I’ll go ahead and wage in with my opinion.
Kiting is acceptable. It is necessary. Bushes and windows break the game a little.
The best solution would be to do multiple things:
1.)Make zombies avoid bushes. - No-brainer. They don’t run into walls, do they?
2.)Make corpses add speed penalty for the tile they are on (And block vision?), stacking up to make the tile impassable. Now the player is trapped behind a window instead of suffering a lowly and trivial life of a window mass slaughterer. He can continue to do his thing - but it takes time to clear the corpses - which makes for a great biting opportunity for a zombie. Note, that this is exactly what would happen in real life, or at least what we would expect from movies.
3.)Add additional mechanics that make life bearable in now non-wussy harder combat. Such as stealth system to facilitate eliminating zombies one by one without unnatural terrain advantage.
Now here’s a treat for people who like bushes. Pushing. And grabbing in general, this could be expanded a lot (Wild animals don’t smack you, they grab you and kill you, same for zombies since they mostly seem to bite and biting=grabbing.), but for this purpose [G]rabbing a creature like you would a cart or furniture, allows you to manipulate it and, say, push it onto a bush for easier kill when it stumbles back on it’s feet.
But I guess this would call for a complete combat overhaul. And believe me, I would love to see grabbing like in Dwarf Fortress especially for animals and bites! Every game to date have pissed me with wild animals doing some whacky “jump attack” or using their teeth as cutting weapons. Animals bite you, hold you between their jaws and tear you to pieces.
Please please please please please make them do it in Cataclysm!
And now a little different topic, more fit for the title.
As someone on first page suggested, zombies should be less predictable. And zombies are also zombies.
So how about implementing a stumbling mechanic. Stumbling, is how most of every lore describes the way zombies move, so they should stumble around with a random speed penalty/bonus and direction, making the player unsure if he’ll make it out of zombies reach and much harder for him to predict it’s precise path.
That is all.