So long story short, the question of the topic had a hidden agenda.How is agi/stealth getting screwed over by the POI design? For that matter how are the devs punching anyone in the face to force them into one thing that they want them to do? Here are some reactions to the auto aggro rooms that I can think of off top of my head
1) Guns Blazing and kill them all (non-stealthy)
2) Break a hole in ceiling or wall and kill them (stealthy)
3) Retreat/ Hide/ Re-emerge/ Stealth Kill (stealthy)
4) Parkour to high safe spot and pick them off (agility)
5) Set traps and barriers to delay them and hurt them while you actively kill them (non-stealthy)
There's five which is a nice variety of options-- none of which are discouraged or stopped by the developers. There are probably even more. Only number 2 requires that you know ahead of time that the room is auto aggro.
The only thing you cannot do is shoot them in the head as sleeping, immobile, heaps simply by walking in the room. But since you can do that gameplay for 90% of the rest of the time what's the loss? Where is the screw over?
I understand ya'all don't LIKE it and that you would rather be able to shoot every zombie every time while it slumbered every playthrough and there is nothing I have against you liking or disliking the situation. But the options we have to respond to the trigger are plentiful and varied and a far cry from being forced to only respond in the alleged one way TFP wants us to respond and also a far cry from POI design screwing over stealth. Yes, there is a scripted trigger but our ability to respond to that trigger is preserved. That is a fact. Opinion is liking or disliking it but-- proven incontrovertible fact is that all the player's stealth perks are preserved to be used in reaction to the event and hence there is no screw over.
I'm not sure line of sight is calculated. I seem to remember a statement by Fataal that it costs too many CPU cycles. ??The trick is if they auto aggro is to break line of sight, re enter stealth, wait for the forget me timer to hit zero while staying out of line of sight. Now the higher your From the Shadows is the quicker the forget me timer will be and to make things way easier after you break line of sight you can toss a rock to distract the zombies to where it landed. This trick is very easy to use and normally you only need to retreat one or two rooms at most but with the rock tossing trick its possible to avoid retreating as long as you have a way to break line of sight handy.
Edit- Once you pull the trick off the zombies will forget about you and become normal awake zombies who will wonder back to their spawn location. From there it is a simple task to circle back around to sneak attack them while being mindful that they are awake and easier to aggro then sleepers but the same trick can be repeated to deal with them.
Hah, no doubt.... (made up number incoming) 75% of posts here have a hidden agendaSo long story short, the question of the topic had a hidden agenda.
I recall him stating this as well... not too long ago.I'm not sure line of sight is calculated. I seem to remember a statement by Fataal that it costs too many CPU cycles. ??
For your counter to apply it would require that we can see what the volume we're going into is before we go in (can't avoid or counter what you can't perceive). As is that first punch is a freebee because we're bound, hands behind our back, by forced ignorance of what the volume we're about to enter is.Your analogy of getting face punched would be spot on as long as you acknowledge that the target can feint, dodge, and counter. The game gives us those equivalents so...
You can’t stop the punch from happening but you can react in a fun and rewarding manner.
1. Default and hardline favored playstyle by the devs.1) Guns Blazing and kill them all (non-stealthy)
2) Break a hole in ceiling or wall and kill them (stealthy)
3) Retreat/ Hide/ Re-emerge/ Stealth Kill (stealthy)
4) Parkour to high safe spot and pick them off (agility)
5) Set traps and barriers to delay them and hurt them while you actively kill them (non-stealthy)
Ain't even close to 90% unless you are actively avoiding quests and avoiding looting POIs in general.The only thing you cannot do is shoot them in the head as sleeping, immobile, heaps simply by walking in the room. But since you can do that gameplay for 90% of the rest of the time what's the loss? Where is the screw over?
Screw over = Entire room moves to attack the moment the volume is entered regardless of what the player did. I guess you're of the opinion that if a thug slams you against the wall demanding money, you weren't being mugged if you kicked them in the crotch after they slammed you into wall...Opinion is liking or disliking it but-- proven incontrovertible fact is that all the player's stealth perks are preserved to be used in reaction to any POI event and hence there is no screw over.
So, long story short, Roland is skewing the numbers to discredit the hidden agenda?Ain't even close to 90% unless you are actively avoiding quests and avoiding looting POIs in general.
Nope...I'm just using the material I was given. Figured I'd work within the paramaters Hiemy, himself, set.So, long story short, Roland is skewing the numbers to discredit the hidden agenda?
Way to completely dismiss 90% of stealth play.
Previously I posted that in this topic.Why don't they just make it so that the noises of zombies can wake up other zombies, if they want to keep things spicy?
(not to be confused with a screamer that actually spawns in additional zombies).
When a zombie sees you, perhaps a 50% chance it will yell out, drawing in close by zombies, waking sleeping zombies.
Make it so that when you stealth kill a zombie, it has something like 25% chance to groan loudly as it dies.
As you level up in stealth, this percentage goes down... but cap it so that there is always at least a 5% chance.
To resolve blood moon, extend Stealth into Stealth and Evasion, which can be a big help during BM.
- chance to dodge melee attacks.
- significantly reduces the player being targeted by cops.
- significantly reduces the player being targeted by vultures.
- significantly reduces the number of vultures chasing you down while driving.
The first punch is not a freebee because it never connects. You walk in the room and the trigger happens and....by golly, you still have stealth at your disposal to avoid the punch. We're still going with the analogy that the punch represents the complete invalidation of stealth forcing the player to handle the zombies in an unstealthy manner...correct? So the punch is thrown and you retreat, hide, re-emerge and kill all the zombies with all your stealth enhanced multipliers. The trigger is just an event-- an event that does not remove your ability to stealth. So it isn't a freebee sucker punch. It never connected.For your counter to apply it would require that we can see what the volume we're going into is before we go in (can't avoid or counter what you can't perceive). As is that first punch is a freebee because we're bound, hands behind our back, by forced ignorance of what the volume we're about to enter is.
1. It's just one option, man. What the devs do or do not favor has no bearing on what you choose to do. If you didn't frequent these forums you'd never know what the devs favor or have any kind of paranoia about what you think they want you to do...1. Default and hardline favored playstyle by the devs.
2. Requires previous experience with that exact location unless that is how you handle every room in the game. (Yes, I caught that you pointed it out. Requiring previous experience with the exact same place while completely excluding said location from being understood by observation the first time a player is about to enter one is bull@%$#.)
3. Freebee punch with our hands held behind our backs is already thrown and has connected. Completely moot to my point.
4.If only parkour didn't get you killed by bouncing you off the ceiling or ridge just above the exit... Can't not jump the full height, get @%$#ed if you only want to hop out a window. Still moot to my point since the freebee punch has already connected.
5. See 2 or 3 depending on when you think we should be doing that.
So when I said that shooting sleeping corpses would be boring if that is all there was without any triggers YOU said I invalidated 90% of stealth gameplay. I'm just going by your own hip shot on the numbers. I'm fine with calling it 80% or 70%. <shrug> Of course that means I only invalidated 80% or 70% of stealth by my earlier comments. Are you prepared to be okay with that because 90% sounds more dramatic.Ain't even close to 90% unless you are actively avoiding quests and avoiding looting POIs in general.
If a mugger slammed me into a wall and demanded money and I escaped by kicking him in the crotch I would not call that a mugging. I'd call that a damn fine story I would be telling at every party for the next year. BTW, your little scenario actually does happen. People DO get surprised by an event they could not have avoided and when they somehow avoid and escape that event it makes for a great adventure. These events in the game that can't be avoided create situations for great stories and great adventures depending on how the player reacts and there are many ways to react-- stealth among them.Screw over = Entire room moves to attack the moment the volume is entered regardless of what the player did. I guess you're of the opinion that if a thug slams you against the wall demanding money, you weren't being mugged if you kicked them in the crotch after they slammed you into wall...
In which case then, it @%$#s over 100% of stealth play, because regardless of what you do they move to attack the moment you enter. No amount of in game observation of what can be seen (observe>assess>plan, then act), meticulous control of noise generation (the third step observability "spike" is annoying but can be worked around if cautious), avoidance of illumination (night time is a stealther's fickle mistress, even at low level/GS, so messing up has allot nastier and more immediate repercussions. Nvgs are are blessing.), careful positioning (not always possible with where the zombie's spawn so likely the single most likely failure point outside of moving into an attack volume. Not a complaint about that, even though the hit boxes on some of the blocks suck.), and making sure to move as slowly as possible (this can be a @%$# at higher ranks of FTS since it messes with how far you move and can't be turned off without ditching the perks) allows the player to avoid the activation of an attack volume. Those combined are the "90% of stealth play" I was referring to, silent head shot kills is the reward for pulling it off since they're impossible without being successful in those aspects.Nope...I'm just using the material I was given. Figured I'd work within the paramaters Hiemy, himself, set.![]()
Oh man...you love killing unconscious enemies. What are you going to do when bandits are added and they aren't sleeper bandits but awake and alert bandits?In which case then, it @%$#s over 100% of stealth play, because regardless of what you do they move to attack the moment you enter. No amount of in game observation of what can be seen (observe>assess>plan, then act), meticulous control of noise generation (the third step observability "spike" is annoying but can be worked around if cautious), avoidance of illumination (night time is a stealther's fickle mistress, even at low level/GS, so messing up has allot nastier and more immediate repercussions. Nvgs are are blessing.), careful positioning (not always possible with where the zombie's spawn so likely the single most likely failure point outside of moving into an attack volume. Not a complaint about that, even though the hit boxes on some of the blocks suck.), and making sure to move as slowly as possible (this can be a @%$# at higher ranks of FTS since it messes with how far you move and can't be turned off without ditching the perks) allows the player to avoid the activation of an attack volume. Those combined are the "90% of stealth play" I was referring to, silent head shot kills is the reward for pulling it off since they're impossible without being successful in those aspects.
I like this. Even if they end up in some out of immediate los (from the player) spot in the volume with their sound and light sensitivity higher than other zombies, this is allot more preferable to what exists currently.Why don't they make POIs with screamers, and the screamers can wake up the sleeping zombies? All while ensuring that screamers can be stealth-killed, but very difficult to do so?
I actually agree with this, the problem is that currently it isn't balanced for all builds. There is no equivalent to attack volumes for any other perk spec. If TFP keeps attack volumes in, they most likely will, they need to spread the "love" a bit more and put hard counters for the other mechanics in that completely blind side the player with no warning.Whether or not the devs are truly trying to screw over agi/stealth in their POI design, my thoughts still stand that it's fine to have something to counter each build, provided that it's balanced for all builds. It makes for good gameplay and it's something that countless of games do. Anti-electric/turret-avoiding zombies to give Int a hard time. Very aware zombies (perhaps screamers) to give stealth a hard time. A zombie that jump a little higher, run a little faster, with AI that can flank to counter Agility. Strength has enough countering it already, at least right now since radiated is just about absorbing a ton of damage.
1. What I do with wandering zombies, night or day. Take advantage of range, concealment and positioning to whittle them down while they try and find me.Oh man...you love killing unconscious enemies. What are you going to do when bandits are added and they aren't sleeper bandits but 3.(1. awake and 2. alert) bandits?
Ok, I think I get your problem. You don't like that some places your stealth gets broken. Its completely irrelevant to you wants happens immediately before or after... the fact that in that instant your stealth is broken is the entirety of your argument? If so, then yeah..... you win. That happens. It happens by design, and probably will never change.because regardless of what you do they move to attack the moment you enter.
With a slight addendum: If it breaks because I made a mistake then I'll grump at myself for messing up.Ok, I think I get your problem. You don't like that some places your stealth gets broken. Its completely irrelevant to you wants happens immediately before or after... the fact that in that instant your stealth is broken is the entirety of your argument? If so, then yeah..... you win. That happens. It happens by design, and probably will never change.
So you can't imagine any scenario in which you make no mistakes but still fail?If it breaks because I made a mistake then I'll grump at myself for messing up.
Hes kind of right that its a terrible game design.So you can't imagine any scenario in which you make no mistakes but still fail?
Nope, the Red Mesa makes it clear that this is not just a failed stealth roll. If you enter the intended way, they come from all across the POI. Also you can´t fail stealth, there is no skill checks in this game. Has absolutly nothing to do with sleeper volumes that this feels just utterly wrong.it only seems magical because you know about sleeper volumes. If you did not have that info, you would probably assume that you just weren't sneaky enough.