[quote=“Arek_PL, post:102, topic:8282”]pits are cheap way of defending your postion if you do not plan to move anywhere a teleport pads are nice
just place it like that
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this will give you good postion to practice your bow skills on zombies and if something managed to step on a teleporter without triggering it just use mele[/quote]
Yeah, I was afraid it would be something like that: “just” surround yourself with teleport pads and you won’t need to melee most of the zombies away.
Thanks, but hordes are still a no-go for me at the moment. I don’t know what needs to change, but something ought to because right now it’s melee or nothing. For reference, by the time my character managed to get to archery 2, he was already melee/bashing 7 and I was literally doing more damage hitting zombies over the head with my bow than using it to fire arrows.
Actually, what would you think about the following:
Zombies are reanimated by the Blob for mobility, right? So a horde would be akin to the Blob’s fingers, exploring the countryside for… whatever. So even though individual zombies are overtly hostile, why should hordes follow noise, and explicitly home in on the player? The player won’t live forever; the Blob will have you sooner or later, so there’s no reason to kill you now.
Why not have hordes migrate around according to some specific but unclear scheme? In addition to horde wandering, have a set of randomly-walking attractant points to which the hordes’ movements are weighted, instead of to noise. If the horde’s zombies see you, smell you or hear you, they’ll attack as normal, but otherwise they’ll follow the group.
So keep your head down, don’t attract too much attention, and hordes will generally pass you by. That is, until the attractant point moves over your camp, in which case you’d better be prepared to fight or run.