Its more of my own sensibility about a game being tight and erasing loopholes more than trying to stop people from cheating. I know people will cheat no matter what and if it is their own personal game then so what. This isn't a hill I would die on.
I agree with this for sure. This could be fixed by extending the vertical on the sleeper volume. Not even counting the quest, it isn't really a fair trap if the zombies don't even spawn until you are already in free fall. Get your improvement ticket trigger finger moving on this one @Laz Man![]()
I just did this quest again actually, the crawler at the entrance and the dogs/radiated zombie were missed on my first playthrough. The dogs above the freezer and the zombie to the right of the dogs spawn did not activate the first way through. I ended up getting lost and just nerd poling my way to the ceiling tiles. On my second way through, i had to walk REALLY close to the zombie dog like 3-4 blocks so it would notice me and i had to manually trigger the crawler by punching it, and the room with the lone zombie and cault door was no issue to find after that.
The first time through was a mess but once i knew the locations my second way through was a lot easier but it felt.. wrong because the distance didn't seem to be setup far enough. Which is why i brought it up in this thread since larger pois have that issue.
Aren't the sleepers just random picks from a list - entitygroups.xml / "sleeperHordeStageGS1" et co. So, random mobs for random reloads?Which POI was this at? I checked store_grocery_02 and didn't see any crawlers at the entrace and/or any dogs.
Crawlers and dogs have very specific sleeper blocks different from the generic one.Aren't the sleepers just random picks from a list - entitygroups.xml / "sleeperHordeStageGS1" et co. So, random mobs for random reloads?
The "D" in DM is for Debug, which supports your argument.I guess I always assumed that the commands existed to assist the testers and developers and not as gameplay options. I don't really consider having using console commands autofail quests as going down a rabbit hole. I'm not saying to completely disable "killall" after all. I'm just saying make it so if you use it during a quest, the quest fails. But...if I'm wrong about the purpose of console commands and why they are part of the game then so be it.
Huh. I know there are specific dogs in places, and I wouldn't be surprised about crawlers, but the sleeper groups contain "zombieSteveCrawler" at least.Crawlers and dogs have very specific sleeper blocks different from the generic one.