![]() Survivors should therefore stay alert and be aware of their surroundings, as luck will not always be on their side and zombies will not always announce their arrival. Despite this, zombies' shuffling movements tend not to make much noise of their own. They also tend to groan and produce other guttural noises on seeing prey, which can sometimes betray their presence. ![]() This does not always correspond to the most stealthy approach and can often be quite noisy though brushing through vegetation, pounding on doors or barricades, or smashing through windows. On seeing prey, zombies' attack strategy is very simple: namely to take the most direct path to grab and consume their quarry. This is especially true in buildings without barricaded windows as zombies can smash through and climb in with no resistance. However, survivors finding themselves in this predicament would be wise not to rely on such luck. There is a small chance the zombies will lose interest if players hiding inside a structure stay completely silent for a long period of time. Additionally, the noise one zombie makes as it bashes itself against a door attracts its compatriots, who will often be convinced to join in or simply mill around until something happens. Left to their own devices for a long time, or in larger groups, they will eventually break through. Though a few knocks on a sturdy structure will make little impact, zombies have a tendency to persist. While injuring the living is usually the primary concern, zombies are also able to damage inanimate objects such as doors and (player-made) walls. Punches deal a small amount of damage but unlike the other injury types do not require first aid of any kind, needing only time to heal and recover from occasional minor pain. Finally, "punches" are attacks that do not break the skin and carry no risk of infection. While neither of these spell certain death, they remain dangerous as there is still a chance of contracting the infection (7% for scratches, 25% for lacerations) and slowly succumbing to the disease. In contrast, a zombie's attempts to grab its prey are harder to avoid and often cause scratches, or in more severe cases, lacerations. It is however more difficult for a zombie to bite, requiring them to have (relatively) protracted close contact with their prey. Rumors emerged early on in the outbreak that there was a small chance of survival, but these were swiftly proved false hope. Bites are the gravest and inevitably lead to the death (and reanimation) of the subject. ![]() While a lucky survivor may be able to shake off a few uncoordinated attackers, zombies' tendency to move in groups can leave an individual surrounded, doomed to a grisly demise at the hands of the ravenous horde.Īttacks by zombies cause four kinds of injury: bites, scratches, lacerations, and blunt trauma ("punches"). These attacks hinder the victim's movement. Zombies attack their prey by approaching and attempting to grab and bite. Zombies take the most direct route available to them to reach the noise source, with no concern as to whether this happens to be through the player's shelter. Needless to say, these mass movements pose great short-term risk to the player. These events are part of the metagame, redistributing the zombie hordes over the map to balance gameplay over long periods of time. For example a helicopter might fly overhead, a dog may bark, or gunshots may be fired in the distance by an unseen survivor. The zombies in that horde will follow that leader around.Īt irregular intervals, events outside the player's control will cause zombies to migrate en-masse. Zombies tend to roam in hordes, with one of those zombies being the designated horde leader.
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