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Real zombies!
Djihani
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Meh they seemed tougher last year than the ones I met in the arena yesterday :D
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vet wv zom gateautumn raceL1 deathrceL10,4,0

Posted Oct 23, 2012, 11:57 am
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Djihani said:
Meh they seemed tougher last year than the ones I met in the arena yesterday :D


You are just weaker than last year  :p
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Posted Oct 23, 2012, 12:05 pm
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Vroomhoff said:
I've seen them hit by cars at 45+ MPH and they don't take any damage. They do get thrown, which is pretty cool, though.

The first time I tried to run one over, he got stuck under the front end of the car. He kept gnawing at my bottom armor. Eventually he got dislodged.

If you're dragging them, it would be nice if they continued to take damage.


During the "Zombiecide" event that Sam just posted for us (210259), I was ramming zombies left and right. Watch the replay, I'm in the buggy. Doing 35+, there were quite a few times where impacting a zombie results in zero damage to the zombie, yet there is enough force to bounce the zombie off my grill several times. In a few cases they are even launched over my vehicles, again resulting in no damage.

There were still quite a few vehicular impacts which did result in zombie damage, but it sure felt like 50% or less of the time. I'd like to see at least some damage 100% of the time you strike a ped at over 25-30 MPH. If the force of the impact is enough to launch them into the air, it's enough to remove limbs or liquify organs.
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Posted Oct 23, 2012, 7:30 pm
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Togakure said:
I'd like to see at least some damage 100% of the time you strike a ped at over 25-30 MPH. If the force of the impact is enough to launch them into the air, it's enough to remove limbs or liquify organs.


Zombies != Peds

As already stated, there's code to slow them down when they lose a leg, and zombies are not deterred by liquified organs, or lost arms, or any of the other stuff that would stop a live ped.

IOW, zombies are fine as they are, IMO.
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vet wv community

Posted Oct 23, 2012, 8:12 pm Last edited Oct 23, 2012, 8:15 pm by Marrkos
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*sam* said:
they already do get slowed down by leg criticals


Guess we'll have to agree to disagree.  ;)

You know I notice things and this is why I mentioned it the first time around. After you posted this I decided to watch event 209651 turn for turn for the full 72 turns and watch the zombies damage and movement speed.

Example: I watched one specific zombie and compared its movement to 100% nearby zombies while it was being damaged

Zombie 100% (below is for the same zombie)

Zombie shot first time- loses a leg - activity 63%
No visual loss of movement speed compared to 100% zombies

Zombie shot second time- loses a leg - activity 39%
No visual loss of movement speed compared to 100% zombies

Zombie shot 2 more times, loses both arms.

Zombie shot fifth time, loses a leg - activity 25%
No visual loss of movement speed compared to 100% zombies

Zombie shot sixth time, loses a leg - activity 16%
No visual loss of movement speed compared to 100% zombies

Observation- I do not visually see a reduction in movement speed no matter what activity the zombie is at.

And as you can see, one zombie can lose his legs 4 times, so there must be some 4 legged zombie out there. Maybe he had 6 legs and this is why there was no visual loss of movement speed.lol

I like the zombies as they are, but I had to dispute your code due to visual observations.




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vet race1 deathrce1 wv zom circuit1 pvp1 northernsummer community circuit3 paintball55,206,126

Posted Oct 24, 2012, 6:49 am Last edited Oct 24, 2012, 6:51 am by Lord Foul
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they're movements speed seems quite slow and looking at a 39% zombie, compared to a 100% zombie, they do seem to be moving slower. The 63% zombies moving a tad faster than the 39%. The 100% zombies definitely seem faster. Their steps taking them about 2 body lengths and the lesser percentage travelling about 1 to ½ a body length.

I can't tell which zombie you are looking at though

Maybe the zombie speed could be ramped up a bit, but then Im guessing it would look like they are gliding or skating along the ground.
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Posted Oct 24, 2012, 9:10 am Last edited Oct 24, 2012, 9:11 am by *Bastille*
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The zombies are awesome.  Thank you Sam.

So what?  The post-apocalypse walking undead won't easily die (again.) Oh poor us!

Here's a link to some games that might be better suited to some of ya:

http://www.girlsgogames.com/games/strawberry_shortcake/strawberry_shortcake.html

I highly recommend "Mind Your Manners Tea Party."
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vet wv

Posted Oct 24, 2012, 2:17 pm Last edited Oct 24, 2012, 2:20 pm by lordhuey
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Alright, after having participated in this, I have to voice my dis-satisfaction.

It's a neat idea, but the execution is not good. I had 3 guys, all in the 20-30 range for handgun skill. Two were outfitted with SMG's, one with a rifle, one with a chainsaw. The rifle guy couldn't hit the broad side of a barn, for some reason. Even just outside of melee range, he wasn't hitting. I saw more shoulder and elbow hits (when I hit) than anything. I think after two hours of attempting to kill zombies, I had maybe 4 headshots and most of them were no further than 15-20 yards away.

The chainsaw was a huge disappointment. Even after knocking down a zombie and running in for a chainsaw kill, my ped couldn't hit with it. He was 0 for 3 in attempting to melee with the chainsaw and he paid the price each and every time.

Other players in my defense group had grenades. Grenades did little to nothing to zombies. This should be changed for sure. Concussion damage should hurt them.

Fire should hurt them as well, if it doesn't.
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Posted Oct 31, 2012, 11:29 am
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The melee weapons are a definite last-ditch, suicide mission. In the second event, I was able to lop off two heads with a chainsaw scavenged from Cheese Onions, but, as Vroom has indicated, that ganger paid the ultimate price for his bravery. Once you get close enough to attack, you are close enough to BE attacked, and that never ends well.

In the 20:00 event last night (210392), I opted for rifles only, and fared much, much better. 10 kills for one of my guys, for a total kill count of 11....after ripping through 15 clips of ammo.

X-Man brought in Grenades, which looked cool as heck, but did little to no damage. He did manage to take out 1 of the rotters with one, though.

Vroomhoff opted to branch out on his own, while the rest of us gathered together for mutual defense near the Church and outbuildings for most of the event. That actually made the battle a little easier, as the zeds were pretty evenly split up on the map until the first re-spawn. We did have to head back to the town center for ammo scavenging in the final rounds, though. Concentrating fire, which was our original plan, didn't help much, since the zombies took little to no damage from the vast majority of hits.

Axis of Weevils forgot to bring re-loads (!!!), but did an admirable job of conserving ammo until it mattered, and took on a Zombie hiding behind a stack of boxes, allowing the rest of us to slip past to relative safety. Kudos to Checkers for actually making it to the end turn!

All in all, after participating in 3 of these events, I have to suggest that the damage done to the zombies be re-coded....and more of them added. A single head shot should be an instant kill, and damage to legs should slow them down more. I'd be willing to fight more of them if they were a lot easier to kill :) And, hiding behind the same fence I hid behind in the second event didn't work quite as well this time...the fence got in the way of our shots this time, and had to be "removed".
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Posted Oct 31, 2012, 1:47 pm Last edited Oct 31, 2012, 1:54 pm by Blackwill
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I have noticed that "Neck Blown Apart" now does NO damage. How can a Zombie continue to attack me if his head is no longer attached to his body? In Amatuer night arenas that injury did 66% damage or there-abouts

Molotovs do NO damage. Even direct hits. Plus zombies just walk through the fire unharmed. This is the opposite of the majority of Lore where they are attracted to the light but burn and "die" if engulfed.

Melee attacks do NO damage. I tried attacking with a chainsaw and got NO wounds on the zombie even with 3 attacks (then I fell down at 0% because the Zombie's Melee attacks do damage). I also tried 2 other Melee attacks on one guy that got cornered. Result: I do NO damage and the Zom rips me apart
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Posted Oct 31, 2012, 7:49 pm
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You must have a bad link.  Thats not a Zombie game

We are simply wanting the zombies to adhere to the overall Zombie lore.

Or at least when you shoot them "between the eyes" or Blow their heads clean off...  that they dont say "Oh its just a flesh wound" and keep going.  A missing head tends to result in an inactive body, by lore.  Even if you use the "return of the living dead" version of how indestructable they are (headshots dont kill them in that version of the lore)

Speaking of which.  "return" is the one where Zom's first wanted Brains instead of just flesh.  Also in that verion of the lore, chopping them to bits with a melee weapon was the most effective method of eradicating one.  And our Zom's seem unaffected by such attacks


lordhuey said:
The zombies are awesome.  Thank you Sam.

So what?  The post-apocalypse walking undead won't easily die (again.) Oh poor us!

Here's a link to some games that might be better suited to some of ya:

http://www.girlsgogames.com/games/strawberry_shortcake/strawberry_shortcake.html

I highly recommend "Mind Your Manners Tea Party."
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vet wv gwped paintladder paintball marshal raceL10,1,0

Posted Oct 31, 2012, 7:56 pm Last edited Oct 31, 2012, 7:56 pm by StCrispin
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neck blown apart does not mean the head is detached.. just hanging off.. heads hanging off has never stopped a zombie as anyone who knows anything about zombies knows.

Fire burns old zombies effectively.. these are new zombies.. they are damp
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Posted Oct 31, 2012, 8:16 pm Last edited Oct 31, 2012, 8:17 pm by goat starer
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Point taken, I simply assumed it meant Bown Apart as in... BLOWN apart... I didnt know it was simply a rewording of "Tears head half off". I figured Half off was a hanging/dangling head and blown apart meant "worse than hanging off"

either way In arena combats when you hit a stray Zom and blow his neck apart with a SMG, it reduces a 100% to 45% (I guess thats 55% damage instead of the 66% I mentioned before) where in Zom Assault it does a grand total of 0% damage.

The differnet damage model was disheartening. The fight didnt go too badly, Boon had one guy KIA and one guy lost a leg. while I just got chewed on.

Also hard to tell who is 0% when 1/2 the Zoms dont have a flag over them and cant be targeted or hovered over to see %. this seems to be a random "untargetable" glitch of some sort because on turn you cant even hover over it and view status, then the next turn, no problem at all. Seems to happen if the Zom stops moving for more than 2 turns. once he starts moving again it reads his info. I RPed this as "idk if it's really dead or not... double tap it"
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Posted Oct 31, 2012, 10:54 pm
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did my first ever zombie event this morning, and yes, rifles were totally ineffective. so was the chainsaw. what was *not* ineffective was the sword. took two of my guys dying to figure it out, but sword seemed like almost insta kill every time, something like "with a mighty swing the head is cut clean off"... also, if you look, the zombies move at different rates, i think they might have stats like npc gangers also do (like speed), so my sword guy did die in the end from melee with a fast zombie who struck first. i could tell that he was faster because he was able to gain ground on me while running, instead of the other ones that i was able to pull away from. this might also explain some of lord foul's observations insofar as not all zombies being the same, so comparing the foot speed of a damaged one vs a 100% one is not necessarily valid...
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Posted Nov 1, 2012, 1:08 am
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"zombies just walk through the fire unharmed."

Please, lets not bitch too much about this.....
It's not just a zombie thing, it's universal DW ped code thing.
In normal scouts, enemy peds aren't afraid of fire either.

Seriously, lay a bunch of napalm down after computer controlled opponents in a normal scout bail out of their cars and try to scamper about on foot.

SAME THING.

I hate bringing this up just because of all of the laughs I've had after the napalm guns got implemented.
Watching enemy peds run through fire?
That never gets old, because that sh!t is HILARIOUS.
If DW was a P&P RPG, the stat the AI would have to roll against would be "Pyrotechnic Pathfinding", and their save would have a penalty of -500.
On a d20.

The zombies are just tougher.
They don't take damage because Sam has jacked their resistance to damage up so high.
See, we THINK he does the zombie attacks to make things fun for us, that is not the case.
He is REALLY a sadistic bastard who wants to see our gangers DIE!!!!
And he definitely stacks the odds!!!
Is it a mere coincidence that the ammo count in weapons was dropped a while ago?
Oh, no....he was actually rubbing his hands together and laughing like an evil THRUSH honcho while looking ahead to October.....

Any ped combat ladder/league winner is welcome to show me any replay of any normal ped combat event where 90% of the hits their gangers inflict are.... on FEET!!!!!!!!!

Yeah.....

But for one week a year, Sam makes us hunger for the chance of getting @ssraped more than the usual DW experience.

And we fall for it every time!!!!!
And we LOVE it!

Good on him!
I look forward to getting @ssraped next year!
Because I love it too!

He's still an evil, evil, man......and oh yes... I am on to his sadistic ways.....

:p
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vet wv zom marshal paintladder cont

Posted Nov 1, 2012, 8:18 am
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the guy that now walks a bit funny, he claims from an extensive bike ride (but we really know the truth) said:
He is REALLY a sadistic bastard who wants to see our gangers DIE!!!!


yup, thats pretty much the sum of it

laughed so hard I fell off my chair
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Nov 1, 2012, 10:10 am
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The zombie events are a run-n-gun orgy of death and gunfire. My kind of event. I had a great time, and look forward to next year!
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vet wv deathrceL1

Posted Nov 1, 2012, 3:00 pm
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ditto. 2 dead, one in hospital for quite a while at least, and yes i can't wait till next year. gotta buy some more swords...
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Posted Nov 1, 2012, 5:17 pm
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musashi_san said:
ditto. 2 dead, one in hospital for quite a while at least, and yes i can't wait till next year. gotta buy some more swords...


I left my swords in the lockup...  Sigh

But now I want to see pissed off mutants in body armor swarming arena events with ped weapons.  I loved seeing Zoms in arena combat.  Regular peds die too easy but something in between would be awsome.
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Posted Nov 1, 2012, 8:54 pm Last edited Nov 1, 2012, 8:57 pm by StCrispin
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I am just curious, it's been a few weeks since the zombie events and I have yet to see or hear about anyone getting a zombie slayer badge! Is this still gonna happen??? I thought I may have one coming ;)
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*Posted Nov 18, 2012, 7:57 am Last edited Nov 18, 2012, 8:37 am by The X Man
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