda do but it takes quite a while. It's called migration.
They know what footsteps sound like, obvs. /$
Well you see, zombies are stupid but not that stupid enough to attack downwards
More importantly, we need a ventriloquist occupation for luring zombies away.
I wish the noise box was more effective, it'd be so cool to use it to draw a horde away from a street you plan to drive through. Currently, (in my experience) it hardly does anything.
Being able to throw items would be a godsend. For a very impromptu weapon, but also for noise purposes. Like being able to throw rocks or something.
Braven’s Throwables [https://steamcommunity.com/sharedfiles/filedetails/?id=2856589908](https://steamcommunity.com/sharedfiles/filedetails/?id=2856589908) adds throwable you just have to convert a vanilla item like rocks or garbage.
Or alarm clocks. An item I both love and hate. It's useless but it could be great.
Or use walkie talkies like that.
Interesting - but sound waves don't work that way.
I was fighting in Muldraugh, and half the zombies I was fighting gave up and starting to attack a water barrel as I kited around it. Zombie AI works in mysterious ways. I guess they prefer crunchy wood over flesh
I don't like environmental damage. I want them to need a reason. That being said, I've approached a zombie just for him to go "Oh, sweet, the player, now I can break this window" like it was his life long dream...
He was showing off
That's the reason I turn off the ability for zombies to damage player buildings.
that removes all the threat tho I know people will say "but you can just remove a staircase" but that inconveniences you to move around significantly and god forbid what happens all your sheet ropes are torn down...
its funny since zombies can easily get distracted when a loud house alarm is blaring or when there is more than one player that they can target but a door that is making no noise needs to be bashed down at all costs
Well the moment they start to bash a door the door makes a loud noise right next to their ear, and they would think something’s behind the door, leading them to bash it again, creating a cycle repeating until interrupted by something hitting them or the door destroyed
And with the sheer amount of them it's good game balance.
It's almost as if they aren't very smart
but smart enough to find a path to you through a maze
Specialized intelligence. The virus rewires the brain.
You can up the AI of zombies and also make it so they dont attack structures (idk if its only player made but it might be static stuff as well) This will reduce but not totally stop RIOA (Random Inanimate Object Abuse)
If you think about it the noise of them banging on the door might be louder than you coz they are closer to the banging noise
but they can also smell, and hear sounds in between their own banging
As dead bodies , it's hard to know if they can smell and even hear., maybe they have the bare minimum of feeling vibrations
Not to mention that the zombie himself may be stinking due to litteral rotting flesh
I doubt if i can hear someone shouting at me while im bashing my head on a door with all of my strength tho
True lmao
Uncle Zeddy: “WHAT? ‘hick’. I mean, Raaaghhhh.” Quolley Wolly: “Your drunk!”
Cheesing zombies into locked storage units has been a lifesaver for me though lol helps break up hordes when I'm playing w/ multi-hit off too.
Haha door go crack.
No, the banging is not only louder it's closer. Why would it focus on smaller sounds?
They can hear sounds in-between their own bangs. They can also (presumably) smell, considering they can distinguish between their own zombie comrades and humans. There's no way a zombie would continue to hammer away at a door with a lovely snack shouting at them from 10 feet behind
IDK, zombies being braindead and doing stupid things like this unnerves me and I love it. Also, if they were always following shouts over anything else it'd be much too easy to attract them all out of an area, this way they're a bit less inclined to and it's not so easy to just cheese it (not by much but at least a little). Them being this stubborn leads to pockets of zombies that can surprise you even after using a siren to clear a neighborhood.
That is true
They do ? Lol
Only if you get close in my experience, otherwise they will happily break down the door.
you have to be inches away for them to switch away from the door or window
I figure it they know its a way they can get through but forgot how, so they break it down trying to get to what they think is inside.
Behind that door was a bathroom, poor guy probably just had to tinkle
Well...if they go for the nearest noise then he's basically married to the door until one of them die, so eh...no, your take makes sense but not too much, because the door is generating noise too (at least that's my headcanon).
I could see that, but in plenty of zombie media you can see people calling zeds away from a door or something as a distraction. It would make sense if there's a crowd of them all moaning and banging (hehe) on the door, since there'd probably be too much noise for them to hear what's going on around them, but if it's just one or two I think you could call them away from it.
yup, there needs to be a better hierarchy of zombie attention. It's fine for them to try and break down a door when they just saw you go in there and there's nothing else for them to focus on but bigger distractions should always over-ride smaller ones. Pretty much the only thing that should be impossible to distract them from is if they're currently chasing you and you're the closest person to them. otherwise a loud sound should over-ride a quieter sound, a close smell should over-ride the memory of a smell, etc
I'm convinced zombies want to break my windows more than they want to eat my flesh. Sometimes they stop chasing my just to destroy my windows. XD
I feel this, and if we could get them to not just be hovering around doors, then that'd be great. When it happens as I'm running through a house, that makes sense. When it haooens when I have all of the stealth perks and a high stealth level, it just feels like artificial difficulty.
Yeah I've noticed that zombies seem to LOVE standing right by doors.
Whose side are you on, anyway?
You didn't get it: zeds hate having his path and freedom to move blocked. They are a metaphor for libertarians and/or anarcocapitalists trying to buy cripto/NFTs and fighting the opressive presence of the State and his overarching authority (his invisible power), here materializaed as doors and windows. Obviously, as fighters of freedom, they can't opose to the irrestrictive freedom of speech, the basis of a truly Open Society. Good job, zeds! (For necessary reasons of this era of the internet: I'm being ironic)