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Everything posted by Kalen

  1. Well, they are really really small. Or it might have been sarcasm.
  2. He is right.... they should only be spawning at night. You may see them early morning as they haven't despawned from the night, but you shouldn't see them by afternoon.
  3. I completely understand.... the meat you can get is certainly a temptation. I play dead is dead, though, so I've gotten pretty good at identifying and avoiding fights that I don't stand an excellent chance of winning.
  4. Seems like its triggered by number of replies. A thread with 50 replies has the sidebar.... a thread with 46 did not. So I'm guessing 50 is the trigger.
  5. Here is your problem.... you're not supposed to kill them in the first week. You should be avoiding them at all costs.
  6. Not sure thats a good idea.... lots of times I run into a POI looking for specific things like a cooking pot early game. I wouldn't want to get a mini horde just because I don't want to clear the entire poi to raid the kitchen.
  7. What does it matter to you to know what it mattered to him how it mattered to Roland?
  8. Ok, so you've been very vocal about this being a bad design.... but have offered nothing in return. What would you consider a good design that accomplishes what it seems like the level designers intend?
  9. I see, you don't want to discuss you'd rather just complain. Gotcha
  10. I never said it increased the diversity of player choice. I apologize for not being clear, but I thought it was obvious that I meant that it increased the diversity of the challenges a player faces. Not sure how you feel this somehow restricts you.... as it has been mentioned and proven multiple times in this thread.... you can still stealth the entire POI, it just takes a little more effort and may not always be the optimal choice.
  11. LOL, no need to get personal, dude.... just having a discussion here. Who said you should pretend? How do you know that they're not super sensitive.... evidence would conclude that they are. (again using an in-game explanation.... clearly in the xml the zombies are the same as all the rest.... however, since they're placed in a way that causes them to behave differently, one could conclude that they're meant to be different). Once again, in a hypothetical room where armor doesnt work.... a possible, in-game, explanation is that whatever is in that room (in my exa
  12. I didn't say unrealistic either.... I also said nonsensical. It's nonsensical that I can carry tons of concrete, but if I fill all my inventory slots with 1 plant fiber I'm encumbered... but again, sometimes gameplay trumps what might make sense. Well there you go.... when you encounter an auto-agro room.... assume that its filled with hyper sensitive zombies and it no longer is nonsensical to you. Maybe thats what they're intended to be.... or maybe it's intended to simulate something else happening that alerts the zombies.
  13. It's a game, not a real-life simulator. It's more nonsensical that you can carry 46.8 (made up number) tons of concrete. I can see why people feel the way they do if they look at auto-agro rooms only in terms of their mechanics. Personally, I look at auto-agro rooms as an abstraction for "something" outside of my control waking up a bunch of zombies.... see earlier in this thread for plenty of examples of what that "something" might have been. And since you called me disingenuous earlier.... I'll return the favor.... you can't possibly believe that auto-agro rooms are a develo
  14. You saw right through me.... however, its almost exactly what you said. You mentioned a room where armor didn't work, thinking it was a ridiculous notion.... trying to get us to agree that rooms where stealth doesn't work is a bad idea. I, however, thought about it and decided a room where armor didn't work would actually be kind of cool and came up with my own head canon about how such a room could exist. So, in the end, yeah, I think it is a cool idea.
  15. How does having a room where stealth doesn't work without a little effort promote diversity? Um, by making it so that stealth doesn't work without a little effort in some places. Without auto agro rooms you could pretty much creep your way through every POI dropping zombies with headshots and little to no risk to yourself. Having rooms where a straight up fight is less effective than stealth (like the mentioned 0 armor scenario) would be another way to do it. I'm in favor of almost anything that promotes a player using different strategies to clear a POI.
  16. So? If you want to get technical I'm not actually entering a room either... its just some code that says I am. Such a room would not bother me in the slightest.... I would equally welcome a room that encourages stealth as I would a room that encourages a straight up fight. The game needs more diversity, not less.
  17. Yeah, that sounds fun.... you enter a room and there are several bandits with AP rounds. Sure, I could see that as a challenge that makes perfect sense! Good idea!
  18. Thats a pretty substantial difference. I see more value in 2 POIs that look different than 2 POIs that look the same but are different inside.
  19. Any time spent on building new versions of existing POIs is better spent on brand new POIs, IMO.
  20. You can pick up your 4x4 and put it in your backpack.... lets not focus too much on realism.
  21. This is actually a terrible example.... because they start with modern gear and over time move to using primitive items because their gear breaks down. In 7 days (and most games) its the opposite, you start low tech and progress to high tech. Personally, I would love it if 7 days mirrors TWDs equipment usage and you start with high quality stuff that degrades over time.... so you have to learn how to adapt with low tech gear. But, obviously, that's not going to happen.
  22. But there isnt. You crouch to be in stealth and you try to sneak up on a zombie. It either wakes up or it doesnt. There is no indicator that shows that you did something wrong.... the zombie just detected you. There is thematically no difference between a zombie that awakens because it detects you and a zombie that awakens because its in an auto-aggro room... it's only your outside knowledge of the game mechanics that tells you there is a difference.
  23. But how would you know that? Its not like there is some indicator in the game that says, "You screwed up!". What you do looks exactly the same whether the zombies wake up and see you or not. I still maintain that a lot of this heated debate is because people are aware of the existence of auto-aggro rooms.... if no one knew they were there most people would attribute them to failing their "stealth roll".
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