They’re limited in that there’s a population stat for each city. That number is usually somewhere in the thousands. It takes a LONG time to clear a city (longer than you could conceivably need to loot it thoroughly)
Even reducing that population stat to be in the low hundreds wouldn’t be as good as static, imo, though. Static spawns means that you can shift the physical locations of Zs based on your actions - leading them away, trapping them in buildings, etc. With dynamic, even if you could realistically “clear” a town, it would have to be through brute force - no tactical approach possible.
"proper" tactics for dealing with static spawns, specifically using bottlenecks and fires, conflict with the push to nerf window-bottlenecking
Perhaps this might cause a problem. I can see the argument for nerfing windows, though (400 is long enough to take out normal Zs and weak specials with no risk at all), although I’m not too keen on the proposal that we make Zs incur the movement penalties before entering the square (making it impossible to take advantage of the slowdown to hit them).
I’m not sure that bottlenecking in windows and using fire are the only “proper” tactics, though. I’m experimenting with the use of noise at night, for example (chucking radios and explosives to lure Zs to a point away from where I want to be), and there’s all the misdirection stuff that’s been discussed at length already.
definition of center/outskirts of urban areas with illustrated examples, so new players can have some guidance regarding where it's safe/not to scrounge
It’s hard to define, and to a degree it’s just about getting used to it. I came to it as a “new” player like everyone outside the dev team, though, since I had no experience of static spawns before it was introduced in 0.2
I’d suggest looking for “arms” of towns which extend out into the countryside by 2/3 map tiles. Look for areas with only houses, and no shops, since shops tend to spawn in the areas that the game defines as being near the town centre. The bigger the bugger of houses between you and the nearest shop, the safer you are exploring the outer map tile or two.
As for the "you don't have to play it" line: true. Nobody does. But you're getting the more enjoyable game, and we're not. No wonder you're happy, and we're not. If I came and started changing something to conflict with your expectations, you probably wouldn't be thrilled about that either.
I couldn’t agree more with this. We need to start a community documentation of strategies (and, yes, problems) with static spawns asap. Part of the role of the community is to unpack and pick apart elements of the game in order to understand them and survive them. Static spawn is no different in that respect.