Zombie Reach, 'Feral' Sense & More

Zombie Reach -- Too far in A21; perfect in 1.0; back to too far in 2.0. Knives are practically useless now.
Zombie Sense -- Unless right on top of a POI already, non-POI distant zombies used to mind their own business for the most part. Now, regular zombies are constantly coming from all over the neighborhood every time you stop somewhere as though feral sense has been extended to them with no option to turn it off, beginning with 1.0. Neighborhood zombies have to be taken out first to accomplish anything.

Also, did every interesting POI have to be turned from a methodical dungeon crawl into script-triggered hordes around every corner like Army Post No. 7 was in 1.0? Was it not enough (or too much) to turn every POI into a dungeon crawl in the first place?

Is anyone else noticing any more arbitrary flip-flops -- something miniscule being changed and then changed back again to the way it was originally then changed yet again, common to every update like the number of required odd jobs to complete tiers -- in V2.0?

Can we make up our minds, please? Or will we constantly have to be fiddling with XML files to make anything about this game reasonable?

I understand the difficulties of trying to balance a game for both single player and multiplayer play. In fact, I'm inclined think that a patently impossible task without two different sets of variables, one to accomodate each and, indeed, am using a mod to accomplish that with single player. Point is: the arbitrary flip-flops are obviously not working to accomplish that goal. Any community suggestions for doing that?
 
you can turn it off
It's about all the arbitrary changes back and forth, back and forth, which I'm going to assume (perhaps incorrectly) has something to do with trying to balance the gameplay for both solo and multiplayer play. This particular change seems like feral sense behavior has been extended to regular zombies that have spawned around the neighborhood anywhere you go. Before, you could count on maybe one or two nearby wandering over to a POI you're trying to clear or just check out or what have you, which is good, unpredictable zombie AI behavior. Now, every zombie in the neighborhood, feral or no, zones in on your position no matter where you stop and you have to clear those guys before can do anything else. It's not something you can turn off. It's regular zombie AI behavior that's been changed to something like feral sense in versions 1.0 and 2.0 along with the kinds of changes being made to Army Post No. 7 in 1.0 (hordes of zombies around every corner) now seemingly being applied everywhere of interest, especially new POIs.

Army Post No. 7 used to be a methodical little dungeon crawl with the main building being of use for shacking up for a while or what have you. Now, of course, it's filled with bivouacs and mini hordes around every corner. This looks to be the same kind of treatment the POIs received when they were all turned into dungeon crawls. Now, it looks like they're all going to be converted into these mini horde situations for multiplayer purposes and I hope that's not the case because variety is the spice of life.
 
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