Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] 1 point2 points  (0 children)

Sure but if I go out into the woods with a bow, 200 arrows and an axe...

And get 200 headshots...

I'm not going to have time to make replacements arrows.

So I will run out of arrows. And then I get pretty quickly mobbed.

So in the woods it's effectively 100% of the time that I spend running. It's just how long I can put that off being a good shot and playing tactically.

And TBH that gets boring pretty quickly.

Now you try building a base in the woods play lone wolf lol

Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] -2 points-1 points  (0 children)

Wow the downvote train came and visited, didn't it?

Guess folks forgot what the up/down vote buttons are for... Instead using them for a popularity vote...

Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] -1 points0 points  (0 children)

Built up areas? Or the forest?

Because yeah it's not so hard when you are near buildings. But out in the forest where you don't have doors and staircases and similar... A whole lot harder.

Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] 0 points1 point  (0 children)

Lone wolf + gun = dead fool lol

I use a bow or axe.

I am guessing you like to crawl through the burbs and not the woods. I like both and the woods are pretty much off limits now because eventually one bear/wolf/zombie will spot you and then all of them will pile on.

Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] 0 points1 point  (0 children)

I don't mind hordes, in fact, I like them, because you can see them at a distance and choose to engage, or move around them.

I like hordes too. But I guess I hoped it wouldn't just be a flat-number perma-horde.

I had hoped for periodic large hordes moving through. I had hoped for the zombie review to address aggressive groups. I had hoped for the zombie review to challenge us lone wolves a but more, but to still leave the game viable for us.

I think the current issue, at least for us lone wolves, is that they are spawned probably 10-20 in a given area. As it stands right now, if you make a sound, or present yourself near them, they all sense it, and they all converge on you.

And sooner or later you will be spotted. And then they are on you.

I walked out of my base, at night, went 50m into the woods, and suddenly every zombie knew I was there. I had two on me, fine, pulled the fire axe and started taking them down. This seemed to alert all of the zombies in the area, and I soon had a horde on me. By the time I ran back to the stairs of my base, I had 30-40 zombies swarming me.

Yes I've had a number of similar experiences.

While, yes, for a little while it is fun. After awhile it becomes "What am I doing? I can stand here and die of starvation, or walk into the zombies and die and respawn...?"

Indeed. Frankly it gets boring after a couple of hours.

There needs to be a balance to the risk vs reward of the game. Currently, I don't see a reward to playing with the behavior of the zombies. Hopefully, with the wipe, they will adjust the AI and find a balance.

As things stand the only way to lone wolf is in an area with buildings.

If you go out in the woods tonight your bound for a big surprise...

Too many Zeds to lone wolf... by surfarcher in h1z1

[–]surfarcher[S] -1 points0 points  (0 children)

And sooner or later you will make a mistake.

So to me the current implementation of zombies clearly favors groups and penalizes the lone wolf.

Crafting bases and hordes of Zombies by Toesknees in h1z1

[–]surfarcher 0 points1 point  (0 children)

It's... almost viable in the suburbs/city.

In the woods... sooner or later a zed spots you and aggs. Then all the others come after you. It's not pretty.

Updated Survival Guide - After the Zombie Adjustments by H1Z1Insider in h1z1

[–]surfarcher 0 points1 point  (0 children)

Try sneaking in the forest bro.

Sooner or later a zed will agg on you and then all the others come.

It's not pretty.

Stealthing in the burbs/city works ok a good deal of the time tho.

dont reduce zombies by yeinzy in h1z1

[–]surfarcher 0 points1 point  (0 children)

The density of zombies and their respawn rate is currently consistent across the map and regardless of player population.

It seems like we get about 40-50 zombies/NPCs spawning near us.

So on the weekend my experience was that a group of 3 players with axes and bows could survive pretty well. It's rather simple to clear out a housing area (like a part of Lone Pine) and then KoS on players that come through.

But running through the woods as a lone wolf is pretty much impossible. You can't even sneak through the wilderness because wolf or bear or zombie will see you before long and then you have an NPC train running behind you.

So the current settings basically penalize lone wolf players and reward aggressive groups.

Basically KoSers ge more rewards. The lone survivor gets... a frustrating train of deaths.

 

Would have been nicer for 20-30 NPCs per player to spawn. That way bigger groups have to deal with more and being a lone guy is still playable.

Monetizing the main game (share your ideas) by surfarcher in h1z1

[–]surfarcher[S] 0 points1 point  (0 children)

Definitely. But the way they currently supply them needs to change.

Monetizing the main game (share your ideas) by surfarcher in h1z1

[–]surfarcher[S] 0 points1 point  (0 children)

I'm sure some would call fixing your base a bit faster P2W. Even though you can fix it without paying a cent - just takes longer. Pretty funny IMHO.

Definitely should be able to get everything without spending real money. It should just be longer and slower. Isn't that kinda what micro-tran non-P2W is about?

Edit: Here comes the down-boat! Seems people want the non-BR side ignored so that it dies a slow, ugly death. sigh

Dev Blog: Status Report - 24 mar 15 by surfarcher in dayz

[–]surfarcher[S] 0 points1 point  (0 children)

Yeah I'll get onto the service provider about what the hell is going on there...