Probably you just don't try hard enough to be stealthy if you are always greeted by a flood of zombies. Look at your stealth meter. If it never goes below 40 then likely you are running around with a helmet lamp on (that is easy to overlook at daylight).I agree with OP but I do like Some sleepers in Some buildings.But not always. Right now you break in the door (They are all locked which is also annoying - you cannot sneak in), then back up for the standard big flood of zombies to flow out. Then move in for the next big flood of zombies which you have no choice but to back away from. It's as tedious as
Small info: Zombies on top of other zombies is a feature not an AI bug.The other thing I've noticed is the AI is still a big problem, compounded with a number of bugs than send zombies "jumping" up the sides of walls on top of each other. It's not quite World War Z mount of zombies climbing, but rather singles leap frogging on each others heads to get to the higher levels.
Didn't think headlamps as an attractant were modelled , will try that. Still prefer more open world zombies though and less predictability in all aspects of the game.Probably you just don't try hard enough to be stealthy if you are always greeted by a flood of zombies. Look at your stealth meter. If it never goes below 40 then likely you are running around with a helmet lamp on (that is easy to overlook at daylight).
I have no problem breaking doors stealthed and not waking up zombies inside. But I have a few points in stealth and I have to switch the mining helmet lights off.
Small info: Zombies on top of other zombies is a feature not an AI bug.
I reverted to A16 a couple of days ago. Will stay tuned for A18 and see how it plays out. A17 just isn't my cup of tea.I'm not finding one nice large cit/town. Tried a few seeds and am tired of looking. Its obvious they took larger areas out. I'm setting the game aside as I for sure liked 16 over 17.
The rest plays hide and seekYou start going through city and you see only up to 10 zombies? Like really? That's the apocalypse?
I don't think this is how it works at all...TFP probably has a very simple problem: Per player 8 zombies can be in the world simultaneously. That limit is because of the target of max 8 players on a server which means a server needs to be able to animate 64 zombies at the same time.
Now lets assume that a SP player runs through a city and gets 7 world zombies to spawn. If he then runs into a poi he would see only 1 single zombie in the whole building. Even worse, if the world zombies despawn he might suddenly get zombies to spawn inside rooms behind him which he thought were empty. Those zombies could block his exit and get him killed.
Naturally optimizations that allow more zombies would be a solution. But I don't know if those optimizations are not needed anyway to get just those 64 zombies working.
Another possibility would be a dynamic limit. I.e. as long as the hard limit of 64 zombies in the world isn't reached the soft limit of 8 zombies per player can be exceeded by 50%. This soft limit goes down to 0% as more players enter the game. It might also be advisable to have 0% at horde nights so difficulty balance stays the same.
So in a typical co-op game with 2-5 people the actual limit would be 12 zombies per player. With the increased budget more world zombies could roam the world by default. But servers with lots of players might observe suboptimal spawning whenever many players log in or out at the same time.
Note this is just theorizing with lots of guesses instead of hard facts about the inner workings of the game. Maybe the problems are quite different to what I'm assuming.
This.I fight them inside and while I do understand the idea behind the current implementation, I think it's too one dimensional and predictable. When they were announced, I thought sleepers were going to put uncertainty into the game by having some corpses be sleepers and others actually dead, while other zombies roamed the world and POIs alike.
As it stands, the threat is stationary until you activate it, and since you know where they can be (unless you're very new to the game), you can control the engagement quite easily (and kiting them in some way, inside or outside, is inevitable if you want to live). It becomes a repetitive scenario in large POIs: activate sleeper cell, kill zombies, loot, move on to the next room to do the same. And so on. The game even gives you audio cues to alert you that sleepers are still present, as if the devs actually wanted to remove any surprise. The mechanics are just way too obviously present imho.
Sure, it's easier to deal with zombies by running away from them rather than killing them in close quarters. That's a pretty common sentiment in zombie fiction.The philosophy is to put the threat at the point of contact with objective: that being the loot. Outdoor Zombies are never going to be a threat unless there were 1000آ’s and that just isnآ’t going to happen. Even if we exceeded the old numbers by double it would still be easy enough to go around them, kite them, and generally avoid them.
It’s trivial because the game can’t render enough zombies to make it nontrivial.Sure, it's easier to deal with zombies by running away from them rather than killing them in close quarters. That's a pretty common sentiment in zombie fiction. However, it feels like A17 is emphasizing close-quarters combat over strategic avoidance.
Why is that? Your post seems to suggest that it's because avoiding zombies (that aren't in front of your face) is so trivial it's not even worth formally treating as a game mechanic.
I would argue that it's only trivial because it isn't being treated as a game mechanic.
I agree with this and I would also like there to be more uncertainty. I hope that there are still plans for that. Remember that A17 is only the second iteration of sleepers. It seems like more because of how long A16 and A17 development took but we can hope for more refinement stillI fight them inside and while I do understand the idea behind the current implementation, I think it's too one dimensional and predictable. When they were announced, I thought sleepers were going to put uncertainty into the game by having some corpses be sleepers and others actually dead, while other zombies roamed the world and POIs alike.
As it stands, the threat is stationary until you activate it, and since you know where they can be (unless you're very new to the game), you can control the engagement quite easily (and kiting them in some way, inside or outside, is inevitable if you want to live). It becomes a repetitive scenario in large POIs: activate sleeper cell, kill zombies, loot, move on to the next room to do the same. And so on. The game even gives you audio cues to alert you that sleepers are still present, as if the devs actually wanted to remove any surprise. The mechanics are just way too obviously present imho.