meganoth said:I doubt that. Because NOW in A19 you can stealthily clean a house nice and clear and have a minimal chance to be detected. If sound is muffled obviously this minimal chance will be much smaller. And you might not even need to use stealth to do this then.
well predictability is sometimes very positive thing 1 time i was everywhere and i couldn't find any beaker - but i had chanisaw , auger good guns etc. So some thing better be predictability like - beaker in hospital or secret lab, guns in military base, beer in bar or ties in car ( if car model have it) .I noticed this is probably ambiguous. I should have said this: "... and have a minimal chance to be detected from the outside". I was NOT talking about zombies inside.
And therefore I don't care if you see zombies inside not detecting you as a fault. Outside zombies already have a very low chance of detecting you in a building when you are stealthed and with the dampening would have no chance at all. More fun? If predictability of a game is fun for you then yes.
Are you surprised when people already want to be able to always kill every zombie as it sleeps and if one should occasionally wake up and offer a different experience then the whole exploration game is ruined?Outside zombies already have a very low chance of detecting you in a building when you are stealthed and with the dampening would have no chance at all. More fun? If predictability of a game is fun for you then yes.
No. Isn't that the goal of the game? I mean, sure, stealth is a specific tactic but zombies that always wake up no matter what you do is as disagreeable as finding out zombies that are invulnerable to knuckles on every other POI for someone who decided to play as a brawler.Are you surprised when people already want to be able to always kill every zombie as it sleeps and if one should occasionally wake up and offer a different experience then the whole exploration game is ruined?
I like that. Use the gore leaking from them as adhesive. But they'd have to leave a bloody trail.Guppycur said:Imagine if crawlers could... Crawl.
Up walls, ceilings, etc.
Some sleepers will always wake up as soon as you enter their volume. Well, it's the volume that's the guilty party, not the sleeper, but that's a technical detail.
Bunker 01 (got a tier 2 clear quest for it today) is one that is designed specifically to punish stealth players. Draws them in with an easily stealthed scrap yard on the surface, once you get underground though there are exactly 2 spots you can successfully sneak attack. In at least 2 of the underground volumes they only spawn when you enter the room (the small, 3 blocks x 3 blocks of floor space, storage room which has 2 spawn right next to you facing you as you get off the ladder and the sleeping area with its drop downs). The one underground room accessed via the maintenance tunnels that doesn't wait for you to enter the room by climbing the ladder to spawn them in has them spawning so that the ladder grabs the player and breaks their stealth when you try to line up a head shot, and they're also facing the ladder opening. There is also the ambush drop in the ramp up to the front area that seems to ignore at least FTS with 3 points invested (I think it is an attack volume). Trying to stealth the designated path once you enter the bunker itself under the scrap yard is a no go and busting down the iron doors to the areas that the path has you using the maintenance tunnels to get to calls anything roaming close by and wakes up the occupants of the room. And no, there isn't room to run and re-stealth down there. Especially when the spawns are all ready right in your face or landing on your head...Some sleepers will always wake up as soon as you enter their volume. Well, it's the volume that's the guilty party, not the sleeper, but that's a technical detail.
Bunker 01 (got a tier 2 clear quest for it today) is one that is designed specifically to punish stealth players. Draws them in with an easily stealthed scrap yard on the surface, once you get underground though there are exactly 2 spots you can successfully sneak attack. In at least 2 of the underground volumes they only spawn when you enter the room (the small, 3 blocks x 3 blocks of floor space) storage room which has 2 spawn right next to you facing you as you get off the ladder and the sleeping area with its drop downs). The one underground room accessed via the maintenance tunnels that doesn't wait for you to enter the room by climbing the ladder to spawn them in has them spawning so that the ladder grabs the player and breaks their stealth when you try to line up a head shot, and they're also facing the ladder opening. There is also the ambush drop in the ramp up to the front area that seems to ignore at least FTS with 3 points invested (I think it is an attack volume). Trying to stealth the designated path once you enter the bunker itself under the scrap yard is a no go and busting down the iron doors to the areas that the path has you using the maintenance tunnels to get to calls anything roaming close by and wakes up the occupants of the room. And no, there isn't room to run and re-stealth down there. Especially when the spawns are all ready right in your face or landing on your head...
For run and gun, solo and co-op, Bunker 01 is neat. For stealthing it is a "go @%$# yourself" to the player...![]()
IMHO, that's more a matter of bad design than stealth targeting. It has these places you go up a ladder to reach and the zombie only spawn 1m away from you when you get at the top. Zombie shouldn't magically appear in front of you, period.Bunker 01 (got a tier 2 clear quest for it today) is one that is designed specifically to punish stealth players. Draws them in with an easily stealthed scrap yard on the surface, once you get underground though there are exactly 2 spots you can successfully sneak attack. In at least 2 of the underground volumes they only spawn when you enter the room (the small, 3 blocks x 3 blocks of floor space) storage room which has 2 spawn right next to you facing you as you get off the ladder and the sleeping area with its drop downs). The one underground room accessed via the maintenance tunnels that doesn't wait for you to enter the room by climbing the ladder to spawn them in has them spawning so that the ladder grabs the player and breaks their stealth when you try to line up a head shot, and they're also facing the ladder opening. There is also the ambush drop in the ramp up to the front area that seems to ignore at least FTS with 3 points invested (I think it is an attack volume). Trying to stealth the designated path once you enter the bunker itself under the scrap yard is a no go and busting down the iron doors to the areas that the path has you using the maintenance tunnels to get to calls anything roaming close by and wakes up the occupants of the room. And no, there isn't room to run and re-stealth down there. Especially when the spawns are all ready right in your face or landing on your head...
For run and gun, solo and co-op, Bunker 01 is neat. For stealthing it is a "go @%$# yourself" to the player...![]()
Yep.I assume you're talking about Bart's Salvage.
Maybe so.IMHO, that's more a matter of bad design than stealth targeting. It has these places you go up a ladder to reach and the zombie only spawn 1m away from you when you get at the top. Zombie shouldn't magically appear in front of you, period.
IMHO, that's more a matter of bad design than stealth targeting. It has these places you go up a ladder to reach and the zombie only spawn 1m away from you when you get at the top. Zombie shouldn't magically appear in front of you, period.
And lets be honest, have any of you stopped and asked what the zombie's attentions are? Maybe they are just lonely and happen to be aggressive huggers
And magic already exists in the game. How do you explain the sheer amount of small rocks you can carry around and not be encumbered?![]()
Some sleepers will always wake up as soon as you enter their volume. Well, it's the volume that's the guilty party, not the sleeper, but that's a technical detail.
Situations like this should definitely be fixed. Ideally, you should never see zombies spawn in. This might not be always possible outdoors but indoors it should be designed so that they spawn in well before a player can see the area in which they spawn.IMHO, that's more a matter of bad design than stealth targeting. It has these places you go up a ladder to reach and the zombie only spawn 1m away from you when you get at the top. Zombie shouldn't magically appear in front of you, period.
That will be a sad day for gameplay variety if you succeed. People who like to only kill the unconscious will rejoice I suppose…Re: stealth and attack volumes
I have brought up the question about attack volumes and stealth and it sounds like maybe in the future there could be some way to stealth them
Are you playing the same game we do? The problem is quite the opposite... stealth is so broken in specific situations that you can almost always go up to a sleeper with a full helmet light on, break stuff around it, and it never wakes up. Too easy, but most of all, unfairly OP for us.Are you surprised when people already want to be able to always kill every zombie as it sleeps and if one should occasionally wake up and offer a different experience then the whole exploration game is ruined?
lol…I’m all for THAT being fixed. But have you been reading the same forums the rest of us are reading? The main complaint over the past year that comes up again and again is that in a small percentage of rooms, zombies wake up and aggro regardless of what the player does.Are you playing the same game we do? The problem is quite the opposite... stealth is so broken in specific situations that you can almost always go up to a sleeper with a full helmet light on, break stuff around it, and it never wakes up. Too easy, but most of all, unfairly OP for us.
The problem is not that we want stealth to be OP, the problem is that we want stealth to be believable and consistent.
So we're on the same page on that, great.lol…I’m all for THAT being fixed. But have you been reading the same forums the rest of us are reading? The main complaint over the past year that comes up again and again is that in a small percentage of rooms, zombies wake up and aggro regardless of what the player does.
What you are talking about is a separate issue and one that those who like to kill stationary targets….probably prefer.
I could live with that solution.So we're on the same page on that, great.
The auto-aggro zones IMO are also a problem and, as you know, have been discussed to death, so I won't raise the dead horse here....
However, IMO, the auto-aggro zones could also be corrected with much less effort than the other stuff. My "uneducated guess" is that they should just change the check they do in the auto-aggro zones from 100% fail to <put_whatever_percent_you_think_is_balanced_here>% vs. the Player Stealth Skill: problem solved. They won't even need to rework every single POI to do this.
Just add a rivet gun and a Saw blade launcher then we got a dealsight now we need laser guns. great job adam great job, now i must change timeline before someone from TFP read it