PC suggestion: sound

atl

Refugee
You have smell.
Add something similar for sound.
Shoot a gun.. the number goes up
Shoot a silenced gun .. the number goes up a tiny bit.
Smash a block or chop a tree.. up a little.
Build something.. up a little..
Ring the jawoodle bell and it gets maxed.
Slowly decrement the influence radius, possibly non linearly.
Make noises a thing.
The smell attribute is pretty close.
So is the screamer.. but sound would just attract anyone in range. Similar to the heat map idea but instead of a tripwire that calls a screamer you just attract more attention. It needs to stay where the sound was generated not with the player. So even more distraction/diversion mechanisms could come into play. A multiplayer pied piper could be a hoot. And unlike smell, no way to wash it away.
 
Been wanting this idea for ages. One thing I am not a fan of is the proximity triggers for sleeper zombies in houses. Noise should set them off. You should be able to walk in, shoot your gun and wake them all up. That is a choice and a risk to take. They could limit the sound to the POI itself so shooting in the streets doesn't wake them up. Or maybe give us the choice in sensitivity like Feral Sense. Either go the stealth route, and take them out trying to not make noise/smell, or wake them all up and get swarmed. No matter how high my sneak is, walking into a room sets them off, or shooting a closet door from a distance does nothing to wake them up. Doesn't seem right.
 
You have smell.
Add something similar for sound.
Shoot a gun.. the number goes up
Shoot a silenced gun .. the number goes up a tiny bit.
Smash a block or chop a tree.. up a little.
Build something.. up a little..
Ring the jawoodle bell and it gets maxed.
Slowly decrement the influence radius, possibly non linearly.
Make noises a thing.
The smell attribute is pretty close.
So is the screamer.. but sound would just attract anyone in range. Similar to the heat map idea but instead of a tripwire that calls a screamer you just attract more attention. It needs to stay where the sound was generated not with the player. So even more distraction/diversion mechanisms could come into play. A multiplayer pied piper could be a hoot. And unlike smell, no way to wash it away.
Scream should call out nearby zombies instead of spawning them, yea!
Also sound opacity for blocks (sound blocking simular like light opacity/blocking)
 
Now we certainly will alert local zed for gun fire. Is what you are talking about sounds more like a defined radius? I think heat was supposed to encompass all of this to a degree. Construction adds heat because I would think hammering in nails can be heard for blocks around. I think it would be pretty easy to add a heat factor to each shot of a gun. Making shotguns and rifles the most and a silenced 9mm the least.

I only use firearms on horde night. I keep a shotgun on me when questing/scavenging for ambushes and getting cornered, but it's ALWAYS my last resort weapon. By adding heat to firearms this would encourage this kind of playstyle.

Maybe they can merge this with Feral sense. That would allow people to toggle it on or off simply. I like to play with Feral sense on because it's just way to easy to stealth through most POI once you understand the games mechanics.
 
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Just thought of this, add a hotkey for player sounds, have default shouting sounds, but also let the players record their own voices if they want. LOL You could record a "Hey" or, "Anyone Home" or LOL a fart sound, and then press the key to see if any zombies are around LOOOOL! Or maybe somehow tie Discord chat in, and you can use your mix live. So if you go into a house with a party of people and you talk, or talk too loud, it wakes zombies up. This could be a really fun thing. Obviously it would be optional with a toggle off.
 
Been wanting this idea for ages. One thing I am not a fan of is the proximity triggers for sleeper zombies in houses. Noise should set them off. You should be able to walk in, shoot your gun and wake them all up. That is a choice and a risk to take. They could limit the sound to the POI itself so shooting in the streets doesn't wake them up. Or maybe give us the choice in sensitivity like Feral Sense. Either go the stealth route, and take them out trying to not make noise/smell, or wake them all up and get swarmed. No matter how high my sneak is, walking into a room sets them off, or shooting a closet door from a distance does nothing to wake them up. Doesn't seem right.
You can only have a certain number of spawned zombie at once, especially when the game has to run on XBox Series S. So triggering all zombies in a POI wouldn't be an option. Even now, there are times when you can activate too many zombies at once if you're rushing through multiple sleeper volumes at once and then not get everything to spawn because they limit how many can spawn at once. This has led to problems completing clear quests. That being said, I'd be happy to see sounds activate sleeping zombies in your current room/sleeper volume so you can't just snipe them one at a time while stealthed (they really should wake up when a zombie falls from getting shot regardless of sound from the shot). Of course, people playing stealth will get upset by that.

Scream should call out nearby zombies instead of spawning them, yea!
Also sound opacity for blocks (sound blocking simular like light opacity/blocking)
That kind of defeats the purpose. Unless you're in town, there aren't normally more than a few zombies within a certain distance from you. So for mining, you might get 2-3 zombies called from a screamer, which is no different from getting those coming to inspect you when they are close enough anyhow. And if you have your base in a city and get a screamer, do you want every nearby zombie coming to attack your base every 21 minutes or so? People already complain about the screamers with the 8 or so enemies they call with one scream. There'd be a huge outcry if they have to start dealing with 30 of them.
 
That kind of defeats the purpose. Unless you're in town, there aren't normally more than a few zombies within a certain distance from you. So for mining, you might get 2-3 zombies called from a screamer, which is no different from getting those coming to inspect you when they are close enough anyhow. And if you have your base in a city and get a screamer, do you want every nearby zombie coming to attack your base every 21 minutes or so? People already complain about the screamers with the 8 or so enemies they call with one scream. There'd be a huge outcry if they have to start dealing with 30 of them.
I kinda....doesnt? In city they will call nearby zombies which will make city scavange more dangerous while far away from city, screamers will not be a threat! If player wants to get less attention, he probably should use his guns less like in real life?
Also what the problem of screamer calling low amount of zombies near ur mining position? Is this not a positive side for a player? 🤷‍♂️ 🤷‍♂️
The amount of zombies roaming nearby player can be doubled
 
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