I have that server list problem too but haven’t brought it up since I’m sure that’s on the bottom of the fix list. When I first open server list, I can highlight about 10 servers and get the right pane to populate. After that, if I highlight a server nothing shows in the right pane. A friend I game with has to do the server searching when we want to find a low game day server. So it’s not just you having server list issues.On a somewhat similar note. Is it possible to have the day (time too) added to a column in the server list. I would think that would be one of the important things some players would want to know before joining a server. Plus being able to sort it by lowest to highest would be nice. I know you can click on a server and it shows in info to right but for some reason (and may only be for me) the info doesn't always show.
Sleepers are in passive mode until you enter the volume and will only react to damage. Once inside, passive is disabled and sound or vision will also wake them.That's the thing, with the new sleeper volumes, the stealth/sound system, and other things, I'm not sure. I would hope so for the fact that a loud machine coming up to a house should set something off. Maybe not 3, but I know that I can hear my neighbors 2 doors down at times when they come home because of their vehicle. I understand, zombies, but even a shortened distance would be say the 1 door down. So I'd think it'd mainly do with how loud they make a vehicle and when do sleeper volumes spawn. If it spawns some distance out, then the sound could affect them, but if the sleepers spawn more like once you get to the doorstep, then it wouldn't matter I suppose. Would be a bit sad, lol. Be nice if it did affect them, next thing you know, zombies are busting to get out from multiple houses. There are times I've currently woke up sleeper volumes in a house next to me just by walking through a room. So maybe they spawn enough out for a loud vehicle to wake them. That's something faatal would know since he does the sleeper volumes. Maybe Roland would know, too.
Once a volume spawns, it saves the count and zombie types. As killed, it updates. When it reloads it still has that state until it resets.So sleepers...
...I am given to understand that if the volume isn't emptied but you leave, that zombies will reshuffle where they are...but given that volumes contain blank spots too, isn't it conceivable that you could enter a room, see 1 zombie, leave, and come back to two?
And if so, what's fixed about that?
/hoping I'm wrong since 1971
It is about visibility. If they spawn, you smash up a wall, see them, leave and come back, I don't want you seeing them spawn again, so they move to more hidden spots. The same count and types of zombies, just possibly in different locations. They woke up and moved around. Not hard to understand.The bottom line is that people who expect the game to remember where sleepers spawn when you first enter a building will be disappointed in A17 and probably always will be. The sleeper system was not designed to be static in this fashion and it seems unlikely that this will ever change. The sleeper spawns are dynamic and occur once you enter the building or the “volume.” Faatal has made some tweaks to prevent zombies from magically materializing in front of the player but the system is likely to always dynamically spawn zombies and not track their exact locations once you leave the area.
Nope, because it respawns the same zombies.And thus, as I mentioned, they'll always be able to game the system by leaving the volume and returning to it in the hopes of getting a better spawn.
-A
They'll pebbly continue for a while.
Just pumice me that they'll stop when A17 releases.Don't worry, they'll saltpeter out after a while.
Missing zombies? Was it because they overslept?It is about visibility. If they spawn, you smash up a wall, see them, leave and come back, I don't want you seeing them spawn again, so they move to more hidden spots. The same count and types of zombies, just possibly in different locations. They woke up and moved around. Not hard to understand.
The old code also had the opposite problem of thinking you could see a zombie, when you could not, thus not spawning them and annoying level designers with missing zombies.
I’m chert they will stop and then everything will be halite.Just pumice me that they'll stop when A17 releases.
My business partner at Al's Marina thought that was hilarious!Cat Followers confirmed!![]()
Lol xDAre y'all doing rock puns again? I frackin' hate when y'all do that.
Good one!It's because the forum's gone inactive, so we're all leading sedimentary lifestyles here in the forum.
Oh man. Im gonna use all these ones you guys/girls made in the office for sure. ^^Not supposed to go off-topic, but get boulder by the hour.
But if a single volume spans two sealed rooms, we can see zeds teleporting between the two, right?Once a volume spawns, it saves the count and zombie types. As killed, it updates. When it reloads it still has that state until it resets.
You won't see them teleporting. You would have to move 30m away, wait about 30 seconds, come back and you might find some in the room that were not there before, if empty you don't know if they are all gone, since there could be some in the other room or not. Sounds like a boring way to play the game.But if a single volume spans two sealed rooms, we can see zeds teleporting between the two, right?
And we can draw them out to the accessed first room by leaving and returning until we get them all? Again, assuming smaller pois have single volumes...
You won't see them teleporting. You would have to move 30m away, wait about 30 seconds, come back and you might find some in the room that were not there before, if empty you don't know if they are all gone, since there could be some in the other room or not. Sounds like a boring way to play the game.
that sounds quite expensive and slow.. and considering you don't get xp from traps, I'm not sure an auto turret killing it would count as you killing the bossA "Volume Exploit" could be at the Boss Volume area at the inevitable end of a quest line.
1) Find the start of the Boss Volume
2) Exit and place a generator and one or two shotgun turrets at the entrance...
3) Win!
If the quest was important enough, it might be worth it.