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Just recently I went to the lion house which is small, cleared it. When I come back down stairs there's like 7 zombies standing in the front room with the front door still shut and no other way in. They just magically walking through walls or spawning right there. I get the whole having spawns inside the house to populate it when the player loads into an area. But it would make more sense if those spawns only worked that one time so when you clear a building the only way a zombie gets in is from an outside spawn near the edge of the map as if they did walk from another area. This way you could actually secure an area until they force their way in which would be more realistic and may even help performance for some people.
Someone suggested walkers should respawn out of bounds and wander in - this would be way better and would encourage trying different ways of approaching a level. Kinda pointless doing anything other than rushing when things just respawn randomly.
It`s lazy to have them spawn in houses and buildings once cleared.
Random suggestions that I think are fun:
If they wandered smartly, smelled you over a long distance, with sound of footsteps and groaning to give themselves away, and actually pushed/smashed through doors, instead of music cues and pop-in, I'd truly have no idea what was going on around me unless I pay attention to ambient sound, and maybe even initial zombie populations before a mission. (make it more detailed?)
I could even plan how many supplies to bring based on the known zombie population, since the game tells us about it, it must be relevant? Make each trip more calculated, more dangerous, more zombies on the map and no randomly appearing ones until the timer ends. Then just make them hop every fence and come out of every manhole, and fill the map with as many as you can handle until we die or escape.
Ideally over time you would clear an area of resources, and much faster, have things much more scarce, (tell us how much is left on the map select screen) and make it unlikely to revisit until you spend more time in other areas, waiting for supplies to come back to the previously visited ones, but with zombies in greater numbers, and less time on the timer.
I'm from Canada so maybe our doors are weird, but I've never seen a door open two directions unless you're talking about the floppy doors in a saloon. I want to run into a door in a panic while being chased and push it desperately when you're supposed to pull, because we've all done that when we're not even in an apocalypse.
Obviously that would be a big change of the way the game is coded, perhaps too much at this point. Hope you get where I'm coming from with this and how I think it would make for a more fun and interesting game.
You gotta be kidding me with this...
99% of games pop in enemies. Just because you actually saw a couple of them pop is no reason to ditch an amazing vr game. I've played this game a ton, like 30 hours worth on Oculus home and not once have I ever seen one pop in.
Who cares if they spawn the entire time? It's still a super fun and immersive game and let's be honest... Ever game ever made breaks immersion at some point so if you clear a house and close doors and there is a zombie in there... No big deal.
The game is doing its job 99% of the time and you sound like the most entitled child I've heard in a very long time and that's saying quite allot when it comes to internet comments...
Shameful
A better way to do this would be to actually have them slamming on and breaking open doors from the outside. I agree with OP. It's lazy and immersion breaking to have things just magically appear around you. It's like something that would happen in an arena shooter. Think I'll pass on this game for now. The only thing worse than time limits in games is annoyance mechanics. Things that are meant to annoy you more than challenge you.
Silent Hill 4: The Room is a perfect example with its flying ghosts that never die. They don't allow you to enjoy an area, so you never really see the game as you're just constantly running from them.
What's shameful is not being able to realise what I said is true for me, and just because you think its still fun doesn't mean I have to. "Who cares if they spawn the entire time?" I do. I just said so. I've been playing games long enough, probably too damn long in fact, and I know what I like and I know what's immersion breaking.
I wouldn't waste my time posting about the game if it was garbage, it's not. It's a disappointment. My review said the gunplay and such was fun enough, but the whole survival system is just like Breath of the Wild. Constant pickup and junking of things with zero thought. Nothing has meaning or lasting appeal. Game developers appreciate feedback, and if that feedback is in the form of a a refund, it hits them extra hard, assuming they give a ♥♥♥♥. I don't expect them to roll over for me and change the game, don't get me wrong.
Entitled child, not sure you know the meaning of that. Or whatever you think the meaning is, it's clearly misinterpreted. I'd say you're full of it, with the insults brought on over comments about a video game being the most childlike thing I've seen all week.
I agree with you that they shouldn't spawn inside a building but come on man... It doesn't take away the immersion to assume that the zombies are constantly wandering into an area just as they do in the show and comic when there is noise.
I apologise for being so harsh, I was mad at something life related and I lashed out at you like an entitled child myself.
Just don't deny yourself a great game especially when the devs take feedback like this into account and will probably address it. Plus it's incredibly rare. I've been in houses about 100 times by now, I never shut doors except for once because a zombie was chasing me and I hid and I've literally only seen a zombie in a "cleared" house a single time.
On a side note I'm sure the devs decided to spawn randomly inside like that so you never felt safe. You always have to be on your toes and ready to scramble and get a weapon out to defend yourself.