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Zombie aggro does not stick and gets switched too easily.
Closed, ResolvedPublic

Description

Zombies seem to go for the target that is the nearest and once they have acquired a target they seem to switch targets too easily.

Situation 1.

Player A shoots gun 20 m from zombie. Zombie goes into aggro state and their sight and hearing is increased. Zombie will detect from the corner of their vision another player or hear something behind them or in a building and they will lock on to the other target. Zombies also seem to skip the search phase of aggro when they switch targets and they will go straight away to the new target.

Expected behavior is for the zombies to be more interested in the loud gunshot and for them to fixate on it a little.

Situation 2.

2 or more players and a zombie in an aggro state. The zombie will be aggro on player A. Player A backs up and now player B is closer. Player B backs up and player C draws aggro. What ends up happening is that the zombie will just run in circles, constantly switching between targets.

Expected behavior is for the zombie aggro to stick more and for them to not switch targets as easily.

A zombie running into a new player is an acceptable target switch. Original target not in sight but a loud gunshot is an acceptable switch.

Constant switching because someone is barely closer is not ok.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Operating System Version
20H2
Category
AI Spotting / Detection

Event Timeline

Franzuu created this task.Wed, Apr 21, 5:37 PM
Geez changed the task status from New to Assigned.Thu, Apr 22, 1:21 PM
Geez closed this task as Resolved.Fri, Apr 23, 11:33 AM
Geez claimed this task.
Geez added a subscriber: Geez.

Hello Franzuu.
The infected always prioritize the visible targets over the sounds or are switching to players which are closer to them. This behaviour is intended.
Regards,
Geez

Hello Franzuu.
The infected always prioritize the visible targets over the sounds or are switching to players which are closer to them. This behaviour is intended.
Regards,
Geez

I understand that that is exactly how the Zombies are coded and on some level "The infected always prioritize the visible targets over the sounds or are switching to players which are closer to them." makes sense. But the resulting behavior in game is the problem.

It seems to me that in certain situations this breaks the zombies.

Am I correct in assuming that the zombies keep track of multiple targets they have identified and switch to the one that is closer? And that this tracking is just a constantly updated position of the player, not last known location or where they heard the sound? I believe that this causes situations where the zombies will run back and forth or in literal circles because they are constantly aware of all targets. Something is causing this wacky behavior.

That's a bit disappointing if there's no intention of changing or at least improving upon this behavior. I had always assumed it was "placeholder" to some degree, because it results in some silly infected behavior.

That's a bit disappointing if there's no intention of changing or at least improving upon this behavior. I had always assumed it was "placeholder" to some degree, because it results in some silly infected behavior.

The zombies were broken and lagging out servers and as a result their features were cut down for 1.0. They disabled behaviors and made the rest of it work. That is why they feel placeholder.

I think that if intended behavior creates corner cases where the result is less than ideal then it should be regarded as a bug. I guess that we should be lucky that the modders and Twitch revitalized DayZ and we are getting any development on the game at all.