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Hordes Rework-/ Wandering Hordes

Would you like this change to hordes?

  • Yes

    Votes: 1 100.0%
  • No

    Votes: 0 0.0%
  • Somewhat, Needs more thought

    Votes: 0 0.0%

  • Total voters
    1
Thread starter #1

Mr.JD

New Member
Joined
Oct 6, 2020
Messages
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Points
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I think, wandering hordes would be way better than the current installment.

My thoughts:

add in a chance of a horde wandering by every night.

* urban area: high chance (45%)
* near urban: medium chance (30%)
* countryside: low chance (20%)
* secluded area: very low chance (10%)

chances accumulates, and resets to base value with every horde!

so, every 3. day you are guaranteed a horde in urban areas
every 5. day in near urban
every 7. day at the countryside
every 12. day in a secluded area

function used: ="previous_chance + (previous_chance * previous_chance )"

ex.
urban:
day 1 = 45%
day 2 = 45% + (45% * 45%)= 65%
day 3 = 65% + (65% * 65%) = 108% (horde guaranteed!)

this will reflect game levels,
urban areas for experienced player, groups, late game. (don’t stay in there overnight to begin with! loot at daytime!)

all the way to secluded areas, for the beginners and very causal player, tutorials etc. (ex. camp sites is secluded)

loot and loot quality should be reflected here as well!

The horde has a chance of homing in on you if you are:

1. noisy (100%)
- (add in noise generation from interacting with cabinets)
2. has electric lights on (40%)
- (add in battery banks - no noise electric lights)
3. has a campfire lit (60%)
4. has a fireplace/fire stove lit (50%)
5. electric stove (10%) - (provided the battery banks)
6. horde is within close distance (ex. 10 meters) (100%)
- (provided you have any light source on and/or makes noise, hiding should be available, and viable, unless they are right upon you (ex. 3meter) )

If you hide and avoid the horde, it will grow bigger the next time it wanders by and will keep on growing bigger until it is killed and diminishes if killed.

ex.
1. horde: 5 zombies
2. horde: 8 zombies
3. horde: 11 zombies
4. horde: 15 zombies
5. horde: 20 zombies
....
10. horde: 85 zombies
etc

The function used in this example: ="Previous Horde" * (1 + "Grow_Factor") +1
Grow_Factor being +30%

so, it’s not to say that day 4 has a 15 zombie horde, but rather that the fourth un-killed horde would amass to 15 zombies wandering around.

killing the horde would reduce the next horde like so:
ex.
1. horde: 5 zombies
2. horde: 7 zombies
3. horde: 8 zombies
4. horde: 10 zombies
5. horde: 12 zombies
....
10. horde: 25 zombies
etc.

The function used in this example: ="Previous Horde" * (1 - "Decline_Factor") +1
Decline_Factor being -10%

for a more realistic view, where you kill some hordes and avoid others:

ex.
1. horde: 5 zombies (not killed)
2. horde: 8 zombies (killed)
3. horde: 9 zombies (killed)
4. horde: 11 zombies (not killed)
5. horde: 16 zombies (not killed)
6. horde: 21 zombies (not killed)
7. horde: 29 zombies (killed)
8. horde: 32 zombies (killed)
9. horde: 37 zombies (not killed)
10. horde: 49 zombies!
etc.

to lessen the game engine, the hordes could be split up into smaller groups wandering around when reaching later hordes.
so, ex. if you have not killed any horde in the city at all, the 10. horde of 85 zombies could be spilt up into 3 groups of 28 zombies (increasing the risk for being discovered by one) and when discovered by one, the other will be drawn to all the noise.

This would encourage players to kill the horde rather than avoid it. but making avoiding the horde a thing to do if you are not capable of fighting it just yet. (trade-off system)

(of course the factors and base amount of zombies can be changed to what ever makes more sense in game, these numbers are just my examples)
 
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