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- User Since
- Nov 6 2014, 6:37 AM (524 w, 6 d)
May 11 2016
Same should be true for flares... with a real big radius of attraction. Used to divert zombies away or rain em down on an enemy position...
I suppose you could rationalise their hostile behaviour in a zombie apocalypse type situation. Starvation would be a real possibility - with zombies (and humans) all eating the same animals. Maybe some smart background ecosystem simulation could be done to vary this on a per server basis, tie it in with player animal interactions...
Say the wolves have been fending off zombie attacks, as the un-dead would attack anything living they came across. In that sense they would be familiar with fighting with humans, so yes actual wolves in the actual world wouldn't attack humans - but in this situation it could be a learned behaviour?
Either way, I want some wolf pelt crafting options!
Players corpses being dragged back to dens would make for good moving loot opportunities too...
Just watched The Grey last night and wolves in DayZ should have a den & react differently to players depending on their proximity to that den - Liam Neeson; "they have a 300 mile hunting radius, and a 30 mile kill radius" - obviously that kind of scale is too big for Chernarus - but scale it down & it'd work. iT also gives the DayZ team the opportunity to think about possible advantages to find the den too, capture a baby wolf? animal bones? loot from player's corpses they've killed & dragged home?
I think with the right AI tweaks the wolves could be a decent threat and reasonably realistic.
For example:
- wolves would only attack healthy players if they in a group of 5+ wolves. Scale it up according to plays, 7+ for two plays, 9+ for 3 and so on. Have the chance to be scared off once their number falls below the critical group size.
- wolves would stalk & eventually attack sick or injured players (or players covered in blood).