PC A few A20 Stories

Sounds Awesome.

Ive always felt the zeds inA17 were much more active which gave a lot more challenge to the game?

Roll on A20...

 
ok, now that you are sharing these stories, I do have a question for you on feral sense and stealth. I mean they still gonna notice you from 30 away even with max stealth perks and mods? armor mods, not game mods

 
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ok, now that you are sharing these stories, I do have a question for you on feral sense and stealth. I mean they still gonna notice you from 30 away even with max stealth perks and mods? armor mods, not game mods


In daylight and you out in the open sunlight they are going to see/sense you. I tried sneaking past (unperked) and they always saw me from far off during the day. I didn't try sticking to shadows cast by trees etc. with all perks and modified armor to see if that could help during the day. At night stealth works perfectly well. Inside POI's sleepers are the same with feral sense on as with it off. I did not test fully perked up to see if I could hide from them undetected until their breadcrumb timer ran out so I'm not certain about the extent of stealth-- just that the principles of stealth gameplay do seem to work on ferals for sure at night but that errors on the player's part will bring zombies running to where the player made a noise from a much larger radius than the default game.

 
In daylight and you out in the open sunlight they are going to see/sense you. I tried sneaking past (unperked) and they always saw me from far off during the day. I didn't try sticking to shadows cast by trees etc. with all perks and modified armor to see if that could help during the day. At night stealth works perfectly well. Inside POI's sleepers are the same with feral sense on as with it off. I did not test fully perked up to see if I could hide from them undetected until their breadcrumb timer ran out so I'm not certain about the extent of stealth-- just that the principles of stealth gameplay do seem to work on ferals for sure at night but that errors on the player's part will bring zombies running to where the player made a noise from a much larger radius than the default game.
this... sounds fun

 
It was in A19, good tester
Are you sure? In A19 the chest spawns as soon as you accept the quest from the trader. The perimeter guide appears while you approach but still a ways away. Plus I never failed a buried supplies quest ever for stepping outside a boundary in the past. 
 

In A20, only a rally marker spawns after talking to the trader. When you arrive and activate the marker then the chest spawns as well as the perimeter guide and a proximity warning. Finally,  I’ve inadvertently failed the quest twice already for stepping outside the defined perimeter. One was while fighting zombies that showed up and the other was from wandering around to get a rock to repair my shovel and not thinking about it. 

 
Are you sure? In A19 the chest spawns as soon as you accept the quest from the trader. The perimeter guide appears while you approach but still a ways away. Plus I never failed a buried supplies quest ever for stepping outside a boundary in the past. 
 

In A20, only a rally marker spawns after talking to the trader. When you arrive and activate the marker then the chest spawns as well as the perimeter guide and a proximity warning. Finally,  I’ve inadvertently failed the quest twice already for stepping outside the defined perimeter. One was while fighting zombies that showed up and the other was from wandering around to get a rock to repair my shovel and not thinking about it. 


That is why I insist that the game has a noticeable notification that the player has left the quest and must return there within some time, for example, five or ten seconds) Why are the developers against this? )

 
I started back in Alpha 9 or 10. and I remember the gpsing zombies, mind you in a17 they are much smarter than in a10-16. As in those alphas if you were on the second floor of even a wooden poi they'd never get to you as they'd run around right below you. Then a17 hits, and they do that again but now they learned proper pathing and WILL make a path to you eventually if you let them. I also vaguely remember that when gpsing zombies were a thing, you were fine until ONE seen you, after that, everything spawned around would beeline it for you, until you killed them all, which back then would clear the area for a few game days.

As to if i'll use the option, I'll probably leave it at default which is off, as I found the gpsing zombies in a17 to be a real pain in the arse if you wanted to do anything at night as they'd seemingly come non stop all night once you got it started, just was a steady trickle all night.

That is why I insist that the game has a noticeable notification that the player has left the quest and must return there within some time, for example, five or ten seconds) Why are the developers against this? )


I'd like this as well, some kinda of audio or visual warning your leaving the quest area. Maybe allow you to go outside of its area for 15 sseconds before it fails, instead of it just failing instantly like it does now.

Love the cougars reference, I laughed so hard. Very witty sir!!

Agreed about the meat based sense. I so wish they'd put this back in the game. 

Made me think twice about harvesting meat at times....."do I really need this meat right now? I'm pretty far from home & have crap weapons for defense."
 I never had this problem as I generally killed any zombie I seen, So when I had the meat there was nothing for it to attract as it was cleared mostly, or at least far enough that new ones wouldn't start following. I was never a fan of the smell system though, the basic zombie only relied on Sight or sound to get alerted to things. If they could smell you, it'd be MUCH harder to hide from them I'd feel.

 
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Scyris said:
As to if i'll use the option, I'll probably leave it at default which is off, as I found the gpsing zombies in a17 to be a real pain in the arse if you wanted to do anything at night as they'd seemingly come non stop all night once you got it started, just was a steady trickle all night.
 You can set it to day only so that night time is more peaceful if you are hiding out in your base. 

 
I flew around a bit in godmode in my randomly generated world. Higashi, Dishong, and Crack-a-book skyscrapers were all present. There were two Crack-a-book skyscrapers in two different cities so the big buildings are spawning but there are also dupes within a map.

 
I flew around a bit in godmode in my randomly generated world. Higashi, Dishong, and Crack-a-book skyscrapers were all present. There were two Crack-a-book skyscrapers in two different cities so the big buildings are spawning but there are also dupes within a map.


Have you noticed any military style POI's? Specifically the ones with the landmine fields. From my experience their presence is virtually non-existent in A19.

Also, are barns and log cabins still spawning in towns and not in the wilderness? 😛

 
I've seen a few military camps in the pregens of A19, so I think this is just the usual randomness.

If the world generation just generates 50% of all POIs on any map and you generate 5 maps you always will find POIs that are missing in all 5 maps. But try another 5 maps and there would be different POIs missing in that batch

 
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