6+ months of agonizing "realism" nerfs have ruined this game

Dynamic Spawn : no zombies spawned at world generation, they appear as you play.
If i remember correctly dynamic has some bugs with zombies spawning on top of each other or other shenanigans and giving you a debug message.

Static Spawn : all zombies spawn on world generation, much easier to clear out maps.

Horde On/Off : spawns mobs of zombies when you get close to a spawnpoint or you do something that attracts them like lots of noise/light, they show as a blinking ‘Z’ in the worldmap menu.
Can be a handful to a dozen for each ‘Z’, but the entire horde could be 20+ sectors with a dozen or more in each sector ending up with a horde of hundreds and sometimes a thousand zombies.

Wildlife can’t be turned off in options, only with a mod that disables it.

Dynamic Spawn : no zombies spawned at world generation, they appear as you play.
If i remember correctly dynamic has some bugs with zombies spawning on top of each other or other shenanigans and giving you a debug message.

Static Spawn : all zombies spawn on world generation, much easier to clear out maps.

Horde On/Off : spawns mobs of zombies when you get close to a spawnpoint or you do something that attracts them like lots of noise/light, they show as a blinking ‘Z’ in the worldmap menu.
Can be a handful to a dozen for each ‘Z’, but the entire horde could be 20+ sectors with a dozen or more in each sector ending up with a horde of hundreds and sometimes a thousand zombies.

Wildlife can’t be turned off in options, only with a mod that disables it.[/quote]

Yeah the horde spawns in dynamic can be a bit wonky, I had a huge horde in a perfect cicle spawning in the middle of a huge city. Kept having loads of those errors of zombies already being where it wanted to spawn some. I ended up throw a molotov on a building pretty close to them and just watched them all crawl to their too stupid to live death.

Wish I could have dynamic horde spawns with a very low spawn rate and a high static one at the same time. That would probably be quite good.

It’s the filthy morale penalty.
You can still pick squeamish and it will forbid wearing things. Just that if you don’t, you don’t get any penalties.[/quote]

Ah, odd. Am I the only one that got confused as all hell from seeing filth mechanics abruptly reappear on picking that trait? -_-

Dynamic Spawn : no zombies spawned at world generation, they appear as you play.
If i remember correctly dynamic has some bugs with zombies spawning on top of each other or other shenanigans and giving you a debug message.

Static Spawn : all zombies spawn on world generation, much easier to clear out maps.

Horde On/Off : spawns mobs of zombies when you get close to a spawnpoint or you do something that attracts them like lots of noise/light, they show as a blinking ‘Z’ in the worldmap menu.
Can be a handful to a dozen for each ‘Z’, but the entire horde could be 20+ sectors with a dozen or more in each sector ending up with a horde of hundreds and sometimes a thousand zombies.

Wildlife can’t be turned off in options, only with a mod that disables it.[/quote]

I must be blind. Where is this hordes on/off switch located? Can’t find it for the life of me. o_O

I must be blind. Where is this hordes on/off switch located? Can't find it for the life of me. o_O
same.i thought its only about dinamic spawn option but i now and then encounter people talking about horde option...

Ya, and to make it even more confusing there isn’t even an option call dynamic spawn either, there is only static & something called “wandering”.

Wander Spawns is dynamic spawns. Wander spawns causes big blobs of zombies to spawn in towns and then wander out of them randomly. They can be attracted by noise and killed.

so are those hordes or there is another horde option to enable/disable?

Okay, that is clear. Now can you tell me what is “Hordes”? (thanks)

While I am at it: Should I leave npcs off? I can confirm with ease that if you have an NPC in your party following you around, the game will CTD. What if I don’t ever let them join my party? Will that cause problems?

NPCs don’t crash my game, though that’s because I never saw a reason to invite them to my party, so that should work for you.

I recommend turning on both static and random NPCs at the default (or slightly higher than default) percentages. They’re pretty rare and can do some neat stuff.

I’m PRETTY sure that this is wrong. Essentially, there are two options regarding zombie spawning: Dynamic and static.

In static mode (the default) zombies are generated once at the start of the game. Plain and simple.

Dynamic spawn mode makes zombies spawn during game time, depending on factors like the noise you make. That means you can never ‘clean’ an area as new zombies will spawn when you make noise.

Wander spawn - also called ‘hordes’ - is something different, and only affects whether there are hordes of zombies roamning the countryside or not.

Dynamic Spawns don’t exist in the latest experimentals, it’s only static and wander spawns.

I just checked on the latest experimental, and the option for dynamic spawn is still there. Under World Options -> Static Spawn = Yes/No

‘Static Spawn = No’ obviously being Dynamic Spawn.

Still need to install most recent build. Last time I played was January, I think??

Magazines sounds like I get the option to spend more time loading up spare mags before I head out, or spend time reloading during skirmishes. Reload times is definitely always going to be a penalty somewhere along the way, but it is nice to have some control over when this need arises. Will add to this later if live gameplay provides further insight, but this seems to be decently balanced in terms of advantages/drawbacks it adds.

Filthy clothes: I always found zombie clothing to be so heavily damaged in the past, that I either piled it on to take singular hits/destroy while I found real clothes worth salvaging… or I cut it up into rags for bandaging and tailoring materials immediately. tl;dr my main incentives for using zombie clothing was stopgap or scraps. Making it dirty sounds redundant, as I am already discouraged from making zombie clothes my ‘main’ wardrobe. I would consider the current dirty clothes mechanic a ‘nerf’ for an already underpowered source of armour.

Again, will add to this when I get to see how it all handles - whoops, looks like dirty clothes has been removed already. Good! Bring on the revisions and more refined ideas!

[quote=“Malaxxor, post:93, topic:12504”]I just checked on the latest experimental, and the option for dynamic spawn is still there. Under World Options -> Static Spawn = Yes/No

‘Static Spawn = No’ obviously being Dynamic Spawn.[/quote]

So No is Dynamic Spawn? So how is that different from Wandering spawn?

Maybe I will ask the question in a different way:

What I want is a game where there are zombies already in cities (I don’t care how these are spawned really) but after I clear the area of zombies I prefer a short period of respite from zombies in the area but in time (random) roaming bands of zombies (large and small) will randomly wander through the said area making it slightly risky returning to a supposedly safe area. I want these roaming bands to be randomly spawned (hopefully I can adjust their size range somewhere) and move in a direction where they are most likely attracted, either light, scent, movement and sound created by me or something else like wildlife/car alarms/explosions in the distant.

What I don’t want is sound actually spawning the zombies as that is retarded, sound should attract zombies that were spawned already by other means.

What settings should I have in my game to closely achieve this as possible? I am using the latest experimental. By settings I mean spawn rates, spawn settings, mods etc.

(at the moment I am testing spawn rate at 1.0, loot spawn 0.75, static spawn=on and wandering spawn=on, PK reimagining, and the start is pretty hard, 2 survivors died on their first raid into town, one to a moose and the other time, died to spiders that didn’t spawn in a basement but in the actual house, never seen that before, must be PK mod that is doing that., so far pretty darn hard with the crappy loot drops, will test more before adjusting it though, just need that lucky break… I have city sizes at 6 to compensate for the lower loot drops… doesn’t help that I play with random characters allowing only 1 adjustment.

In the game with the spiders, I had a mansion next to the evac center and I thought, “yes!”… but damn it, it was the worst mansion in the world with no loot aside from some food and lots of books, the latter of which wasn’t doing me any good so early in the game.)

Are hordes finite in number? Aka, they’ll wander in, but I can exterminate a horde and be done with it?

If you have static spawn then you will eventually kill every single zombie in a horde.

[quote=“Garfink, post:95, topic:12504”][quote=“Malaxxor, post:93, topic:12504”]I just checked on the latest experimental, and the option for dynamic spawn is still there. Under World Options -> Static Spawn = Yes/No

‘Static Spawn = No’ obviously being Dynamic Spawn.[/quote]

Maybe I will ask the question in a different way:

What I want is a game where there are zombies already in cities (I don’t care how these are spawned really) but after I clear the area of zombies I prefer a short period of respite from zombies in the area but in time (random) roaming bands of zombies (large and small) will randomly wander through the said area making it slightly risky returning to a supposedly safe area. I want these roaming bands to be randomly spawned (hopefully I can adjust their size range somewhere) and move in a direction where they are most likely attracted, either light, scent, movement and sound created by me or something else like wildlife/car alarms/explosions in the distant.

What I don’t want is sound actually spawning the zombies as that is retarded, sound should attract zombies that were spawned already by other means.

What settings should I have in my game to closely achieve this as possible? I am using the latest experimental. By settings I mean spawn rates, spawn settings, mods etc.[/quote]

That would be a setting with Static Spawn and Hordes, or more technically, both ‘Static Spawn’ and ‘Wander Spawns’ options need to be set to ‘Yes’.

The only problem I see is that there is no ‘grace period’ after (or even before) you manage to clear an area from zombies. Hordes WILL investigate any source of sound, no matter if there are already zombies in that area or not. This basically means that early game can be extremely hard, due to the masses of zombies that tend to aggregate in cities. But once you manage to clear an area, it becomes reasonably save, but not completely, as new hordes can always wander in.

However, as far as I know, hordes are finite, which means they can be exterminated too, with enough effort.

[/quote]

??