SnowDog1942
Navezgane's Perv
Finally, someone appreciates me. Â Thanks, I love youWelcome to the forums, Snow Dog!![]()

Finally, someone appreciates me. Â Thanks, I love youWelcome to the forums, Snow Dog!![]()
Hey i always remember about you. And you strip club too. Yes i will always write about it because... reasons? I guess btw i think every fifth alpha should have a good name like A20 : Dron and junk. A 25 : Bandit's lives A 30 : A new hordes awakes!Finally, someone appreciates me.  Thanks, I love you A/S/L ?
now go to your corner and keep quiet and dont chew on the power cord.Finally, someone appreciates me.  Thanks, I love you A/S/L ?
my guess is that zombies that are in POIs that move but they are sleepingAtomicUs5000 said:Could someone summarize what the "Wandering Sleepers" are (as listed in the A20/21 roadmap)?
... or direct me to where it was talked about, please.
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I must have missed discussion about it, and I tried searching but couldn't find mention of it.
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Kinda like sleep walkingAdam the Waster said:my guess is that zombies that are in POIs that move but they are sleeping
ÂAdam the Waster said:Why is their a Shark model! the base game is set in Arizona. AKA a place with no ocean! a Gator would make sense but why is the shark not being uses?
i don't think a sea World is in Arizona lolÂ
SeaWorld POI?
Âi don't think a sea World is in Arizona lol
i would even be fine if it looked like a bullshark bit it looks like a great white!Â
ture. alright!Â
They don't, but they have other similar aquarium park attractions.
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I don't think they should stick to this Arizona thing. I mean, if Navezgane is in Arizona, that fine... but, random gen should be no limitations. I say this mainly because of the snow biome. They are adding biome density sliders, so you could have a massive snow biome. This is clearly not at all like Arizona. That said, random gen worlds could be next to oceans, and then there could be sharks.
Well it can work like Dam , flooded house etc. Did anyone know if dam or airport wiil be too big POI for engine?Â
SeaWorld POI?
It's remands me NZA 4 <badmemories so intensive >. Better to add crocodile with swamps !ture. alright!
im all for it!
#Addsharky
AtomicUs5000 said:Could someone summarize what the "Wandering Sleepers" are (as listed in the A20/21 roadmap)?
... or direct me to where it was talked about, please.
Â
I must have missed discussion about it, and I tried searching but couldn't find mention of it.
Â
Okay do you played in L4D2? Their is a witch zombie . She just going around and crying. Wandering Sleepers propably will work similiar - go radomly and ignore you if you are far from themAtomicUs5000 said:Could someone summarize what the "Wandering Sleepers" are (as listed in the A20/21 roadmap)?
... or direct me to where it was talked about, please.
Â
I must have missed discussion about it, and I tried searching but couldn't find mention of it.
Â
It sound like 7dtd crossover with dr.who XDYou'll see a zombie in a corner. Blink and it'll be gone. It probably teleported behind you. Feeling its cold dead breath on the back of your neck, you swing your head and shoulders around and... nothing. It teleported as a sleeper somewhere else in the POI.
Jimmy will be the worst. He's one of the businessmen in the Dishong Tower. Every time you get close to him, he'll teleport to another floor as a sleeper. You'll never be able to kill him, and thus a many a Clear quests will be wasted for inexperienced players.
Jimmy follows you home as well. He'll be watching you sleeping, taking a shower, eating breakfast, defending your base against the horde. Jimmy will be everywhere.
In Pimps We Trust.Â
Adam the Waster said:Why is their a Shark model! the base game is set in Arizona. AKA a place with no ocean! a Gator would make sense but why is the shark not being uses?
ricp said:Don't see the need for wandering sleepers, tbh. They will only impact on performance while providing very little in return. IMO, anyway.
If you don't have collision on, does that mean you can go into a house, build a set of new walls and have the zombies walking through them? Disabling the collision is sensible in terms of reducing the amount of processing they need to do but, on the flip side, to me it seems to be introducing more possible problems in regard to not much game play return (again, IMO).
Obvs, I have absolutely no insight into how the logic is working so perhaps it's an easier and less impactful addition than I am imagining it might be.
I think Faatal gave a big hint for a possible reason: "So enemies can wander around. Like bandits would move about. "
bdubyah said:I love this addition. Makes no sense that every zed in every house is just chilling in a closet or on the roof. I honestly hope the wandering sleepers become the most common.
No but we need both!Because of sharknados.
Have you ever heard of a gatornado?
I would have thought (keyword, 'thought') that bandits were dealt with differently from sleepers.
I'm not saying it's a bad idea in any way. I'm not sure if they will have the impact your comment suggests though. A wandering sleeper is just the same as a wandering outside (non sleeper) zombie isn't it? So it'll just be like the doors have been left open and they've come wandering into the house.
While sleepers don't really offer much of a challenge, it's obviously fun dispatching them with one shot, a wanderer that is stuck in a loop (presumably until disturbed) isn't going to offer much more of a challenge either.
Who knows, it might be one of those subtle changes that when added you'll wonder why it wasn't implemented before now.
ricp said:Don't see the need for wandering sleepers, tbh. They will only impact on performance while providing very little in return. IMO, anyway.
Sleepers zombies are test for bandits like @meganoth saud. Zombie can do stupid things because.. they are zombies. But bandits need to be more "wise" so sleepers can something like "stupid" bandits + more challenge  and creepy effect like zombie attacking you from behind . If bandit jump from 4 ft bulding it will be stupid. But zombie? yeah this can be good. So i support this featureI would have thought (keyword, 'thought') that bandits were dealt with differently from sleepers.
I'm not saying it's a bad idea in any way. I'm not sure if they will have the impact your comment suggests though. A wandering sleeper is just the same as a wandering outside (non sleeper) zombie isn't it? So it'll just be like the doors have been left open and they've come wandering into the house.
While sleepers don't really offer much of a challenge, it's obviously fun dispatching them with one shot, a wanderer that is stuck in a loop (presumably until disturbed) isn't going to offer much more of a challenge either.
Who knows, it might be one of those subtle changes that when added you'll wonder why it wasn't implemented before now.