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Chapter 1:
The special infected has 12 respawn time to add tension. I'll consider to add few seconds to it, but for now I feel balanced, and not long ago I reduced the size of CI during the event. I won't lie that I wanted to be felt overwhelmed here, that's why the event design is how it is. The only time I use infinite horde is the event, after finishing it, the director changes script to a "master" script, which sets everything to default. So the horde at the saferoom was not an infinite one, and if I would use infinite horde, I would make a hint for the players to give clear indication.
Chapter 2:
I agree, that the SI were spawned too frequent. The timer here was set to 14 seconds, which is my fault. I changed it some time ago to 30. The default is 45, but I feel like this is the only chapter in the campaign that feels very linear due to tight corridors. that's why I want to keep the players in pressure with a more frequent SI spawning. But you were right, the 14 seconds were too much. At the event, there are clear indicators that tell you what is the objective and the hordes are infinite. I used 2 hints, each of them with 6 seconds to expire time. One of them should tell you that "Open the valves in each sector.", and the other one with this message "The hordes will not stop until you opened the valves." When you enter into a sector, a hint shows up, which tells you to open the valve, and moves to the target. If you've played with turned off instructor, I suggest to turn it on due to "unique" events to get clear information about what to do. If not, I don't know how I could make it more clear. The sectors were not made to be a maze, but I didn't want them too easy. Maybe it's the most difficult and longest event in the campaign, but it's intented to be. There are item spawns in each sector, but all of them are not fix-spawn locations. It's clearly on the director to spawn them. I increased the chances of item spawns in the first patch, but I feel like if I increase the chances even more, it's gonna make the campaign or the events too easy. But I agree with a little reward after the event, I'll think about something.
Chapter 4:
I agree that I could add a hint about what to do if you're in an area. I'll make sure to add them in the next patch. The reason of the predictable SI spawns is that the range of zombie spawns are limited to a specific range. I'll make sure to change that, but I had a bug with the CI, SI and Tank spawns, and this specific range prevented it. But you're right, I'll think about another solution. And it is not intented that they kept getting stuck in the chimney, so I'm gonna fix that.
However, I'm gonna playtest the item spawns and check if players are really lacking of them or not. I placed many item spawn locations on each map, but most of them are not fixed. The chances are not so high, that can cause the lack of items. I'll consider increasing it, but it's not 100%.
And thank you for the map suggestion, I'm gonna check it, and thank you again for the feedback.
For us during chapter 2's valves area, there were no hints shown. We had our instructors on but maybe it's broken for us and not shown because we each also had some mods on. My bad if it actually works fine and that's the case with us.
Nevertheless maybe add a loud alarm/ringing that would also turn off the moment all valves are turned?