Crater Creator
Community Moderator
I was reading a thread on the Steam forum, and it led to a tangent which I'd like to tease out here.
It's clear that the level designers want to create situations in POIs, where sleeper zombies can surprise the player. They do this by placing zombies such that, if the player is following the intended path at least, then the player won't see the zombie before the zombie can see the player or otherwise activate. As a shorthand, we can term these setups monster closets.
Separately, players have complained about sleeper volumes that are set to activate the sleepers, 100% guaranteed regardless of how stealthy the player is. It breaks the rule that zombies are affected by a player's investment in stealth. And Madmole has acknowledged he doesn't like this and wants to roll a 'skill check' instead of 100% guaranteeing the zombies all wake up in these places.
But this won't address an underlying conflict. It seems to me that stealth and monster closets are at odds with each other. A POI with monster closets is designed to surprise you with enemies you don't see coming. A stealth character build is designed to surprise enemies that don't see you coming. Typically enemies in a stealth game walk along patrol routes, but we don't have those, at least yet. We have zombies hiding in closets.
If you don't attack first because you don't see where the zombies are hiding, and the zombies don't attack first because you're too stealthy for them to notice you... nothing happens! And that might be okay if you're just looting the building and didn't want confrontation. But there's a third element here, that most POI quests (all of them after Tier 3) require you to clear all the zombies. It's not fun to go past a bunch of zombie encounters that never triggered, and then have to backtrack, hunting for the ones you missed before you can leave. Even if there's an advantage to triggering the zombies later on your terms, I think it's unsatisfying to abandon the stealth playstyle you've invested in, and deliberately make a bunch of noise to root out the zombies you still have to kill.
No matter how zombies activate, it's unclear how stealth, monster closets, and clear quests can each fulfill their purpose in the game's design, when they intersect in the way that they do. A stealth build character goes on a quest to kill all the zombies, but both sides are predicated on not being seen by the other.
It's clear that the level designers want to create situations in POIs, where sleeper zombies can surprise the player. They do this by placing zombies such that, if the player is following the intended path at least, then the player won't see the zombie before the zombie can see the player or otherwise activate. As a shorthand, we can term these setups monster closets.
Separately, players have complained about sleeper volumes that are set to activate the sleepers, 100% guaranteed regardless of how stealthy the player is. It breaks the rule that zombies are affected by a player's investment in stealth. And Madmole has acknowledged he doesn't like this and wants to roll a 'skill check' instead of 100% guaranteeing the zombies all wake up in these places.
But this won't address an underlying conflict. It seems to me that stealth and monster closets are at odds with each other. A POI with monster closets is designed to surprise you with enemies you don't see coming. A stealth character build is designed to surprise enemies that don't see you coming. Typically enemies in a stealth game walk along patrol routes, but we don't have those, at least yet. We have zombies hiding in closets.
If you don't attack first because you don't see where the zombies are hiding, and the zombies don't attack first because you're too stealthy for them to notice you... nothing happens! And that might be okay if you're just looting the building and didn't want confrontation. But there's a third element here, that most POI quests (all of them after Tier 3) require you to clear all the zombies. It's not fun to go past a bunch of zombie encounters that never triggered, and then have to backtrack, hunting for the ones you missed before you can leave. Even if there's an advantage to triggering the zombies later on your terms, I think it's unsatisfying to abandon the stealth playstyle you've invested in, and deliberately make a bunch of noise to root out the zombies you still have to kill.
No matter how zombies activate, it's unclear how stealth, monster closets, and clear quests can each fulfill their purpose in the game's design, when they intersect in the way that they do. A stealth build character goes on a quest to kill all the zombies, but both sides are predicated on not being seen by the other.