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Espa

Modified Infected Spawning

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My proposal is to change the Infected spawnpoints so that they appear within different buildings and homes instead of out in the streets.

The purpose for this is dual faceted.

A:) It hides the OOC understanding that other players are also nearby based on how many Infected they see out in the streets. 

B:) Devs can more easily control AI population to correct levels for server performance. 

-- 

Secondary Proposal: Only spawn 1/3 Infected population until sufficient noise level has been reached (Firing a gun,  driving a car)

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4 hours ago, Espa said:

*snip*- 

Secondary Proposal: Only spawn 1/3 Infected population until sufficient noise level has been reached (Firing a gun,  driving a car)

They're already using something like that in EXP as their "Dynamic AI" system although it's not necessarily only sound. I suspect it's the players network bubble and possibly static infected's awareness of the player that triggers the dynamic AI to fill an area when a player is present. 

I've used something similar in Arma2/3 and it's good and transparent when set up right but as it stands now it's kind of hit or miss, too slow spawning/activating and deactivating additional AI.

Did a test at NWAF from off in the distance by logging out and back in, there was eight to ten infected as I approached initially on foot. I log out and back and there's only two infected the others spawn back in over a few seconds as the game realises I'm in the area. 

Without sounding too negative I think they have their work cut out for them balancing server performance and high infected counts with the max players they're shooting for.

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