#gtfo-lore
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tentacle boy
lol you want to smooch these aliens?
whats next? Breeding with them?
you can kiss the aliens, they wake up and all come to hug and kiss you back
yes good
all aliens are smoochable- just some aliens are only smoochable once
@granite kettle would you smooch each tentacle from a scout?
i want to know why || they remote connected into the reactor on D1 to hack it||
what's the story so far? Somebody @ me with a summary or text wall idc
A1 B1 B2 C1 C2 D1 there you go done
@olive zephyr there happened some stuff, you get sent down there , do stuff and die
I meant extended lore that hasn't been directly told to us
Not just a synopsis of the gameplay
@olive zephyr try the wiki but it has spoilers...
already looked up the document?
@vagrant lynx link?
I guess the biggest question is wtf happened to cause the zombie aliens to come to be
logical guess is that there was an infection of some kind
and likely some time ago also
im beating it qasnt infection and happened mostly all at once
Ok so this wiki says the story will be told by the characters and enviroment throughout the levels but I finished the game and still know nothing at all
I do admit though I did not go out of my way to heavily search for lore related items
i bet they found an underground aquaduct with parasites from the meteorite
CNTRL is a company branded on all hardware devices
see the terminal and electric boxes
its an early access game, it ain't finished till next yesr hopefully
the biggest clue is the enemies themselves which appear to be blind, pale, and tentacle-y which suggests adaptation for deep underground / darkness
@vagrant lynx like I earlier already said
Anyway I should go sleeping, so have fun discussing etc.
Is the outside world all chill with this shit? Do they not know? Is this a rip off of SCP?
probably yes to all that
you know it's kinda hilarious if you take The Warden channel logs as literal
300,000 prisoners dispatched, 1.25% survived
like The Warden is going above ground and abducting hundreds of thousands of people
and sending them down the shaft to get eaten
ey if it only takes 1.25% seems legit
not at all. if humanity has risen to the stars then we may have a very large population... and lots of criminals...
pretty sure being fed to infected zombie aliens counts as cruel and unusual punishment
unless the laws changed.
or there are no laws.
or everyone is dead but us prisoners
not zombie aliens btw
They’re zombie aliens in my headcanon and there’s nothing you can do about it.
the zombie mushroom alien face huggers have head cannons now?
whats next sharks with laser?
zombie sharks with homing lasers
😖
Cruel and unusual punishment seems a bit light honestly
This is more like some weird form of assault with intent to kill
Honestly, I think it is kind of funny how instead of sending in a armed super team of soldiers.
The warden and his financial bakers ok a Slav, a Nigerian pirate, a random Irish dude, and some American.
These are the hero's of GTFO.
lmao
Or the warden is trying to keep the news about the infection from being leaked out to the media which would cause an uproar about the prison system 🤔
It's prisoners
The prisoners are infected btw
it tells you that at the start of the game
and every time you finish a raid
"thats why you are put into a HSU before each new raid
to stop/slow the infection"
- thats my idea for why we are put into the HSU
My head cannon is hat it is cheaper to put them on ice then feed them.
how do we know it's the same people over and over
could be different people or clones
If we are going down that route, I think it is Resident Evil syndrome where every time we complete a raid that is the cannon raid.
clearly the canon "previous" expedition died
So you play as the 1.25%
the logs at the start of each expedition is a previous team
they all die at D1
we however
manage to survive them all
each expedition we survive is canon
Do we have a pastebin or anything like that going to track what we know about the lore so far?
check pins @brave needle
Ah thanks 🙂
You know if there was a previous team why are no other doors opened or unlocked?
If The Warden Recloses Doors at the end of every expedition, why does it not make every alarm door silent instead of alerting Hordes to come kill us?
I'm just saying, what we're doing especially in the lower floors are beneficial to it, like C1 for those of you that know what we do down at that level.
Failure is always a possibility. D1 subsurface transmission highlights it extremely well
"everyone is dead"
It also tells you that death is likely.
youre likely not getting sent in same portion as they are. the hole has many other open parts exposing facility
heres an example from B1
its implied these poor sods are extremely dead
Look at D1
Okay..
dont think im being rude, just saying ' v'
the gunfire part of it implies the person either..shot something or shot themselves
judging by the line coming before it im betting on themselves
Is it the same team going through all of the stages?
most likely not the same, but multiple
especially considering D1 states theres "High death rate estimated"
Yeah, must be multiple teams then
that more or less implies theres at very least several teams going down
That makes sense, a round the clock shift based expedition would make the most money for the warden
since the hole we arrive at has other parts of the complex, i assume it deploys people based on that
for example A1 even has another level right below where you drop off, alongside parts exposed across the chasm
Isn't The Warden a Intergrated A.I. System meant to monitor the facility?
Makes sense
Warden has barely any knowledge of the complex which makes me doubt it came from the facility
As in the trailer, one of dudes says the shit in the vault will trade
it knows vaguely where stuff is, but doesnt know exact positions, exact layout etc
it has the"schematic" you select levels from, but has no idea what the layout is
it always urges to use a terminal
Well, a schematic is a basic layout
It just doesn't have the inventory
Or any of the more remote areas
Yes a blueprint to say the least
by layout i mean it has no idea how the area is even structured
Yeah, layout is the same each time just different enemy spawns and loot locations.
I want to see what's after d1
my guess is that warden is a combination of several things working in tandem
people, AI, operating system
Probably ||labs from the press kit||
instead of a singular thing
It possibly maps the complex as teams travel
Oh, you dont need to spoiler tag anymore, since theres a warning in pinned messages to expect spoilers
you need to in other channels though
Yeah fuck them.
Shadows are spooky and neat
Flamethrower when?
People found a way to legit cheese them though.
never hopefully
What type of disease could possibly mutate a human host to bend light around them
That scares me
actually we have living beings doing that, well to a lesser extent
There are animals in the real world that do that.
Octopi can literally turn invisible before your very eyes
deep ocean life often is completely see through
Yes, but not to a large mammalian creature
That's cool
basically this but transparent
But the general consensus is Fuck Phantoms and all they stand for xD
But the only way for that to happen to s human, is for s full genetic restructure
Yes
My s and a are next to eachother on mobile
Same
well, it has more to do with skin really. octopuses, calamari skin is special in that regard
unless you mean the see through aspect
Yes, but it would need be a complete change in the human genome
For us to start developing the skin needed
The see through aspect
That's what I am talking about
theres potential the tendrils arent a result of the infestation
they're really close to bloodworms/lamprey
Parasites?
potentially, its one of the current guesses
Well, in fairness the research labs were hit the hardest by the Infection. Look at the Brawlers for example.
first is virus, second is bacteria, third is parasitic
Most likely the first
Could be a fungus.
it might be several of them working in unison
spores arent exclusive to fungi
Virus is most likely due to actually injecting DNA into our cells
Yes, but its most commonly associated with fungi
also parasitic fungi behavior is quite different, they dont interact with cells the same way Viruses do
a fungi simply eats its host pretty much. Parasite are more involved than that since they develop methods directly affecting their hosts, in some cases even some degree of control
as example, one parasite species forces snails to commit suicide in order to get to their permanent host
Ever smack a sleeper and you can see its innards? The sane flesh growths are also growing inside the body.
The eggs or pods
Both?
Most likely viral or parasitic
gags
Ah like cysts
Well then if its cysts
Or cyst like
Then it's more evidence to viral
its a bit, hard to see
but thats what they do
in current version they also leave a thick liquid splatter
I can't see that on mobile
aw
the pod basically remains for around a second, then pops
i checked it ingame recently, sadly theyre even harder to screen than the tongues so i cant give images
the splatters dissapear faster than the pods do
but they do leave a thick, brownish liquid splotch
it could be compared to jello
Yum
Well I think that is more of a "Game Preformance" thing instead of it going away faster
think nvidia flex thing, sorta like that
Mutant jelly
Why do sleepers only get triggered by your flashlight when some are standing in a beam of light at times?
gameplay reasons aside, the whole place operates on reserves, so theyre probably (magically) less intensive than flashlights. alongside that they could simply be used to it, since unlike your flashlight those fixtures are always immobile
They gotten used to that source of light
the place has been abandoned for quite a long time
so its not improbable they simply dont react to it as its always there
Chemlights also dont attract them even though I throw them directly at sleepers
could be that they have a different spectrum of perceived wavelenghts of light? so something as unnatural and less often seen in their habitat as the color of green is not possible for them to see (mind you im completely clueless about this sort of stuff so do feel free to correct me) but since the light fixtures around the place could be seemingly always on, theyve grown to perceive said light, and ignore static light since "its always there and doesnt move", while a new source like the light from a flashlight could tip them off
could be an explanation to how if you just quickly flash them they dont fully wake up, but do become alert
so far im just signing off the idea of a chemlight bonking them on the head or making a ton of sound not waking them up due to gameplay reasons
if you cant see green youll never be able to eventually start being able to see ' v' basically the way color works is that things absorb certain colors, while others are reflected from it. Grass is green for us because it does exactly that, our eyes pick up the reflected light so for us its green
for most part we can percieve the full color spectrum, most mammals can, some colors are beyond us to see. i think Mantis shrimp can see around 12, and noone knows why
for comparison, we only have 3 receptors
thank you for explaining it to me like a brainless melt that i am
im pretty much just going off of my very basic knowledge about the topic
its kind of a mess to explain so
dont worry
i originally considered them reacting to lights because of how thing their skin appears to be. whatever is inside them glows bright enough for it to pass through skin, as opposed to having the light absorbed like it usually would be
so whatever is in them could notice the glow from the outside
that would make a surprising amount of sense
the thing which makes them glow is this
hmm, would the light be a byproduct of something then? from what i remember the text on the start of the mission tells you to not move while their hearts beat, which i assume to be the light-up pulse animation
bioluminescence isnt uncommon in life, critters use it for variety of reasons
hunting, defense etc
yeah but it doesnt seem to serve an actual purpose for these guys, unless they can actually see, or use it as a way to scare off critters or the like, which i assume there isnt any
it can be a sign theyre agitated
that would make sense, although the said enemy you can see in the screenshot doesnt glow after its been agitated if i recall, only when preparing and executing that attack
in fact most enemies have the light as a way to telegraph an attack
hence my first assumption was that the bioluminescence is just a byproduct of whatever is happening in them
the combination of being blind, pale, and having bioluminescence suggests they are adapted to extreme darkness, like deep sea fish
odd physical features for a virus to morph a creature into
and it seems somewhat improbable to me that humanity would be seriously threatened by mindless, blind, bioluminescent zombies
depends on the numbers and how effectively it spreads i'd assume
a small country's worth of them could be enough to wipe out a big nation if the virus spreads fast enough and the said nation is not ready for it
four guys with hammers put a serious dent in their numbers, I can only imagine what the 75th Rangers would do
to be fair yeah they dont really have the diversity to pull anything big off
blindness is only a small issue
seems like a pretty serious issue to me
they may be attracted to noise, but that shit is heavily exploitable
fair
blast maximum volume music and construct an intentional kill zone
machine guns, artillery, claymores
the works
they'd never get within 500 meters
worst case scenario they can adapt and discern between bait and points of interest
below ground in the pitch dark at close quarters they are sort of a threat
above ground against rifles? fat chance
unless more diverse monster boios are added, so far they can only be an issue with numbers
more numbers isn't going to help them though
if all they can do is run forward blindly towards sound they have no chance
the US military in modern days is prepared for pretty much any sort of occurence, even as they say a "viral outbreak similar to rabies"
well although there is almost certainly no contingency pre-planned for whatever kind of weird outbreak this is, fortunately these enemies are just not terribly dangerous above ground
how would they even acquire a target from a kilometer away?
and game wise i havent tried yet, because im usually 300 ping behind everyone, but the enemies seem to actually know your position rather well after they wake up
you could shoot at them and they would just stand there like idiots
yes but underground you are very close
youre talking about the same monster boios that can whack you with their alien(tm) throat tentacles from 5+ meters of range, seemingly knowing your position perfectly enough to hit you
once they are awake they can definitely follow you
whether that is sound or body heat nobody knows
but they do not appear to have eyes
aswell as the dome heads that can launch attacks that follow you
which might aswell be heat seeking for the time being
four humans in CQB against hundreds of these guys, win
a real armed force of 10,000 would wreck them
four very poorly equipped humans
but fair
basically, it seems more likely that this infection is contained to this Complex
rather than being a worldwide extinction event
because of how adapted they are to the darkness
and how nonthreatening they would be on an open field
in which case its even worse, because you can either just bomb the absolute shit out of the entrance of the complex and forget it existed
or go full exterminatus
thats the other weird thing
the complex probably wouldn't be that difficult to systematically secure
so why doesnt the warden do it
you seal off the topmost floor
clear it
rinse and repeat
i'd think it would be more of a "we cant tell anyone or we are fired or imprisoned" type of thing
in which case it would somewhat make sense
wouldnt that be more of a motive to clean it up quickly?
rather than leave it to fester in there?
but pooling in resources like weapons and men capable of shutting it down quickly arouse suspicion, no?
clearly the warden has access to at least a moderate amount of manpower
in the prisoners
they might aswell extract everything they need with people they DONT need, and throw it under the rug
it seems more logical, and a lot safer, to clear one floor at a time
rather than deep dive in to extract some item
add too many prisoners to the mix though, and they might cause a problem
which might aswell be the reason they only drop in 4 people squads at a time
you might not even need more prisoners- but it would mean sealing off the shaft one floor at a time rather than the crane-cage contraption
since the shaft appears to be the primary means the infected move around
yeah, for sure
just having infected that move around consistently is enough to make the game harder at least
what the infected need is some enemy type that is a lot more aggressive
the sleepers are only a threat if you alert them
this is an issue both for gameplay and lore- in terms of gameplay you shouldn't feel safe in the pitch dark as long as you stay still. And in terms of lore, they need an enemy that could spread infection more capably
hypothetically one such hunter enemy could get into a population center
we dont know how long theyve been there though i believe
so they might aswell just sit in some semi-hibernation state
that is fine for the standard enemies to be sleepers- but an uncommon, special enemy that is aggressive could also work
it doesnt need to be ubiquitous to serve its role
oh definetly
the fact that it is possible changes the calculus
as far as we know the infected dont have a source to feed on, which i'd assume to be a must, or that they at least do something with the prisoner corpses
yeah who knows what they eat or if they need to ingest food at all
so a "caretaker" infected that preys on prisoners and simply said turns them into food for other infected might be ideal in such a hibernation state
I like that idea
especially since they arent in full hibernation, i'd assume they require more resources to be in the "vigilant" hibernation state they are in
well that could be full hibernation
they seem too sensitive for that
considering you can whack one of their buddies with a sledgehammer and they dont wake up, thats pretty deep hibernation
but at the same time, they constantly almost wake up
are they waking up? I think they're respirating or metabolizing or something
and enter their "heartbeat pulsing" mode in some scenarios when they are close to waking
i'd assume its both tbfh
considering that when they are about to wake up they start to have a heartbeat as some game text said
their light-up bioluminescence is associated with a crude vocalization, which suggests respiration
could be incidental, but could be why they periodically light up
iirc it went something like "dont move when their heart starts beating"
if you make noise or shine a light on them, their heart beat becomes faster and audible
which is them waking up
which could be the full "im having a seizure" heartbeat pulse animation
yeah, and depending on the amount of prisoners sneaking past them
they must periodically wake up to eat if they need to eat
depending on how the prisoners act
but it could in theory be quite a while in between
they might be in a situation where they cannot sustain that vigilant behaviour
hence a role of an infected that focuses on hunting down anything that can be turned into nutrients
this is speculative- but slow heartbeat and slow respiration would be logical for hibernation behavior which would consume a lot less energy
and overall protecting the hibernating infected
so it isn't that they CANT stay awake but I think it would be a lot more efficient to hibernate
indeed
thats why i mention the prisoners
they keep pulling them into a state of accelerated heartbeat
you know what would be cool is if this caretaker enemy type would prepare some sort of "food" which nearby enemies would wake up and go over to it to eat
occasionally
which could in turn, depending on the prisoners and their amount, make the infected reliably hungry even when hibernating
standing near food would be very dangerous
enemy elsewhere in the room might wake up at any time and come over
yeah, my idea was something that travels with food inside it, feeding the other infected
when it enters a zone all the infected in the area would go into a "safety hibernation" mode where you can even walk normally around them
but being found by the always moving caretaker is an instant wake-up for every infected in the area
I think we already have an enemy which alerts when it, itself, detects players- the scout
we need enemies that interact in different ways
i wasnt thinking of something that is scout-like
an enemy that places "food" objects around the room, which would then sort of probabilistically wake up 1-2 enemies that would walk over is quite different from a scout
more like something that is an active nuisance
well it creates a hazard that you can't really just kill
fair
going near it isnt certain detection but staying near it is an ongoing risk
though having something lurking after you could be of a more ideal use
that is what I was thinking- a hunter type enemy that just attacks you in the darkness
maybe both, a hunter and both caretaker
yeah could easily have several enemy types
the caretaker infected producing said feeding grounds
and a hunter that might for example have a good sense of smell or something
so if it hones in on you it will start looking near
the hunter would be a very aggressive enemy type, possibly one that does not show up at all on the bio scanner
perhaps modeled after a spider or something
that would break the "im about to shit myself" feel the game has to it, unless the spider doesnt wake other enemies
having something that is constantly searching for you, but slowly, like an overgrown flesh hound
really? the possibility that you are being stalked in the darkness by a giant fuckin spider doesnt add to the "im about to shit myself" feel?
the main thing is that against sleepers, if you just stand still, you are basically safe
the darkness which is at first blush in the game, scary,
it would be more of a "well, time to restart" type of scenario
turns out to not be that scary because as long as you don't move it doesn't matter
when it should be- I need to see so I can see the enemies
might be danger in the dark
but the sleepers are never aggressive unless alerted so they aren't a threat even if it is dark and you can't see them at all
with spider webs around that dont really look like much
unlikely to just step in a trap
spiders have lines of webs that vibrate
there are a lot of spiders that are ambush predators rather than webspinners
I was thinking more along those lines- like a hunter in L4D where one person alone gets jumped they're basically screwed
need help from teammates
so i'd say have a big focken spoder that makes subtle lines of spider web that you need to look twice to notice
oh I know- the spider webs reveal player locations even from distance
and if you hit it, the thing just bloody jumps you
spiders!! 😖 😖
rather than having a hunter enemy with maphax
the webs reveal your position if you touch them
its not like a "you're dead" trap
but its a good trap
are we talking a reveal to all enemies or just the spoder though?
just the spider
because if its just for the spoder then hell yes
spider wouldn't alert enemies by itself
but if you shoot at it
that would
and you're probably going to need to shoot it
eg if its on the ceiling
a spider and hound-like enemy would make for a good amount of shit-factories tbfh
hound?
imagine like an overgrown fleshy hound
like smell based or something?
it doesnt do the pulse thing and cant really hear well
but yeah, smells you
so it goes in your general direction
i dunno about you but i would be shitting myself if i saw a big fleshdog rounding a corner im at
so this is an enemy you are supposed to lure into a different room and then murderize so you dont alert the others?
if it was a dog enemy it would probably stay within its own territory
but in best case scenario, yeah
it doesnt instantly wake everyone per se like scouts
new enemy type should have some type of unique behavior
that needs a different solution
but it makes sound equivalent to "we need to gtfo or nearby enemies will wake up"
seems pretty similar to a scout based on that
you trigger the hound, it makes noise and calls more guys
think of it more like the hound is just really bloody clunky at trying to catch you in its meaty maw
so it produces sound similar to a walking player on a systematic basis
but its really fast, so if you get lucky it only almost-wakes some enemies after it spots you
how about this- so the hound is this big enemy that doesn't follow a patrol path like the scout, but rather it slowly moves towards the nearest player
yeah, thats what i was thinking
this means the way you deal with it stealthily, is you lure it outside into a cleared room
not right into him, but follows a "search" pattern or something
and then gank it
you could even close the door to stop the enemies in its starting room from hearing
this has two important differences compared to sleepers- 1) if you are traveling through an un-cleared room, this enemy is very dangerous
and 2) it is very dangerous to travel past this enemy without dealing with it
since it will follow you
depending on range though you could get away with slamming the shit out of it without waking anything
say if one teammate gets unlucky and the doggo spots him, if it just slams into the poor guy you can manage to kill the thing and not get insta game ended
so is the hound a dangerous attacker itself, or is this supposed to be an alarm enemy
attacker with a small side dish of alarm
say it has a very small AOE around it after it starts running that can semi-wake enemies, like the whole pulse animation
so the hound jumps you and knocks you down and rakes you with claws, and that attack is noisy and alarms all the enemies in the room
fun times
i wasnt thinking full room
better plan is to not get jumped, lure it somewhere the others cant hear it, and gank it
we dont want another scout after all 
the scout actually summons a whole wave of new enemies
oh?
way worse than just alerting the room
give it an area the size of 1/3rd the room i'd say
ALWAYS prioritize killing the scout
and make the jump thing a slow-kill like the hunter in l4d as you said
but the end of the animation alerts the rest of the room, think metal ripping sound
could get progressively louder
so if you are lucky you can save your mate before he ends up in 20hp hell and not have the whole room on you
hehe and if the hound finishes the player off it summons a whole new wave like the scout
howl
are we talking full PK or down?
so its not something that is going to be a reckoning of the game being ended
need to get that hound off your buddy IMMEDIATELY
and by pups i mean normal sized dogs
so yeah if youre not prepared the now hound with its crotch goblins in tow can maul the rest of the team to pieces
dogs having high movement speed and their attacks applying movement slow would be very strong
but keep the damage low to the smaller doggos
so you can use the push attack to knock em down real quick or just bring out the wrath of ye MALLET
aswell as keep their health relatively on the low side
honestly against that enemy you probably want to shoot them before getting into melee
if you get swarmed you're in trouble
won't be able to evade
depending on situation though that could be the end of your team
just like every melee enemy in the game so far
so if everyone is at say full health minus one guy being down
the chances of that drop precipitously the more tongues added
you can still pull off killing the group with mallets
well sure, but doggos applying stacking movement slows will make you unable to dodge
although most of the team would end up in dire straits health wise
big horde of doggos is a target for guns, dont want to wade into that with hammer in hand
if hound has raised the alarm, you are definitely loud anyway
you'd have to ask, however... why are there packs of dogs in the complex? Or are these more humanoid that have reshaped?
Rex caught the alien zombie infection
but if there are still high-health infected in the back, the hound-group should be possible to kill with mallets if you really have to, although it would leave the whole team at really low health pools
i'd say humanoid
so the main thing here is that the big dog doesn't trigger like other enemies- if you are in the same room or open doorway, the hound can smell you and will slowly travel towards you
it won't suddenly aggro, but if you are close enough it will attack you
just a bulky infected that has had his fingers start growing into claws, similar shiz to the legs
and the face being regrown into a complete M A W of a thing
i was thinking that it will smell you up to some point
and when it gets close enough it will start searching around the area
I think it is more interesting to have it be that it can smell you anywhere if it can draw a path without going through any closed doors
but if someone makes sound nearby that isnt crouch-walk, the dog SPRINTS towards that direction
oh no that for sure
just dont let it be full ESP
give it a small search pattern when nearby
so you still have a tad of room to sneak off if youre lucky
the problem with that is that if you are close to it, then if you move it will just jump you, and if you don't move you are just waiting for it to reach you
the sleepers are triggered if you move, the hound doesn't care if you move but can track you even if you are standing still
the way this would work out in practice- in a room with both
you have this balancing act
where if you move you risk triggering the sleepers
if you don't, eventually the hound will catch you
if the hound is close you need to move
aye, but you can still move away from the hound with crouch-walk
and not get memed on instantly if it just follows you directly into your ass
adds suspense
yeah
so you can have people on the other side of the room start walking real quick
and hypothetically you could intentionally trigger a loud noise to throw it off
and then crouch-walk your ass from it
but with the small AOE noise when it sprints, you will be able to only do that once in a while
otherwise it wakes up sleepers if you just make the thing go around the place all the time
I think the hound shouldn't wake sleepers by just moving- the player will do that by trying to move away from it
the hound should wake them when it attacks
oh no it wont instantly wake them
first pass with its AOE noise will just make the infected start the whole heartbeat "about to wake up" animation
and if you have a brainlet make noise and make the hound sprint past the same group of infected again after a small amount of time, they just wake up
just make it a deterrent from having people in every corner of the map making the doggo do circles
making the doggo do circles with coordinated teamwork would actually not be a bad thing though
aye
but just keeping the thing doing loops when the room isnt clear should pose danger
aye
the danger of having the doggo itself set them off is that there might be alerted enemies when the players did nothing at all
if it is on movement that is
on attack means there must be a player there
oh no it should have its own wake up effect for enemies
and again the AOE for that effect would be kept very small, so it will just annoy enemies it runs past
not the whole place
it only has to wake up one enemy to wake the whole joint
but its wake-up AOE effect would be kept separate from the enemies normal pattern
so say if you make the enemies enter the "almost woken up" animation, the dog would still need two passes to set them off
if the hound can wake up enemies just by moving, it is entirely possible you could open a door and the enemies inside are already out for your blood because a hound set them off ten minutes ago
hence the idea of breathe in having the AOE of it very small
mind you the dog only runs with that AOE effect after it hears someone walk or sprint, crouchwalk is safe, and only towards the source of that noise
so if you make enough noise to trigger the run you can crouch walk off to the sideline just a wee tad, and the hound will move right into the area you made said noise
and then enter the search movement pattern again
so was the idea that if you make a loud noise like sprinting, that the hound leaps at you and makes a noise, or that its normal movement can wake up sleepers, but only very nearby ones?
if you sprint for long enough and the hound can = you get leapted on and memed
if you walk un-crouched for = the hound perks up and runs (with noisemaking effect) towards the source of noise
I think it is smarter to have normal hound movement not trigger enemies, but when it attacks it makes noise- possibly including a leap attack with some range
normal slow walk of the hound should not trigger enemies
so the thing is clunky, but it can still move stealthily
well quiet enough not to wake sleepers
and yes, the leap attack should make sound
I think this big hound enemy is one that will be pretty obvious to the players
but one you have to change your strategy to deal with
unlike the spider enemy where you probably won't know it's there
aye
the leap attack though should trigger if either A: you sprint, and the hound actually can leap onto you, and B: if it has already found you (say you keep being close af to it for long enough it smells exactly where youre shitting yourself), and should punish players
so if you are close to it and quiet, it will travel towards you slowly
you can crouch walk away and get away
but if there are sleepers
make the leap attack function the same as the left 4 dead hunter attack, first leap making enough sound to trigger enemies if they are closeby
the finisher of said leap attack should make a sound that hits the whole room no matter what
yep
if it leaps and there arent infected nearby because say you cleared a hefty chunk of them and the room is big, if theres your team nearby
you can still be saved and not wake everyone up
but if they dont get the hound off of ya on time, its an instant alert
yeah, its an immediate huge threat but not instantaneous
the enemy would have to be relatively rare though
they need to get the hound off you before it kills you and calls alert
say give it a timer before it spawns, or the spawn chance of it in a room is somewhat rare
infrequent spawn placement should be fine
the best thing is the finisher of the hound attack can be anything, if you want to go for full punishment, PK the guy and make the claws just rip into him, also reaping the metal floor under him
making the most agonizing sound you can imagine
or if its just a down, you can make it anything you really want
the real question is whether the devs want player elimination as a mechanic and it seems not
eliminating players who need to wait until the expedition is over is not good
they could possibly fix it with either dropping in another prisoner
or go about it the l4d2 way
I think a player being down and summoning a wave is easily bad enough to make players really, really want to instantly kill that hound
oh yeah for sure
also, interestingly, this hound concept makes medkits way more useful
player at 20% will die faster than someone at 80%
well yeah, depending on time the teammate might end up in close range to 20% hell
or yeah, get game ended quickly
suppose hound leap attack does 15%, a player at 20% will have very little time before the hound calls a wave
though 20% hp players should have a different death animation, thats a wee tad delayed
oh yeah fair enough
theres also the scare factor
since it isnt an actual dog, but a human being heavily deformed into something like it
I think the "if you run, you die" mechanic is really cool
i'd imagine a player really would not want to be nearby it for long amounts of time
need to keep steely discipline and crouch walk away with the slavering jaws right next to you
yeah
you break and try and run, you are dead
it would also make running around cleared rooms a bit of a scare if you keep your doors open
yep, makes busted doors more tactically important too
because you wont always know if its making its way towards you, with how dark some rooms can get
the idea of just a big humanoid deformity of a dog revealing itself from the shadows sounds really spook too imho
and oh boi if you run around the place and not hear the thing
you better bloody hope god is on your side that day
another point though- new enemy types need to encourage teams to stick together
hound does that because if someone is alone and gets jumped
they're cooked
yeah
sleepers don't really encourage people to stick together
it does also invoke the idea of having one teammate on a further corner from everyone else
so if say one side gets cornered, they can get the hound to change targets
so yeah, its the most optimal choice to be all together
but you can still be saved if you went on a solo mission on another side of the room
so theres two ways you might do that- handing off who is closer is good for luring the hound but probably cant be used to save someone in trouble
and then theres intentionally making a loud noise
to lure the hound away from a player it is close to
and best case scenario
lure the hound into the entire team
and just maul it to death
would be very dangerous to get close enough to melee the hound
so the strategy would be to stand a few paces back
aye, almost definetly someone would lose health
indeed, in best case scenario someone still loses a bit of health
but it might be better to do that in some cases than start blasting
and depends how in sync the team is
aye
big enemies take 4 charged hits, maybe hound should take 3
and all for not spooking the sleepers if you cant lure it away to a different room
hound would be very difficult to take out with sleepers nearby
i was thinking keep it at 4 or so
standing still that close to it would be suicidal
but if you just whack it, if youre not in sync
the thing still mounts one of you, dealing damage
and can wake nearby enemies
sync sleeper kills generally depend upon the fact you can stand still right next to them, forever
the hound you can't do that
much harder to kill it
you should move and then strike in one action
aye
which, if there are sleepers nearby, will be challenging
not impossible
but risky
it can still be doable though if they arent sensing you yet
3-4 people moving in close proximity to sleepers is probably going to set them off
and thats assuming your kill on the hound is flawless
if youre lucky though
the sleepers could just enter the "about to wake up" phase
but not fully wake
depends on how much you move
worst case scenario is you fail to kill the hound, he jumps someone, wakes up the room, kills someone, calls a fresh wave, and you all get killed
aye
but that would mean the absolute melt of your team doesnt charge their attacks
or youre unlucky and the low health guy gets memed
I think if the hound required 4 fully charged hits, it would be almost impossible to actually kill it with sleepers nearby
it would basically be required to lure it away
and kill it there
with how the sleepers work right now though
because if one of your hammers is late or doesn't move right then the hound jumps someone
with enough coordination you dont have to worry about a thing
though if you do mess up, youre in for deep shit anyways
its still more dangerous than a big guy
but a sync kill with 4 guys is very likely to succeed
importantly this sync kill has an extra step of needing to move and then attack
unlike a big guy where you can stand right next to him and just need all 4 to have proper timing
yeah one mistake and someone is getting nommed
or you crouchwalk for too long and one of the sleepers goes into red light mode, which ends up with someone getting nommed anyways
one person obviously can't do anything to a hound- you'll land one hammer hit and then get jumped
i'll just call their waking-up animation "red light mode" at this point
you have no choice but to stealth away
two people is doable, but one player is going to get jumped and the other needs to whack away until the hound dies
three is the minimal effective number and will work with perfect sync
aye
you can kill it instantly and no one gets jumped
this would minimize the amount of time you can have people split up
but if someone screws up then it jumps on someone
and depending on the way they spawn
using 4 makes it very likely the hound goes down instantly
it will make you on constant lookout
watching your back just in case
which imho is what the game needs, the suspense
agreed the dark should feel very dangerous
knowing that something is out to get you, but not knowing where it is, is it nearby? is it behind the next set of doors?
rather than 'oh it doesnt matter if I cant see them- they arent a threat'
depending on how darkness works in this game too
you can have the doggos prefer lurking through the dark spots of the place
I don't think the enemies care too much about darkness- but the player vision is greatly affected
only moving between open light areas if they have to
oh no the enemies currently dont
the hound can be a tanky, obvious, methodical enemy where the fact that it's dark and you can't see it can be coincidental
but depending on the way the engine does shadows, you can still code the navmapping to preffer shadows for some enemies
aye, like if its nearby
you can definetly hear its claws
but you cant pinpoint its location
I think the stealthy ambush predator would be an enemy that is trying not to be seen and is trying to pick off isolated players
and the fact it lurks in the shadows makes you scared of even trying to pull anything
yeah, a stealthy ambush predator can be another enemy type
the fact that it is POSSIBLE should make you want to get as much vision as possible
its just that when the hound is currently in "trying to find players" mode it should be coded to stay under the darkness whenever it can
imo the hound should show up on bio scanner as a big red dot, like the scout
the spider would never show up on the scanner, ever
that would be fair
maybe as a group of dots instead
so its not instantly a "oh shit he's there" situation
I think it only works if the scanner gives no indication it is there at all
so even a team that is paying attention to a scanner that looks clear
can't rule out the possibility there is one there
aye
imho, either no scanner for hound
or make it a couple normal sleeper dots
so if you know how it looks, you know where it is
well a red dot means a moving enemy
oh
and if the caretaker exists it isnt necessarily a special enemy
ive never used the scanner so 
since the regular sleepers will sometimes move
currently basically only the scout is red in a room ahead of you
since everything else doesn't move
i see a lot of potential in this ngl
but yeah imho the hound should either not show up or show up in a way through the scanner that you have to do a double take
so you dont just do a quick scan of the room ahead and not touch the scanner anymore after that
while more experienced players could notice that something doesnt look right
all the good teams I've seen use the scanner heavily on missions other than C1
all the time
scanner becomes important when enemies start to... not be so easily seen
the active scan only detects moving enemies
if they are stationary you should keep the scanner up and communicate constantly how many enemies are where
and they are nearly always stationary
fair enough
^more fair
big thonk: hound doesnt react to flashlights, but doesnt show up on scanner, + preffers to stick in the shadows
or doesnt react to flashlights as much as normal enemies
you know what, the number of times so far in this game that we've had "oh its just one enemy- go whack him"
so you can just hear the meaty claws panging around the room
in which case some poor sod will end up turning on his flashlight to see it being right next to him
though yeah your idea with how the scanner should pick up the hound is best
not showing up on the scanner is too powerful an ability to put on an enemy that is tanky and also has high damage
and can call waves
its too much
but the pang of its claws would be an instant way to alert teammates that its there
its not supposed to be a subtle enemy type right
make it echo around maybe so its harder to exactly locate on sound alone
oh yeah its supposed to be subtle at the start 
its a huge, slow-moving enemy, players are going to identify where it is
yeah, but throwing in a spanner into the works should help
although if they don't figure out its type before they are too close
that would be bad for that guy
well the hound shouldn't glow
so you cant just hear it walking and be like "yup its right there"
which means people are going to advance towards it in the darkness, thinking it is an ordinary enemy
and won't figure out that it's a hound until they're right on top of it
at which point they're in big trouble
theres still the sound aspect of it
if you just make it really hard to hear it when its in the "player hunt" phase, and not running around
then its understandable
making you able to barely hear it walking when its extremely close to you would be ideal
so you can just shit your pants while informing the rest of the team
generally the sound cues give you a pretty approximate idea of how many enemies, but it's not great for specific locations
thats a lie
if it had audible unique sounds you would probably know there was one in the room
the sound enemies do as part of their pattern helps greatly in locating them
as the directional sound in the game is surprisingly good
thats why im thinking make it a stealthy piece of hunk, but you will be able to hear it when its right next to you
making it pretty quiet works too
say you can hear it breathing on your neck or you can hear the tip-tap of the claws when its really close
so you shit yourself, tell your teammates youre done for, and frantically look towards where is it
well they'll likely have a general idea from a scanner where the blip is, and if the sound cue identifies it specifically and only from close range
why are the forklifts made for midgets?
i dunno what you mean, its obviously a dwarf mining outpost 
oh no its not meant to function as a full-on sneaky enemy
its just the factor of surprise
player could be misled about the type of enemy, sending one guy to go whack a sleeper and getting a surprise darkness hound to the face
but if they see it or hear it they will know to maneuver around it
making it give off a sound you can only hear when you are pretty much hugging the thing would be the element of surprise
that in turn makes you shit yourself
oh yeah
with a much longer delay between intervals than the standard enemies
not something that turns on the moment you enter the range, but something on a timer
so you either move slowly and get lucky
loud but infrequent
meaning you will know it is somewhere in the room but cues are not frequent enough to give you good targeting
make the loud thing an ambient sound too
so you can hear the same sound echoing through the whole complex
the fact that it is loud actually makes it harder to locate since it could be within a much larger radius
yeah, but it gives off its general location
one of these 30 dots is a hound
in which case you flicker a flashlight/high beam/throw a glowstick at it
and you can find it easily
glowstick is by far the best solution
since if its a sleeper you wont disturb it
the possibility that the blip you are about to advance on MIGHT be a death sentence will make you want to check before going in
imho making it do periodic sound at very close range should be the most of a clue you should get
that you are done for
if it's close range then if you can hear it you will know it is nearby
the sleepers' croaking sound is at about a short-medium range and reveals that they are there
at a distance where you are still pretty safe
make it even shorter than that 
I think the hounds' ambient or breathing sound should be at such a close range that you are already in serious trouble
the periodic sound would be much louder
like once every 45 seconds
and you can hear it from a different room
fair, but instead of making it really loud
make it loud AND make it start off from random directions
long audible range makes it very imprecise where it is
so you know its there, but you dont get to even know which way it is
making that echoing effect clientside would be even better
because it will cause even more confusion
echoing would be brilliant not sure if they can do that
you can make it sound echo-ey but not bouncing off walls
oh no thats if you make the sound still have directional audio
see making it loud will give off its location no matter what
if its directional
the point is that the hound announces that it is there
but not exactly where
very different from the sleepers
then dont make it directional, simple as that
which pretty much tell you where they are
and the spider which is 100% stealth mode and silent
if its a normal loud, you only have to worry about a certain cone of area
but you can make it so that the sound is essentially an echoed effect that randomly starts on different directions client-side
so everyone gets it at the same time
but everyone has it start on different directions
say it starts at front-left, then back-right, front, front right for you
while for a teammate the echoed sound effect starts in completely different directions
might be simpler just to have them in mono so there is no direction
and no volume change due to distance either
great announcement, doesnt give off location, gives a rightful amount of spook
you'd be surprised how easy that direction-switching mechanic can be done
well its the difference between giving someone a junk direction as opposed to no direction info
could just be like 6 different audio files that have directions flipped around randomly
or a complete echoed effect mechanic coded in
first few times might be rather confusing to get a random directional audio where many other directional cues matter
if someone feels going around it the hard way
it would end up the same as it being a mono sound though
it just fits within the location
since most of the things inside are metal or concrete
the cortex neural probe connects the prisoners to THE MATRIX, where we are sent down into the complex for various missions. its all a simulation to study human reactions and limits... (sidenote: i may be watching the matrix marathon on tv right now)

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Gets answer
Doesn't do it

@ruby lake Lore channel needs a clean up.
Do you reckon the Big shooter was an female as an human and the and the big bois the males when they were human?
some people think so based on the bodies
@vagrant lynx Sunflower one got an sexy, smooth ass while the other ones has an muscular ass? Can't hurt to make that judgement 😉
all i mean is we don't know for sure
I'm pretty sure that the shooters were at one point female, the anatomy is kinda there
Scouts too because they're shooter variants
Shooters are exclusively female while Strikers are exclusively male. this carries off to their deviants with scouts being all female
Its good guesses.
it might change in the future if we will get model variations
I don't know where you are getting the facts from.
I mean.... Those can only be male and female shapes?
🤔 they dimorphism is a bit too evident to pass for just general shape
their vocalizations are also different
oof

Snaanesh. Dangit.
i get back onto the discord and see someone get burned, great start for the day
my eyesight isnt that bad
Okay, have you seen humanity recently. 😆
I saw slaanesh too late.
Seriously though. We go from incredibly large men to wispy thin. Same for women.
Every literal shape and form you can get. Same with vocalization.
iirc this is a mining complex, right?
@prime silo the shooters are women and the sleepers r males
@digital dagger yea it is
look at the body structure
it would make sense for executives- dominantly women being shooters
I literally just went over that.
being thin cant really make you look like a woman. im around 40 kgs less than norm yet i dont exactly resemble the epitome of femininity.
I just joined saw ur message thenw ent down to the bottom lmao
despiteallthehormonestuff
idk i think the boobys are similar
...
That doesn't exactly fill me with confidence on the scientific method being followed.
'look at the boobys'
lmao
its more of a fact that the female employees wouldnt have many jobs as the direct miners
hence them looking surprisingly thin
what are you, sexist /s
Do we know they sent down female employees?
hey they could have alot of diversity tho @digital dagger
So far they've only sent down male prisoners.
Its also not exactly the most... moral company?
i said "wouldnt have many"
the current aussie mines are doing that nbow and are at 30% female i think and 70% male or something
iirc one of you mentioned big infected being also female
bit more
its kinda safe to assume the hosts are original company workers due to all the uniforms scattered around
or test subjects
That's literally all I'm pointing out here.
I've seen it stated for a 'fact' that they are male/female.
Instead of 'the working theory is'.
Body shape isn't exactly the best lynchpin..
Also, lets look at those guys. How tall?
considering they both have 1 model
Know any humans that tall?
All I'm saying is... for lore hunters... deciding from body type is a lazy cop out.
fair, and even the fact that they have become these things could be the factor of said body proportions
irl gigantism is rare, ingame the giants are rather common
I will say this if a thin man has boobs that would be rare as fuck so for it to be that common that would be insane also if the woman would turn into shootys then that would be a good reason as to the parasite/infection/virus would have different affects on different hormones
What?
🤔 time to decipher
Obesity is a common epidemic in many countries now.
i can look at my fat sacks right now 
Santa watches u when u sleep he knows ❤️
aww
Also, this disease/parasite/fungus/whatever it is so far has really changed them around by quite a bit.
yeah, in their current situation they dont really require a strong body per se
which would make sense for shooters, most resources they get spent on the shooting element
for most part it really focuses on their heads/insides than general frame. their feet are intact, strikers only miss fingers on their arms
shooters outright miss palms
To call what the shooters have 'boobys' is a bit of a stretch.
That honestly looks like pectoral muscles at best.
..not really
Santa might of had a bit to much to drink