PC It's about time the devs show you where all the zombies need to die.

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.

 
well it does come down to that... some players may have the ability to use said commands on various servers or its sp and in the sp case... who cares as it affects no one anyways. just an ego trip i guess.

there are cases tho when zeds can spawn under/in a floor or wall and you may not be able to see it so killall does work and as i said... it lets us testers know that the spawn is there just not visible so we then need to find him/her and move it to better location.

but to get this back on topic... he basically either just cant take the time to find them or they are glitched. to me that is what i am curious about... but the derail came from him saying he needed to use killall so frequently... restraint is needed there and bug reports if there are real problems.

 
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.


for one thing, i think all the POIs (especially the tVs) need to be edited so that the main loot isn't on the roof or through bashing in one garage door.

 
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  :)


First of all, what is a trap or not a trap is subjective.  In my opinion, dungeon POIs that have clear quests defined for them should have volumes designed in a way that 80% of players will end up clearing them without having to spend too much extra time searching every nook and cranny for them.  The other 20% of players are those who choose to deviate from the designed player path (e.g. Destroy a wall instead of going down an open hallway).  Keep in mind, this is only my opinion and the level designers could have a differing opinion.

With that said, if there is a specific POI where "too much extra time" is being spent searching, filing a bug report on the bug report forums would be the best way to go.  We have submitted such reports to the POI designers before and improvements are committed.  Just can't promise all of them will :)

 
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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.


Which POI was this at?  I checked store_grocery_02 and didn't see any crawlers at the entrace and/or any dogs.

A19.4_2021-04-23_15-31-22.jpg

 
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Which POI was this at?  I checked store_grocery_02 and didn't see any crawlers at the entrace and/or any dogs.
Aren't the sleepers just random picks from a list - entitygroups.xml / "sleeperHordeStageGS1" et co. So, random mobs for random reloads?

 
Aren't the sleepers just random picks from a list - entitygroups.xml / "sleeperHordeStageGS1" et co. So, random mobs for random reloads?
Crawlers and dogs have very specific sleeper blocks different from the generic one.

 
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.
The "D" in DM is for Debug, which supports your argument.

...if you can't handle the difficulty of a level 5 quest, then it's a balancing or personal skill issue.

Oh and as an alternative, use LE instead of Killall, which will give you the coordinates of the entities.

 
Crawlers and dogs have very specific sleeper blocks different from the generic one.
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.

<entitygroup name="sleeperHordeStageGS1"><entity name="zombieJoe"/><entity name="zombieBusinessMan"/><entity name="zombieYo"/><entity name="zombieSteveCrawler" prob="0.5"/><entity name="zombieDarlene"/><entity name="zombieMarlene"/><entity name="zombieArlene"/><entity name="zombieJanitor"/><entity name="zombieCheerleader"/><entity name="zombieBoe"/><entity name="zombieNurse"/></entitygroup>


And the "The dogs above the freezer" reminded me of this (timestamped link to youtube):


Spoiler







 
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You can clear a t5 on 1 hour days if you focus on actually clearing the POI, it really is not to hard.  I also find this a rather strange comment made here anyway, the quests are not locked to a timetable.  You can take as long as you want.  Night clearing a T5 is really not all that different from clearing it during the day in later stages anyway, most of them are feral.  

With some basic strategy, night clearing ends up being exactly the same as clearing it during the day.  

I don't find it all that difficult to find the last zeds either - it does show you where they are.  Worst case scenario, go to the roof, get right over the point and dig straight down.

Aside from a known issue a few alphas ago where the last zed simply would not spawn and the occasional vulture finding them is not all that tough.  I would say that while vulture spawns should stay, they should not count to killing all the zeds, the do fly away sometimes and force you to fail the quest.  It is not prevalent enough to care all that much though.

 
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