Survivor: Difference between revisions

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{{Languages|Survivor}}
{{Languages}}
{{header|The Game World|NPC|version=Version 40|incver=43}}
{{Header|The Game World|NPC|version=Version 41|incver=78.16}}
A '''survivor''' is a human [[NPC]] that has survived the initial [[infection]] and is trying to survive the [[Knox Event]].
 
==Future survivors==
{{Future|build=[[build 43]]}}
{{Future|build=[[build 43]]}}
{{Improve}}
[[File:K&B intro.png|thumb|[[Kate Smith|Kate]] and [[Bob Smith|Baldspot]] as a future teased NPCs.]]
Survivors are going to be reintroduced in [[build 43]] as a fully interactable [[NPC]]s. It is currently unknown how recruiting or joining survivors will work as much of this is still in the early phases.
{{Clear}}
==Legacy survivors==
[[File:Npc1.jpg|200px|thumb|left|A NPC rejecting a team request.]]
[[File:Raider.png|thumb|A survivor (right) threatens the player with a shotgun.]]
[[File:Raider.png|thumb|A survivor (right) threatens the player with a shotgun.]]
A '''Survivor''' is a human [[NPC]] that has survived the initial [[infection]] and is trying to survive the [[Knox Event]].  
Survivors were present in older versions of the game and subsequently removed in order to be reworked and readded in a later version, currently scheduled for [[Build 43]]. Survivors served as an interactive element within the game's environment. These characters, operating under the game's AI, performed a variety of tasks within the game world, and possibly forming either helpful partnerships or becoming adversaries with the player.
 
Generally, survivors could form alliances with the [[player]] or other survivors, or engage in combat. A survivor's response to a team request from the player would be influenced by the player's attitude and the survivor's personality, ending in either a good relationship or a duel to the death. Once a survivor has formed an alliance with the player, they could take on assigned roles, and act under given commands such as "stay", "follow", or "guard."
 
Survivors demonstrated AI that allowed them to perform a multitude of tasks, mirroring what the player would do to survive. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival. They also had the ability to loot buildings and fortify shelters through barricading or installing sheets. When not in a team with a player, survivors could form alliances among themselves and assign each other tasks such as seeking food or zombie hunting.
 
Beyond their actions, survivors exhibited their own set of [[traits]] and [[professions]], randomly assigned from the same pool available to the player. They also had the ability to gain experience and level up in [[skills]], improving their survival abilities over time. One unique aspect of their design was their attribute for bravery, those with low bravery might choose to flee when confronted with a threat, while those with high bravery may opt to stand their ground and fight.
 
Specifically, three variations of NPC survivors existed in-game: gun nuts, true neutrals, and loners, each having different interaction patterns and behavior tendencies with the player and game environment.
 
===Gun nuts===
Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. These NPCs didn't spawn naturally but only made appearances at scripted locations in [['Til Death Us Do Part|Story Mode]]. They were unable to join the player's team or engage in dialogue with the player, serving solely as a threat.
 
===True neutrals===
True neutrals were initially friendly survivors who could ally with the player. Their willingness to team up was contingent upon the player's attitude. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to assume roles or take on orders. The player could bestow items upon these group members, receiving gratitude in return. Otherwise, true neutral NPCs would stay neutral and not attack players unless attacked first.
 
===Loners===
Loners were solitary survivors who committed to surviving by their own efforts and refused to join the player's team, irrespective of the player's attitude. Persistent team requests could irritate a loner to the point of instigating a fight with the player. Other than their reluctance to team up, loners generally behaved like true neutrals, opting not to attack players unless provoked.
 
==Survivor hordes==
Players can sometimes encounter the so called ''survivor horde'', it can also be spawned using one of the [[debug mode]] options. Survivor hordes feature a sizeable group of zombies, including one zombie with a [[Large Backpack|large backpack]] with [[food]] and supplies.
 
==Survivor stories==
In [[Build 41]] there exist multiple survivor stories that can sometimes spawn dead or zombified survivors.
 
===Randomized building survivor stories===
Inside any house, these stories that currently appear are are:
*Suicide by [[Bleach]]
*Gunslinger
*Locked in Bathroom
*Dead Drunk
*Eating zombies
*Bathroom Zed
*Bedroom Zed
*Football Night
*Hen Do
*Stag Do
*Student Night
*Poker Night
*Suicide Pact
*Prison Escape
*Prison Escape with Police
*Skeleton Psycho
*Corpse Psycho
*Police at House
*House Party
*Tin foil hat family
*Hockey Psycho (friday 13th!)
 
===Vehicle stories===
There exist some extra vehicle stories as well:
*Utility Vehicle
*Construction Site
*Burnt Car
*Police Blockage Shooting
*Police Blockade
*Basic Car Crash
*Ambulance Crash
*Basic Car Crash Corpse
*Changing Tire
*Flipped Crash
*Bandits on Road
*Trailer Crash
*Crash Horde
 
===Zone stories===
There are also the following zone stories available:
*Basic Forest Camp
*Forest Camp Eaten
*Burying Camp
*Beach Party
*Fishing Trip
*BBQ Party
*Hunter Forest Camp
*Sexy Time
*Trappers Forest Camp
*Baseball
*Music Festival Stage
*Music Festival


==Overview==
More randomized stories were teased to be added in [[Build 42]]. Each of those stories can also be spawned using [[debug mode]].
Survivors are computer controlled characters which exist in 2 forms, a physical character and a non-physical meta character. When occupying the same area as a player these persons will be spawned in a way to reflect their meta state. Some may be fortified in a structure while others may be traveling from one area to another. Things like injuries, infection, gear, transportation will all reflect the survivor(s) current state in the "meta narrative".  


While not in the same area as the player the meta takes over which will generate context specific events and allow the survivors to move about the world in a more simple way. For example if survivors are trying to get to a hospital and they have a car they will proceed to travel along the road with the speed based on their car. Along this route they may encounter obstacles like road blocks, check points etc which will generate new events for the survivor(s). All of this is remembered by the survivors involved and can be told through dialog later on.
==Metagame==
{{Main|Metagame}}
Most [[metagame]] events, including a helicopter event, indicate survivor presence, however, as of [[Build 41]], no physical survivors correlate to this.


Survivors are also capable of having various traits similar to the player which will influence their actions, abilities and how others refer to them. It is currently unknown how recruiting or joining survivors will work as much of this is still in the early phases.
==Other==
It is also possible to encounter barricaded houses and crashed vehicles, also, as time passes, it is possible to encounter zombies with unusual weapons. Both are an attempt of indicating survivor presence.  


==Unique Survivors==
==Unique survivors==
*[[Bob Smith]]
*[[Kate Smith]]
*[[Bobby Collins]]
*[[Jack Bloggs]]
*[[General John McGrew]]
*[[Jackie Jaye]]
*[[Kirsty Cormick]]
*[[Joan]]
*[[Reverend Peter Watts]]
*[[Judge Matt Hass]]
*[[Frank Hemingway]]
*[[Dean]]
*[[Duke]]


Story or challenge specific survivors will be listed here.
==See also==
==See also==
*[[NPC]]
*[[Player]]
*[[Player]]
*[[NPCs (Legacy)]]
*[[Animal]]
*[[Animals]]
*[[Zombie]]
*[[Zombie]]

Revision as of 19:09, 10 October 2023

The Game WorldNPCSurvivor

A survivor is a human NPC that has survived the initial infection and is trying to survive the Knox Event.

Future survivors

PictureKate.png
This is a future feature.
This article is about an item or mechanic that is currently unimplemented and planned for a future version.
It has either been previewed or found in the game files and does not exist yet.
WhiskeyHalf.png
This article may be in need of improvement.
Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.
Kate and Baldspot as a future teased NPCs.

Survivors are going to be reintroduced in build 43 as a fully interactable NPCs. It is currently unknown how recruiting or joining survivors will work as much of this is still in the early phases.

Legacy survivors

A NPC rejecting a team request.
A survivor (right) threatens the player with a shotgun.

Survivors were present in older versions of the game and subsequently removed in order to be reworked and readded in a later version, currently scheduled for Build 43. Survivors served as an interactive element within the game's environment. These characters, operating under the game's AI, performed a variety of tasks within the game world, and possibly forming either helpful partnerships or becoming adversaries with the player.

Generally, survivors could form alliances with the player or other survivors, or engage in combat. A survivor's response to a team request from the player would be influenced by the player's attitude and the survivor's personality, ending in either a good relationship or a duel to the death. Once a survivor has formed an alliance with the player, they could take on assigned roles, and act under given commands such as "stay", "follow", or "guard."

Survivors demonstrated AI that allowed them to perform a multitude of tasks, mirroring what the player would do to survive. They roamed around the game's world, engaged in combat with zombies, sought items for scavenging, and consumed food and water for survival. They also had the ability to loot buildings and fortify shelters through barricading or installing sheets. When not in a team with a player, survivors could form alliances among themselves and assign each other tasks such as seeking food or zombie hunting.

Beyond their actions, survivors exhibited their own set of traits and professions, randomly assigned from the same pool available to the player. They also had the ability to gain experience and level up in skills, improving their survival abilities over time. One unique aspect of their design was their attribute for bravery, those with low bravery might choose to flee when confronted with a threat, while those with high bravery may opt to stand their ground and fight.

Specifically, three variations of NPC survivors existed in-game: gun nuts, true neutrals, and loners, each having different interaction patterns and behavior tendencies with the player and game environment.

Gun nuts

Gun nuts were hostile survivors who would verbally warn (and then attack) anybody — the player, zombies, or other survivors — on sight. These NPCs didn't spawn naturally but only made appearances at scripted locations in Story Mode. They were unable to join the player's team or engage in dialogue with the player, serving solely as a threat.

True neutrals

True neutrals were initially friendly survivors who could ally with the player. Their willingness to team up was contingent upon the player's attitude. Once teamed up, these NPCs could be directed by the team's "leader" (the group creator) to assume roles or take on orders. The player could bestow items upon these group members, receiving gratitude in return. Otherwise, true neutral NPCs would stay neutral and not attack players unless attacked first.

Loners

Loners were solitary survivors who committed to surviving by their own efforts and refused to join the player's team, irrespective of the player's attitude. Persistent team requests could irritate a loner to the point of instigating a fight with the player. Other than their reluctance to team up, loners generally behaved like true neutrals, opting not to attack players unless provoked.

Survivor hordes

Players can sometimes encounter the so called survivor horde, it can also be spawned using one of the debug mode options. Survivor hordes feature a sizeable group of zombies, including one zombie with a large backpack with food and supplies.

Survivor stories

In Build 41 there exist multiple survivor stories that can sometimes spawn dead or zombified survivors.

Randomized building survivor stories

Inside any house, these stories that currently appear are are:

  • Suicide by Bleach
  • Gunslinger
  • Locked in Bathroom
  • Dead Drunk
  • Eating zombies
  • Bathroom Zed
  • Bedroom Zed
  • Football Night
  • Hen Do
  • Stag Do
  • Student Night
  • Poker Night
  • Suicide Pact
  • Prison Escape
  • Prison Escape with Police
  • Skeleton Psycho
  • Corpse Psycho
  • Police at House
  • House Party
  • Tin foil hat family
  • Hockey Psycho (friday 13th!)

Vehicle stories

There exist some extra vehicle stories as well:

  • Utility Vehicle
  • Construction Site
  • Burnt Car
  • Police Blockage Shooting
  • Police Blockade
  • Basic Car Crash
  • Ambulance Crash
  • Basic Car Crash Corpse
  • Changing Tire
  • Flipped Crash
  • Bandits on Road
  • Trailer Crash
  • Crash Horde

Zone stories

There are also the following zone stories available:

  • Basic Forest Camp
  • Forest Camp Eaten
  • Burying Camp
  • Beach Party
  • Fishing Trip
  • BBQ Party
  • Hunter Forest Camp
  • Sexy Time
  • Trappers Forest Camp
  • Baseball
  • Music Festival Stage
  • Music Festival

More randomized stories were teased to be added in Build 42. Each of those stories can also be spawned using debug mode.

Metagame

Main article: Metagame

Most metagame events, including a helicopter event, indicate survivor presence, however, as of Build 41, no physical survivors correlate to this.

Other

It is also possible to encounter barricaded houses and crashed vehicles, also, as time passes, it is possible to encounter zombies with unusual weapons. Both are an attempt of indicating survivor presence.

Unique survivors

See also