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All downhill from there (media.piefed.social)
submitted 2 days ago by [email protected] to c/[email protected]
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[-] [email protected] 191 points 2 days ago

Imagine being hunted and killed by a team of power walkers.

[-] [email protected] 182 points 2 days ago
[-] [email protected] 156 points 2 days ago* (last edited 2 days ago)

You know, this is actually the type of fear that the zombie horror genre really reverses back on us. Classic zombies are not fast. They're not smart. They can't run, climb, or plan elaborate traps. They have no sharp claws or terrifyingly large teeth. You can outrun them at a brisk walk.

But what makes them so dangerous is that they're relentless. If they get your scent, they'll follow you and keep following you. Blow their legs off and they'll crawl towards you. Remove all their limbs and they'll slither like a snake towards you. Only destroying their brain can stop them.

If you're on foot, it is virtually impossible to escape them, as they'll just keep on coming. And while you need to sleep, they don't. They can just keep right on shuffling towards you 24/7. If on foot being chased by a zombie, your best bet is probably to find a river you can swim across that will sweep them away. Oh, and of course, they are rarely alone.

Zombies are predators that turn our species's natural hunting strategy back upon us.

[-] [email protected] 41 points 2 days ago

Similarly the Terminator is ceaseless but does run, jump, climb etc. Our own hunting strategy, but perfected by machines. Even more tireless and persistent.

[-] [email protected] 8 points 2 days ago

I thought it was the swarm that was what is so dangerous rather than being relentless. A single zombie is usually shown as weak and pretty easy to kill.

[-] [email protected] 15 points 2 days ago

Not really related, but it makes me sad that this isn't easily possible in Project Zomboid. It's the exact sort of feeling I want from it.

[-] [email protected] 6 points 2 days ago

Could you not adjust the settings so zombies see/hear you very easily and from far away, as well as making hordes a bigger amount for the feeling of being hunted by a pack? I haven't played the recent unstable versions so idk if they added other things that zombies can do to find you, like smell or whatnot

[-] [email protected] 1 points 1 day ago

You can adjust settings, and I do, but once you clear an area if you stay near the area the options are either "randomly spawn in zombies where you've cleared" (ignoring whether a zombie could actually path there or not, last I tested it) or "no more zombies". There's no built in way I know of to simulate a glob coming in from the edges of your safe zone if the edges are farther out than the limit of cells it simulates around you.

I could probably get something together with the horde night mod. Just haven't had time to tinker lately.

[-] [email protected] 1 points 1 day ago

That's odd, I remember reading about the feature that makes it so zombies naturally fill in empty cells from other cells, but maybe I misunderstood?

I do agree that the random spawning zombies can be dumb if you're coming back to your completely secure and isolated base only to find zombies inside

[-] [email protected] 9 points 2 days ago

I’m kind of surprised considering there’s a massive mod scene. Not even with a custom difficulty mode?

[-] [email protected] 1 points 1 day ago

I'm sure there's a combination out there that would get what I'm looking for. I just haven't found it yet, and a lot of the scene (especially what gets coverage by youtubers) seem to be focused on increasing difficulty by making individual zombies more threatening (night sprinters, randomizers, adding different "zany" zombie types) or adding environmental hazards (nuclear fallout, airborne virus, eternal winter).

[-] [email protected] 4 points 2 days ago

I like the zombie trope but you really can't get only the good parts and leave out the bad ones.

If zombies are rotting corpses, every carrion eating insect is going to have a field day. Plus any other predator or even any animal feeling threaned.

Plus the weather. Heat accelerates decomposition. Cold burns tissues. Water logfing from rain would be a nuisance, at least. Too dry, you get mummies.

[-] [email protected] 1 points 1 day ago

Heat accelerates decomposition. Cold burns tissues. Water logfing from rain would be a nuisance, at least.

I think most "undead" type zombies handwave that sort of stuff away as part of the powers that animate them in the first place. It's only really an issue for "virus" type zombies.

[-] [email protected] 1 points 1 day ago

That's a sub trope that makes me wonder: why animate a corpse when animating the skeleton alone achieves the same purposes? For visual impact?

And even in magic universes, physics still afects everything. Frost freezes the undead, heat cinzes their flesh, etc.

[-] [email protected] 1 points 2 days ago

Meh, zombie infestations are easily prevented by simply the shoe laces together of the dead. Thus preventing them from even walking.

[-] [email protected] 10 points 2 days ago

How many drugs does it take to outrun a scent-seeking zombie?

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this post was submitted on 07 Jul 2025
991 points (99.0% liked)

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