Okay so you said running away... what about traprooms you have to fall into to trigger the Z's?
I did say trap rooms are the exception, but they are an exception anyway. If a "normal" player falls into such a trap, he often has a good chance to be dead as well. This is where even an AGI player has to use his guns and hope for the best ( if he falls into the trap). Me, if I know there is a trap I put ladders on the wall and trigger the room from safety, no matter what attribute I spec into
And if one irradiated feral feral (what are these big guys called now?) wakes up, you are screwed. I play with friends on only warrior and one spawned right next to me and nearly twoshotted me, even though I was wearing good armor (not playing stealth anymore until this gets fixed)
Now zombies should not spawn and immediately attack directly beside you, this may be something that should be fixed.
If such an irradiated feral spawns sufficiently away from you to react you should be able to run away and stealth. Or kill him, I don't think zombies are meant to kill you in a one-on-one fight.
Stealth in this game is not absolute and safe because normally players have the means to handle zombies. Now you probably tell me you also set zombies to nightmare speed? Well, don't.
I will FIGHT for the removal of the early dog horde till I breathe my last breath.
New players just die for no reason, veterans dread it and hope they can get enough ammunition in time and since they understand supports now, you cant even pillar up anymore and shoot them with arrows!
Also sure. With enough balancing, making it as unnoticable as possible is an option. But if you argue "hey if we make the chance REALLY low its not that bad anymore" why have it at all? It doesn't offer anyone anything except TFPs' feeling of "we give them moments to remember and streamers will scream, so publicity" i guess.
I didn't argue that, so its all good. My idea in the last paragraph would not really have improved the situation the way you look at it, but make stealth even more random, but dependably random. I.e. you would know that with stealth X you will wake about Y zombies in one hour of stealthing through tier-Z POIs. But which ones, no idea.
You would find out that some rooms usually wake up more zombies and many rooms often not even one, but you would not be able to depend on a specific room to behave always the same.
Either you don't care because you have big guns or you hate them. I have not yet seen someone going preparation (stealth/int) say "oh man I love it when they randomly wake up! So tense!"
And I say it again the "its realistic because in real life you can't be perfect" argument does not fly in a survival rpg, except it is made to be unpredictable. Like developing an infection. But then there needs to be counterplay to that. Use better medicine, treat it with something you gathered earlier...
Well, and my idea is exactly that. Stealth like infection would be random, but you can use a better stealth perk to give you less zombies waking up.
Give me one counterplay to the hidden drop in Z's that just wake up once you land.
You can't run, because you will need to open the exit first and the Z's are already awake.
If they reduce wake up sleepers by >95%... whatever.
I will still say it is stupid, but at least it does not invalidate a whole playstyle anymore.
But I seriously doubt they will do that. Because every POI is built around these sleeper volumes.
So either they scrap the mechanic completely, or they leave it because MM played it once and he thinks its fine.
#sorryfortheagression. But this is just such a glaring flaw that is super easy to fix, and yet mods and devs seem to think this is totally fine.
View attachment 22902
Last edited by a moderator: