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Old 11-21-2009, 06:35 AM
outofrealman outofrealman is offline
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Default WHY zeds have heart attacks?

I was wondering why everytime when specimens got a heart attack and die themselves.
A rageing fp or scrake will die if they cannot reach you after some time, low health gorefast will also die suddenly after a long race with humans, if the last few specimens is out of sight for some time, they die, too.

WHY? Many times I want to kite specimens near the trader, they die! Some time I want to run away from some clots before I can due with a raging scrake or fp, they die. Is this a bug or something?
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Old 11-21-2009, 07:01 AM
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Hunger.
starvation.
They die.
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Old 11-21-2009, 07:16 AM
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Sorry, my bad. It was a bit difficult while you got a rocketlauncher for an arm.

But I'm sure I didnt make that much mistake. Just few of them, and they still can eat you alive, so I say... NO PROBLEM
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Old 11-21-2009, 07:41 AM
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Quote:
Originally Posted by outofrealman View Post
I was wondering why everytime when specimens got a heart attack and die themselves.
A rageing fp or scrake will die if they cannot reach you after some time, low health gorefast will also die suddenly after a long race with humans, if the last few specimens is out of sight for some time, they die, too.

WHY? Many times I want to kite specimens near the trader, they die! Some time I want to run away from some clots before I can due with a raging scrake or fp, they die. Is this a bug or something?
As I understand it, the last few zeds, if a certain distance from the player will auto-die. I think it's to maintain gameflow and to stop the old old problem of players having to hunt around to kill them, at the risk of straying too far from the trader.

Also, some zeds tend to get stuck, having the auto-kill feature in there eliminates above mentioned hunting around for the last couple of zeds.

I maybe totally wrong, but that's how I understand how it works.
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Old 11-21-2009, 10:27 AM
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There's issues where a zed will get stuck somewhere, or just borks up and doesn't want to actually move. This can be gamebreaking when a stalker or something is out of the player's ability to damage. Some custom maps also have the occasional spawn inside a wall and the players pretty much have to kill themselves and move on to the next map or wait however long it takes to cull whatever is stuck, which can take a long time when the map is small, like KF Industry or whatever it is.
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Old 11-21-2009, 10:31 AM
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^^ yeah would be nice if this worked when it actually mattered. like for instance they are more likely to die off on their own as the team heads toward the trader, where they should just be killed as usual, but when they get stuck in objects/spawn/path errors they are more likely to stay alive. which leads to lots of waiting around, searching, heading in directions other than the trader to try and get some distance to trigger that auto death. seems like this function is being evaluated at the wrong time, or certain errors preventing it from happening when it should.
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Old 11-21-2009, 12:35 PM
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I'm pretty sure I remember reading that if a zombie can't find a path to you, it kills itself. Of course, this doesn't seem to apply all the time as it can still happen.
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Old 11-21-2009, 12:48 PM
outofrealman outofrealman is offline
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I understand why they make zed auto-die when they stuck or they are the last few zeds. But WHY Scrakes, Flesh pounds and Gorefasts die if they cant reach you when running after you for a while?
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Old 11-22-2009, 08:22 AM
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Quote:
Originally Posted by outofrealman View Post
I understand why they make zed auto-die when they stuck or they are the last few zeds. But WHY Scrakes, Flesh pounds and Gorefasts die if they cant reach you when running after you for a while?
I'd be interested to know this as well. Hopefully someone can give us the answers soon!
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Old 11-22-2009, 08:35 AM
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Quote:
Originally Posted by Benjamin View Post
I'm pretty sure I remember reading that if a zombie can't find a path to you, it kills itself. Of course, this doesn't seem to apply all the time as it can still happen.
I assume if they're the last 2 or 3 and a certain amount of time has passed, it's to keep the gameflow going.
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Old 11-22-2009, 03:37 PM
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To prevent infinitive kiting and going around the map collecting all the weapons/ammo.
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Old 11-22-2009, 04:11 PM
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Although I don't know why Scrakes or Fleshpounds sometimes disappear if they can't catch you (I've experienced this a few times), I feel I should point out that the mental image of a zombie having a heart attack is pretty hilarious.
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Old 11-22-2009, 05:50 PM
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The current spawn system promotes kiting, the specimens spawn once and then either walk in a straight line to reach a target, or get stuck and die.

What needs to happen is:

If a specimen is a certain distance away from a group of players and is out of line of sight for more than 1 minute after first laying eyes on the players, it needs to die and then RESPAWN closer.

Also, if a player is kiting a group of specimens and is the last one left in a multiplayer game, they ALL need to auto-rage. (using a similar method above)

For example:

If all but one player dies, the rest of the specimens get a speed boost to over run the last player.

No more kite marathons please.
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Old 11-22-2009, 06:08 PM
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Quote:
Originally Posted by anthracy View Post
No more kite marathons please.
so why start at the last man? why don't we just have all zeds get progressively faster every time someone dies. everyone in the team who manages to survive should get equal punishment.
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Old 11-22-2009, 06:55 PM
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Quote:
Originally Posted by Kabelis View Post
To prevent infinitive kiting and going around the map collecting all the weapons/ammo.
This is exactly it. That, and to prevent medics letting the last clot munch someone as they level up their healing...
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Old 11-23-2009, 08:54 PM
Colt .45 killer Colt .45 killer is offline
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a few maps used to have the problem of one or two zeds getting ai glitched off the map, ie a stalker on farm would spawn and just stand still. if the last few dotn die, that stalker is a game breaker.
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Old 11-23-2009, 10:51 PM
outofrealman outofrealman is offline
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Quote:
Originally Posted by Nanostrike View Post
This is exactly it. That, and to prevent medics letting the last clot munch someone as they level up their healing...
But if you stay close enough to the last zed, kiting it around is possible. I offten travel with the last clot over 200m on kf-farm.
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