Sapient6
Scavenger
In 2.0 TFP added the crouching zombie thing which has been a pretty solid improvement. It seems to me that this was largely done to make it less egregious when zombies spawn in. Many POI's have received some amount of rework to make use of this, and by and large I've found it to be a solid improvement. I'll still spot them spawning in--because some of the spawn point remain unchanged, and because some of the crouch-spawns are positioned in highly visible locations--but overall it's just a full-on improvement. And even when I know that these are spawn-ins it feels more acceptable because there's an in-world explanation for where they're coming from... and that explanation dovetails really nicely with the zombie theme.
So kudos. This is a really positive change and it makes me happy.
But there are times where it's kind of off because a horde peters out into a prolonged trickle. Nowhere have I seen it be so noticeable, and silly, as in T6 clears. Hordes in a T6 typically start with a large number of zombies all at once, along with a number of feeder "holes" that serve to re-enforce the horde over time. Honestly, this is a pretty genius idea, but the tempo is dramatically off.
Just about every time, particularly with a POI's final horde, I'll kill off the horde completely while one or two of the feeder holes isn't done spitting out the zombies. So then I have to wait until the feeders have depleted before I can move on. This quickly becomes anticlimactic, and if prolonged enough ventures into ridiculous. Often times I'm able to locate the feeder hole... at which point I move to it. It spits out of zombie, I kill the zombie, it spits out another, I kill it, it spits out another...
This become especially obvious when a feeder hole is positioned such that the zombies it spits out end up taking a different path to me. Navezgane Corrections is a good example. One of the final horde's feeder holes in a duct hole on the roof positioned by an elevator shaft. The zombies that come out of this hole will jump down the shaft, punch their way into the elevator which lets out near the POI entrance, and then begin the slow migration to where I'm fighting near the loot room. Part of their path up brings them to a locked barred door, which they will try to punch their way through. Typically the entire horde is gone before the zombies down there get through that gate, and because the feeder hole won't spit out more until its initial payload is killed, that POI always ends in a long, silly trickle.
Cool system, but could use a little tweaking I think.
So kudos. This is a really positive change and it makes me happy.
But there are times where it's kind of off because a horde peters out into a prolonged trickle. Nowhere have I seen it be so noticeable, and silly, as in T6 clears. Hordes in a T6 typically start with a large number of zombies all at once, along with a number of feeder "holes" that serve to re-enforce the horde over time. Honestly, this is a pretty genius idea, but the tempo is dramatically off.
Just about every time, particularly with a POI's final horde, I'll kill off the horde completely while one or two of the feeder holes isn't done spitting out the zombies. So then I have to wait until the feeders have depleted before I can move on. This quickly becomes anticlimactic, and if prolonged enough ventures into ridiculous. Often times I'm able to locate the feeder hole... at which point I move to it. It spits out of zombie, I kill the zombie, it spits out another, I kill it, it spits out another...
This become especially obvious when a feeder hole is positioned such that the zombies it spits out end up taking a different path to me. Navezgane Corrections is a good example. One of the final horde's feeder holes in a duct hole on the roof positioned by an elevator shaft. The zombies that come out of this hole will jump down the shaft, punch their way into the elevator which lets out near the POI entrance, and then begin the slow migration to where I'm fighting near the loot room. Part of their path up brings them to a locked barred door, which they will try to punch their way through. Typically the entire horde is gone before the zombies down there get through that gate, and because the feeder hole won't spit out more until its initial payload is killed, that POI always ends in a long, silly trickle.
Cool system, but could use a little tweaking I think.