PC A20 Developer Diary Discussions

My understanding is they won't just be hiding in closets & around corners. 

They'll be roaming around inside poi's. 

I forget where exactly this was talked about, probably in this thread but WAY back.

 
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Finally, someone appreciates me.  Thanks, I love you ;)   A/S/L ?
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!

 
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.
 
I must have missed discussion about it, and I tried searching but couldn't find mention of it.
 
my guess is that zombies that are in POIs that move but they are sleeping

Adam the Waster said:
my guess is that zombies that are in POIs that move but they are sleeping
Kinda like sleep walking

 
i 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! 
 
They don't, but they have other similar aquarium park attractions.
 
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.

 
 
They don't, but they have other similar aquarium park attractions.
 
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.
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.
 
I must have missed discussion about it, and I tried searching but couldn't find mention of it.
 


You'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. ;)  

 
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.
 
I must have missed discussion about it, and I tried searching but couldn't find mention of it.
 
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 them

You'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. ;)  
It sound like 7dtd crossover with dr.who XD

 
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 hinted a possible reason: "So enemies can wander around. Like bandits would move about. "

 
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I think Faatal gave a big hint for a possible reason: "So enemies can wander around. Like bandits would move about. "


I would have thought (keyword, 'thought') that bandits were dealt with differently from sleepers.

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.


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.

 
I would have thought (keyword, 'thought') that bandits were dealt with differently from sleepers.


The routines implemented into zombie AI can be tested now and can surely benefit any NPC later.

I think Faatal pointed out at some time that there is just one AI, and I assume that AI works slightly different depending on the NPC. Even if that were not the case, a lot of code (like pathfinding, sensing) is identical or at least similar for every NPC and it would be madness to not share behaviour and functions as much as possible

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.


Exactly. I can imagine that wandering zombies could be a nice challenge for bow-users and stealth players in general. No sitting duck and might wander near a stealthed player and notice him.

 
Zombie sharks don’t need to breath so they can swim upstream into fresh water.

As I said with the realistic water comment. Sharks would be fun to see but I do not see them having a meaningful game presence.

I would prefer the shark count go toward the walking zombie count instead of a zombie in a lake or on the coast that you likely will only see on rare occasions.

 
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.


As someone who uses stealth quite a lot - especially in early game - I can tell you that wandering "sleeper" zombies will definitely make things more difficult.

EDIT: Also, FWIW, sleeper volumes have always had an option for the zombies to spawn in awake. AFAICT it's just been ignored up until now. (And, I discovered this while trying to add custom NPCs that spawn in awake, so these changes will be very welcome to at least one modder. :)  )

 
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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.
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 feature

 
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