PC Constant Stream of Zombies?

Agree. But sometimes I want see for my self how some thing will affect the game play before I rant ;)

Also the usual answers you get from devs and fans of a feature is. "If you dont like it you can mod it"

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The tactic we use is either myself or my wife drop a bedroll in the poi to stop the constant respawning.
I could live with having a new item that you can throw in a poi. Like fire crackers. To wake the house up and stop them from spawning.

 
Its a FACT there are too many sleeper zombies in each building. I went into a larger house and there were damn near 30 of them. There should be no more than 3 in a house and sometimes NONE. I dont think a family of 30 was housed all together and sometimes there should be nobody in a house hence it was abandoned. I really really like a challenge but yea this is tooo much imbalance.

 
Agree. But sometimes I want see for my self how some thing will affect the game play before I rant ;) Also the usual answers you get from devs and fans of a feature is. "If you dont like it you can mod it"

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I could live with having a new item that you can throw in a poi. Like fire crackers. To wake the house up and stop them from spawning.
Now thats a great idea!

 
As i do acknowledge the fact that modding can solve a lot of problems, i am not sure these things will be tweaked upon. On the other hand, if it is accessible easily then perhaps TFP will put effort into tweaking sleeper respawns somehow.

If not, i WILL definitely put more effort into testing this. Not now ofcourse, i'm too much into the A17e so far and want to invest my time into getting to know things as they are. Also, i do understand that things change and some of the concerns may vanish in an upcoming A17 stable or A17.1, but for the time being i'm taking into account many different possibilities.

Was simply counting on someone more experienced to give a few hints (finding the lines in the XML was easy) on how to test this. People been doing it for quite a few alphas...

 
Its a FACT there are too many sleeper zombies in each building. I went into a larger house and there were damn near 30 of them. There should be no more than 3 in a house and sometimes NONE. I dont think a family of 30 was housed all together and sometimes there should be nobody in a house hence it was abandoned. I really really like a challenge but yea this is tooo much imbalance.
I can live with 30 zombies in a house.

Its plausible that the family that lived there was overrun by a small horde. But then the house shouldn't be sealed shut.

That could be a sign that. This house is dangerous.

About constant zombies spawning indoor has been a bug since a16. This should have been fixed.

 
I can live with 30 zombies in a house. Its plausible that the family that lived there was overrun by a small horde. But then the house shouldn't be sealed shut.

That could be a sign that. This house is dangerous.

About constant zombies spawning indoor has been a bug since a16. This should have been fixed.
Yeah, i think a more realistic thing would be for less doors in POIs to be "LOCKED". Surely the horde came and some of it went away, leaving a lot of zombies and the howling wind closed the doors, but locking all of them up? I don't mean the reinforced doors, because they are proof that the POI was more like a shelter. But one or two doors/entrances should be visibly open or unlocked always, whereas it isn't in many POIs.

 
A lot of POI actually have that "broken-in" design now. And the broken-in part is usually your way in, avoiding the "locked" doors...

At some point in this game's development I'd like to see a more varied set of possibilities what awaits in a POI.

Currently it's 100% guaranteed there are Zs in every POI and usually a lot.

Why not some POI with only a few? Why not some POI with none? If that was randomized more, you'd always enter with some degree of caution, but at times could be pleasantly surprised, that this particular POI was easier than expected and excitingly surprised to find a swarm of 50 Zs in a remote log cabin.

 
Also a reason why Lockpicking would be an extremely useful skill to have now. Walkers has it as do I in Ravenhearst. But the general feeling from devs here is it is not needed.

I say now more than ever investing Lockpicking is an absolute must and would be VERY welcome as a strategy to getting into certain buildings.

 
I was able to go through one dungeon-like POI house in my playthrough so far. What i saw is an abundance of zombies, many of them standing next to each other. As much as i was sneaking and killing them one at a time, the general vibe was that every sleeper position was filled throughout the couple floors. So like 30-ish Zs or more?

If i enter a POI i expect to have less than maximum number of Zs...

 
Its plausible that the family that lived there was overrun by a small horde. But then the house shouldn't be sealed shut.
It's possible that the family took in other "survivors" early on, maybe their neighbors or their close friends, which in turn brought with them someone that was already diseased or sick. The disease/sickness soon spreads to the rest of the group and they died, safely inside their boarded up and sealed homes

Heck, Id enjoy it if the pimps set up some form of airborne sickness inside these sealed houses that dissipates after an hour (ingame) of opening some windows and doors =)

 
is lock picking in the game?! or is it in certain mods? that's actually a sweet idea.

What I'd like to see more of also is if upon trying to enter a structure via destroying anything to get in would cause those sleepers to awaken and start doin their thing. Kinda like how the walking dead characters banging on the door or windows to rouse the dead inside

 
is lock picking in the game?! or is it in certain mods? that's actually a sweet idea.
What I'd like to see more of also is if upon trying to enter a structure via destroying anything to get in would cause those sleepers to awaken and start doin their thing. Kinda like how the walking dead characters banging on the door or windows to rouse the dead inside
Pretty much it is like that now. If you hit on a reinforced door (especially with metal) then it generates a lot more noise than wooden. This can result in waking up the sleepers inside. Additionally, you can try the windows (glassy ones, not reinforced wooden) which could give less noise? I came into a crack-a-book through a window, but i didn't have any sleepers near it.

 
Playing on Navezgame last night with a buddy of mine. We were in the Working Stiffs just west of Deersville (or however it is spelled).

We cleared the entire outside, cleared the entrance to the working stiffs after breaking through a window and while pulling the zombies out of the back a zombie literally magically appeared right behind my buddy in the niche formed by a closed and locked door. This zombie did not "wander" in, nor was it there the whole time and suddenly woke up because we had cleared the entire front section of the building.

This zombie LITERALLY appeared in the small space between where my buddy stood and the closed and locked door. I could see it spawn on the web map.

I can also confirm that when you enter a building and make any noise, zombies magically spawn outside the building and walk in. If you use the webmap you can actually see the zombies spawn. This definitely makes things a bit silly because why bother clearing outside the building if things will just spawn and walk in.

 
Playing on Navezgame last night with a buddy of mine. We were in the Working Stiffs just west of Deersville (or however it is spelled).
We cleared the entire outside, cleared the entrance to the working stiffs after breaking through a window and while pulling the zombies out of the back a zombie literally magically appeared right behind my buddy in the niche formed by a closed and locked door. This zombie did not "wander" in, nor was it there the whole time and suddenly woke up because we had cleared the entire front section of the building.

This zombie LITERALLY appeared in the small space between where my buddy stood and the closed and locked door. I could see it spawn on the web map.

I can also confirm that when you enter a building and make any noise, zombies magically spawn outside the building and walk in. If you use the webmap you can actually see the zombies spawn. This definitely makes things a bit silly because why bother clearing outside the building if things will just spawn and walk in.
This is bad stuff. It would be nice to hear from the Pimps that this is not intended and will be fixed.

 
We were chopping up a tree and turned around and saw these around the building that we just created. Campfire and chest on the inside and 2 torches that we begin with. Literally came out of the blue and wasn't a wandering horde as it wasn't moving.

This was right on top of a land claim block and 2 bedrolls. We counted 15 (13 as shown and 2 in the back) when we were done clearing them and we spent around 85 arrows in total due to them being bullet sponges now.

zombies.jpg

zombies.jpg

 
We were chopping up a tree and turned around and saw these around the building that we just created. Campfire and chest on the inside and 2 torches that we begin with. Literally came out of the blue and wasn't a wandering horde as it wasn't moving.This was right on top of a land claim block and 2 bedrolls. We counted 15 (13 as shown and 2 in the back) when we were done clearing them and we spent around 85 arrows in total due to them being bullet sponges now.

View attachment 25469
The point is, a "wandering horde" stops moving after some distance and the zombies just casually wander around. I observed that in every one of them in A16 (especially animal ones with zombie bears that i wouldn't want aggroing). If you let the horde just get past you and you follow unnoticed, you'll see that they just don't vanish into thin air, but start dispersing after they went past their "target".

This made me think that every wandering horde is a danger in a city, because they could potentially (and most often they do) destroy parts of POIs on their way to get through. In your case, the horde "missed" where you two were cutting trees or something and by mere chance stopped directly at your base.

 
We just cleared out a POI, got the ones on the roof and the surroundings. Started banging on a gunsafe in the basement. After about 300 duration from the gunsafe these showed up:

zombies 2.jpg

 
Yeah, the current design is incredibly stupid. I understand the importance of stealth in a zombie survival game, but that should only matter for existing zombies, and not spawn brand new ones in your immediate vicinity.

 
I posted some testing i did in another thread regarding the amount of Zeds spawning inside the POI's, but I'll summarize my findings here

Warrior settings

POI 1 = partial stealth, lots of zombies

POI 2 = (same structure as POI 1) Placed frames to block entrance I made) All stealth, never left stealth, I would say only a third of the Zombies

POI 3 = partial stealth, TONS of zombies

POI 4 = (same structure as POI 3) Same strategy as POI 2 and same results

 
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The main problem of all of these zombies is that 50-70% of people won't consider using stealth and surely less than 10% will do it constantly in a POI. I am such a person that likes killing stealthily and was able clear different POIs without alerting all of the sleepers or spawning tons of Zs.

Should I just expect hordes spawning constantly if i just run around the POIs, compared to like 10-30% of the numbers when stealthed? Surely the numbers shouldn't differ if i come banging against the door or silently through the roof. There should be the same number of zombies inside and the difference should be in if and how many notice me.

 
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