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Everything posted by Solomon

  1. You can technically do both of this in a form where it makes sense and establishes that "the stealth players must fight here" sceniario. Upper in a comment i suggested 2 zombie types, twitchers who have various hidden vision cones to make sure its extremely hard to sneak up on them working along with a hivemind setup where if one is awake the others too come for you and the heavy sleepers what spawn alongside with the twitchers who have timer and condition systems on when to awake. Sceniario you are in a cave POI where you found the loot room. There are 7 undead inside 4 twitchers and 3 heavy sleepers, the twitchers are convulsing violently and atleast one of them always have a viewcone on the door to see you even in the next room. The heavy sleepers always awake if you attack a twitcher from stealth because they scream when hit this way and they also dont like gun combat to sleep next with, they also dont sleep well in general next to active combat and looting. Your opinions are the following: Lure the twitchers out and shot/melee them Enter the room and melee the twitchers hoping the combat wont wake up the sleepers Once the twitchers are done you can enter stealth and take out the sleepers or leave them there. The heavy sleepers are all running a random countdown what react to certain noise, melee combat and looting counts down the normal amount, gunshots awake them fast, killing another heavy sleeper in the room while not in stealth also is risky. In this form you kept the stealth player's option to deal with an enemy their way while offering them an almost impossible but still doable way to stay in stealth.
  2. For diversity of challange it makes some sense thought due to how the game is set up its not exactly a challange but a minor annoyance. See the suggestion lower in quote, it introduces a sceniario where you must fight a certain type of enemy what is hyper aware while it still lets you stealth throught the room the fight happened near. Thats an overall constant resistance but i would want something what is 1 time only. This may be a problem with me only but this sounds like somekind of bug in the system what will get fixed later on.
  3. 1) Give him a helmet and some flimsy body armor what takes the whole bonus damage of your shot and flies off the boss after it awoken? 2) If they are already awake and twitching violently their head and body around the room it would make more sense as you would attribute it to a zombie type and not to a boundary check 3) See upper zombie type 4) Again see upper zombie type, infact you could make a heavy sleeper type of zombie what awakes if a player tries to stealth attack a twitcher so the strategy would be to lure out the twitcher ferals and then stealth remove the sleepers. 5) See upper, things like this are only challange if you can either circumvent it throught skill or can react to the situation from game memory. The current situation is neither.
  4. That was my point, failing randomly because they have a hidden awaressness cone you are unaware of is okay. Getting them alerted 100% no matter what and how you do it is not. Stealth builds are already disadvantegous on the horde night, there it becomes a perk of wasted resources with everything you made with it. The auto aggro rooms further decrease the value of anything stealth based and actively promote less gameplay diversity. The ideal gameplay setup as you said doesnt favor one kind of combat only but also the ideal gameplay setup lets all kind of combats play equally. As the game currently stands theres little reason to not go for a Strenght build with a club, theres just soo many useful things in that perk tree the players are hamfisted into it. Meanwhile the other styles of combat either dont work well enough because you are playing in close combat (sniping in this game), droprates dont support them for a long time (stunbaton and other intelligence strategies) or have scripted "NOPE" areas all over the game (stealth). Dont twist my words please, just where did you ever see me telling that you just die there. I said its an auto-failure point, even my original page 21 comment doesnt say anything about dying. How about you go back and read it again? Automatic-failure doesnt mean instant defeat in all and every cases, it could be a switch increasing difficulty, adding in more enemies, making platforms moving faster, etc....
  5. Because removing variables decreases variables. Just as i pointed out in my example by making zombies what heal from fire doesnt offer you more diverse strategies but actually decreases them. Diversity is when you have a great number of dealing with an obstacle, like for example in this game if you find a hole filled with undead you can build over it, move over it with the edges normally, stealth throught the edges or slaughter the undead. If you take one action out or make another mandatory you just decreased the diversity on how to get over the obstacle. Then you should have said that because that is NOT diversity of player choice but rules of a dungeon. Its a restriction made specifically for that area, its still not good game design but when the whole place is no stealth it makes sense because the building is alerted but in our case it makes no sense because its just the room auto-failing you.
  6. Let me point out something important what you too have said right here: The game needs more diversity, not less. Now please explain how it adds more diversity to the game when an arbitary failure script turns off a gameplay element? Or let me simplicate it even further, if your game is based on matching up same colored tiles atleast 3 in a line or column how does it increase the diversity when you remove one color from the palette? We have a ton of combat approaches from throwing in grenades, shooting in a rocket to going melee or go full stealth and you say that removing one of the elements will somehow make it more diverse? Lets just make a set of zombies what are healing from fire damage from the player, surely making molotovs and anything burning less useful is adds somekind of diversity to the game because it somehow increases your choice of throwables and mods to use? Auto-trigger rooms do one thing precisely, they decrease the diversity of the game because there are much less ways to approach a problem than before.
  7. Yeah but thats not what would happen, it would be a room of bandits and your armor would be set to zero while you are in that room. Not AP weapons what ignore a armor but a line of code what only happens in a specific place. People will gonna complain about it because at first they will think that the bandits have a better AP round than what they can craft then someone later on reveals thats not the case because this is yet another "You fail because you exist" room setup.
  8. These actually sound good, they dont even need to get aggravated about how things dont work just make them generate enough sound that technically all zeds are awake around them.
  9. It would still not fix the key problem which is an auto failure. I never really seen many people who advocate of auto failure systems, those are hated regardless of genre and gaming age. Your game could have an auto failure where if you dont escape within 1 minute the alarms go off and you now need to fight off the guards, an accuracy check where if you dont reach 90% your are now subjected to the harder mode, enemy design offering an undodgeable, sure-hit attack incase you cant remove a wall torch, etc... Simply giving the zombies a line of sight system where with proper movement and careful planning you can get throught is always going to be better than "You exist in the room therefore you are target."
  10. Well as long as the problem persist i dont see a reason to stop this thread.
  11. Not at all but in MSG i if i fail stealth its mostly if not always is because i @%$#ed something up. That body was at the wrong place, was not accurate enough and soo on. Also in MSG if i alerted a bunch of enemies that did not mean that they are now having a target lock on my ass compared to here where if you step into a trigger zone the zombies not just wake up and start moving around but they know your exact position and are directly targetting you.
  12. Not always unless the mission is directly focused on killing a target but for example some missions in metal gear solid v even when you are confronted with an "alerted" enemy can be done in complete stealth.
  13. Does this mod changes zombie AI? I mean are they the same regular pathing zombies searching for structural weaknesses or do they actually act like zombies?
  14. Yeah, i made a copy for now. We will decide later if its worth having a secondary version or make it our main game.
  15. Is there any way to install this while keeping the original files in the same folder? I would prefer to keep the original game to play with my brother and this version to play solo without having to double install.
  16. There are multiple items encouraging a stealth build. Books, perks, armor, there is a steath build presented in the game complimented with everything needed for one.
  17. Hes kind of right that its a terrible game design. You do not fail because you were moving too fast, were careless or simply didnt have high enough stealth. You fail because the situation is scripted for your failure. Its the same deal while several people hate ambush cutscenes in video games because it clashes with what was achieved. Like imagine that during a mission in Splinter Cell you reached 100% stealth, no one ever seen you, no one got killed or stunned, not a single soul knows you are there because you are moving in the absolute darkness in ventillation shafts soo silently you can hear the guards breathing around and then suddenly cutscene "You kick out the cover of the ventillation shaft directly into a some glass wall and the noise causes the nearby guard to sound the alarm.". Like in the ugly picture i posted here, it makes sense for you to trigger an alarm because you stepped into the line of sight of awaken zeds (green) from the door but if you enter from the top parts where there is no vision theres really no reason for them to get alerted.
  18. It doesnt even need anything like that. Make it trigger on entering the room to wake up all the zeds and place many of them around the poi so the player cant really get rid of them without risking triggering one.
  19. Even if they dont want us to know, just make the zombies awake and moving around. Im not sure if theres anything in this game what looks worse then some random shambler doing a full 180 because you entered the room in full stealth gear. Also it doesnt need to be actual warning, these things can be used to set an atmosphere and also its quite possible to suprise a player without going for ceiling zombies and stuck in a furniture setups. Examples: Graveyard and other places where its ambient to find dead in the ground could have some random dead hidden by an instabreak dirt block so the player falls in the hole and has to wrestle with the undead there. Quite scary deal. If every dead could crawl we could have some fake ventillation point like looking places all around factories and bunkers where the dead crawls out and rushes at us in feral mode after we passed throught that point a bit. Makes people paranoid towards walls. One dead right behind where a door opens up so hes in coverage is always a good scare. The runner strike i mentioned has no signs expect the runner rushing at you and exploding alerting every dead in the building. Turn all the fake bodies ingame into zombie looking ones and randomly make one of them into zombies when hit.
  20. I would much more prefer the idea electrical traps and warning signs. The problem is much more simple since we have 2 types of rooms avoidable sleepers and trigger ready sleepers, so all we need is the following: For the avoidable ones i propose the rigged doors and other actually avoidable traps. The idea is that they look like regular doors and bocks but when you open/hit them they make a loud noise. Examples: A potted plant on a flimsy chair next to the door. When you open the door the plant falls and shatters alerting the undead. To avoid it you need to find where the plant is and go around it raising your stealth high enough would decrease the chance of triggering this one to 100%. A beaten up door, same idea as previously expect that this door falls out of its place when opened. Tripwire set up to a hidden speaker. Just not touch it. Simple puzzle system where you need to walk around in a pattern to not trigger movement sensors or to place some weight on the right pressure plate to open the door. For the unavoidable ones i propose the idea of visual marking and no sleeper function. Examples: Already awakened zeds and masses of bodies infront of the door. Pretty simple deal. "AMBUSH" and other warning signs. The idea is to make the player know that there might be a trap in the room, there doesnt need to be always one to keep the players on edge. For example put the "Rabid dead!" on the boiler room in the shotgun messiah factory where the burning guys spawn, now there are no spawns in the actual room because they are on the other side of the room. Runner strike. Simply let loose one bloodmoon type feral screamer in the POI what tracks the player and tries to fight it, when the screamer gets attacked it explodes triggering nearby zeds to attack.
  21. I dont get how it is intented as proper and acceptable gameplay and at the same time its completely ignored by both the horde and these specific POI rooms. Like every perk choice works throught the entire game but Stealth only works in out in the wild along in some parts of a POI and thats it.
  22. It still works but you need to change the pois a bit, even applying paint is enough to offhold the spawns.
  23. I know my math is kind of.....busted but you get what i mean even if it would make my math teacher commit sudoku. Yeah i figured you would need to find a way to exclude the weapon from eating itself to repair itself and which one to use up for the repair. How does reforging sound? We could make a forge recipe what uses up 2 Pistols to make a Pistol. This way the only issue left is the T6 item quality but we could probably just cut that quality out and replace it with an identical pistol what has these stats at base but its untiered like the nailgun (or just make all items untiered and let the perks handle the stats).
  24. Honestly theres nothing else, before today this was the only loot mod made. Now we have @Boidster's loot lottery mod too so people could switch if they want. All i wanted is a mod what makes the looting randomised, so i dont swim in the same stone gear for ages. I think im gonna go and edit that mod around so it progresses like 4%, 3%, 1.5%, 0,5% or find out just which exact setting controls quality tiers and manipulate that. Also on a sidenot due to how this game works theres no such thing as "rare find". In a game like Warframe an item drop with 4% chance is almost impossible to get but here you can go as low as 0.1% and it would still mean that you run a fairly good chance of getting an item from that rarity group because of the number of lootable containers. At 4% you need to find 25 containers to reach the mathematical 100% chance, at 0.01% you need 100 containers but thats like 10 days.
  25. Or if you are good enough with modding you could make items need themselves to be repaired. Essentially make sure that you take out parts of a working AK47 to repair your favorite AK47. This would probably be more immmersion fitting to cobble together weapons than straight up just removing the ability to repair.
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