Why are the devs screwing over agi/stealth in their POI design? in General Discussion Posted December 2, 2020 11 hours ago, Roland said: But, you are talking about diversity of player choice. I don't believe you can separate that out from diversity of challenges or situations facing the player. They are intertwined. I'll not mention it all AGAIN because those particular keys are getting worn at this point but as has been stated over and over and over again in this thread, there is incontrovertible proof that because of the auto aggro rooms there is more diversity in actual Stealth gameplay over what there was when every volume was deep asleep all the time. 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.