Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have yet to find one on Day 42
If you know they exist why don't you take steps to have an escape plan and then come back after all the zombies are in one area.
You can learn Molotov early and make traps, Also the car can one shot the feral crawlers.
Sadly zombies give almost nothing worth in killing them.
i get what you're saying, but to be fair unless you actually know the alarm spots you can easily trigger them. i would like to see it definitely an option to turn on/off in settings and also put them on locked doors or have warning signs so we can balance the risk vs reward on triggering alarms or leaving them alone.
same with car alarms, the state of the vehicle would suggest the battery is dead and wouldn't set off an alarm so maybe a new car model so it's obvious, again letting us choose the risk vs etc...
i've already passed on some feedback re alarms to the dev in so far as having a toggle and not having them spawn in mobs but no idea if it will get traction or not