Disclaimer: I happen to like the idea of non-static spawn and don’t want it removed. I also want it to be more playable than “I broke a window, and that somehow spawned five vanilla zombies and a spitter zombie around the corner”.
I started on Cataclysm back in the Whales days when non-static spawn was the only option. My first real, successful game involved me digging a trench all around the starting shelter and spiking as many pits as I could. All kinds of surprisingly nasty stuff would assault my little fortress (zombie necromancers being quite notable), some of it stumbling blindly into the pits. I felt like I was actually trying to hold back a zombie horde, and that nowhere was truly safe.
Static spawn is different, to be sure, and it changes the whole game. You can sneak around and pick off zombies and actually clear out a whole area. You’ll mostly want to keep pressing onward in order to find cool stuff. You only need to build a base or deathmobile for posterity, since once an area is cleared out of zombies, it’s generally safe (unless it’s too close to an ant nest/fungal bloom/triffid grove/slime pit, the first three of which can be cleared out). Is it fun? Certainly.
But as mentioned… there’s no real need to build a base, board up a house, dig pits, erect a palisade wall… as long as you sleep far enough away from potential spawning points, you’ll be safe. You can build the most elaborate base ever, but nothing will ever test its defenses. You can craft an amazing armored car and it’ll only be put to the test when you enter unexplored areas. This is the niche that I believe non-static spawn should fill - making you balance the need to gather supplies against the danger of actually going out and doing so, because every supply run is fraught with danger. You need to actually put up defenses around your chosen hold-out point, be it pits or traps or turrets, or take your deathmobile somewhere out of the way. And any time you run low on supplies, you need to gear up for a fight, and earn those supplies.
Which would be great… if zombies didn’t get spawned by sound.
Therein lies the primary issue with non-static spawn. It’s not that firing a shotgun will attract every zombie in a three-mile radius, it’s that is creates enough zombies to fill a three-mile radius. Breaking a window doesn’t bring a few nearby walkers to your position, it spawns several around the corner to cause you trouble. Driving a car won’t just attract zombies, it’ll create a steady strip of zombies around you as you move, unless it has a muffler.
I really don’t want non-static spawn to be removed from the game, because static spawn seems to funnel the player into a very particular playstyle and actively discourages certain elements of the game - which would be fine if it wasn’t the only spawn setting available. I want the issues in non-static spawn to be addressed and resolved, so that both spawn modes remain in the game, and each provide different types of game. I don’t think that either mode should replace the other.
So, here is what I propose should happen in non-static spawn, and I would appreciate feedback in this thread:
[ul][li]Remove spawning from sound, and instead spawn over time (up to a cap, maybe). Make it scale. Give the player time to find a hold-out and gather their first round of supplies - they’ll need them. Then spawn more zombies, and harder zombies, steadily making things more challenging.[/li]
[li]Spawn zombies based on the city density - much like non-static spawn, except that more are added over time.[/li]
[li]Improve zombie hearing. Make firing a shotgun attract every zombie around, giving the player a chance to escape if they are quick.[/li][/ul]
Essentially, I see that the first day or two should just be the “classic zombie” type zombies: zombies, zombie children, zombie cops (rarely), swimmer zombies, zombie dogs. Then things should start to become tougher, after you’ve had some time to prepare. Spitters and shockers, maybe a smoker. More classic zombies in total.
Work up to multiple master and necromancer zombies, multiple hulks - after the player has had enough time to become Rambo or the Terminator. Make their boarded-up houses withstand serious assaults. If the player elects to make somewhere out of town their safe house, that’s fine; they’ll need to be prepared to venture back into the city whenever they need something. And when they leave, it should be a frantic escape in their vehicle of choice driving fast to get away from the zombie hordes behind them, not the casual evening cruise that static spawn lets you do once you clear an area.
In short, non-static spawn shouldn’t be so much about “noise creates zombies” as it is “no area remains clear forever”.