Just watched Tem's latest episode as well. And if that's how the new spawn mechanics work, its really just outright cheesing by whoever decided that would be a good mechanic to put in. How could you go through an area that is completely clear only for zombies to miraculously appear in that exact same spot you just passed just because you crossed some invisible line? Its utter BS. It doesn't reward players at all who take the effort to systematically clear sections because you will never know when zombies will start appearing from areas which you "think" you've already cleared.
I just watched it too.
I had been thinking I was late to the game on using Triggers and many of the special Zombie Volumes. They've been around for all of A20. A21 just added more types blocks that could initiate them. But this gives me pause.
On one hand, I see designers looking to create challenges and trying to be creative about it. The designer doesn't have anything like a patrolling zombie, so perhaps having zombies appear "off screen" behind you offers a way to simulate that. Alas, the open-world aspect of the game means the designer isn't truly able to "set a scene." A stack of standing zombies in a passive volume with pipe bombs at their feet isn't compelling play. And, as much as a designer can tell themselves there's a story to a POI such as "and then the zombie emerge from the air ducts" any visual clues placed in the area to prop up that story are moot if the player (1) doesn't see them, (2) can't possibly check the air ducts to discover the zombies, and (3) is going to feel "cheesed" when having taken suitable precautions they still had no chance to avoid the ambush.
In short, if a wandering horde stumbled into the POI, I'd freak and enjoy it, all thanks to random chance. If I cleared a room from top to bottom, leaving no stone unturned, and then open a door (or push a button) only to have the room I'm in, or the room before it that I just cleared, suddenly be filled with zombies, then I'm likely to feel ripped off.
I had been thinking that I might use Triggers to place zombies outside, and surrounding, a POI after a player got to the final loot. My thoughts were that those zombies might be far enough away from the player that the player wouldn't feel "cheesed" and that maybe a stealth player would be able to sneak long enough for the zombies to lose track of the player. But I had a lingering question... what if another player were passing by?
And if there are so many trigger spots that wake the zombies up no matter what, stealth is basically useless. As a player myself who enjoys stealth killing as much as possible, this is just sad to see.
Yes. I'm happy to see you qualified the declaration. Triggers don't make Stealth useless, but when used in great numbers it devalues stealth.
I'd like to think this is still an early experimentation phase with regard to POI design. That we got some new toys and we're anxious to use them, but that the best use of them in terms of quantity and technique remains to be discovered.