Was playing Town last night and noticed the couple of times I threw EMPs that I couldn't get a sleep walker. I was playing solo, so really didn't need EMPs, but threw a couple just messing around. I know that the survival maps don't have the collars around the zombies necks like Tranzit does, but not having walkers is something new to me. Could be I just didn't get one in the few times I threw the EMPs. I'll check it later. Would be interesting to find that the sleep walkers are specifically coded into Tranzit only.
But my question is what's the point of the collars? Why not have them in the survival maps. This was something discussed before the DLCs came out, back when EE hunting was still cool. Now all the kids are wearing skinny jeans and hunting is for squares, but I couldn't help but wonder about it last night. Before when it was discussed, a lot of people just wrote them off as being part of the story line somehow, but 2 DLCs later, they have completely disappeared. So if they aren't part of the storyline, then why are they coded to be on Tranzit and not the survival maps that have the same zombies.
And if it turns out that there are no walkers in the survival maps, then how is that connected. I remember experimenting with walkers forever ago, and the collars didn't matter between what zombies stood still and which ones walked around. I'll recheck the EMPs later, but can anyone think of a good reason for the collars? Or should we just expect that maybe the storyline explains them later on?
Tired from playing 'til 3am, and just arriving to work, so I shouldn't make this too lengthy.
That's a really good question man. I remember seeing a thread about this, w/ pics, that didn't last too long. But, the pics are pretty decent.
Other than the obvious reason, that they were being herded and forced around by humans (Farm? w/ Russian language on silos?) I can't really think of a good reason why they would only be coded for Tranzit. Seems like it would require more work to remove them from Survival map coding actually... I definitely think it's something that hasn't been researched that fully, like how many zoms have the collars? 1/2 or 3/4 of a herd? In a particular spot, like Town or Farm, that would have more of them? I'll be sure to keep my eyes peeled for these buggers.
Yeah, makes me want to do a little searching later. I did extensive experimenting before, but don't think I ever paid attention to see if there is a constant number of zombies with a collar per area. Thats not a bad idea. Would be odd if there was always exactly half the zombies on the screen wearing them.
The obvious thing that pops up in my mind is there is more to the map, but thats just because I'm one of the people that still thinks there is something more on Tranzit and anything could be that more. If we take there being more to the EE out of the equation, then we are still left with why are the collars only coded for Tranzit. Like you say, its extra work to take them out of the other maps. If it was just a simple wardrobe choice they wanted to add, then why not have them in the other maps that are set in the same exact location with the same zombies.
If we choose to admit that it has nothing to do with a new EE, then it must be there for a story purpose. And the one thing I can think of is maybe it means that Tranzit occurs at a different time period then the survival maps. Like maybe the survival maps happen immediately after the bombing which is why the government agents are there. And Tranzit occurs years later after some kind of third party has collared and experimented on the zombies. Or the other way around and the survival maps are after Tranzit and in the final DLC, we somehow do something with the collars that gets rid of them before the CIA and CDC gets there. Just trying to think of things they could point to since they seem significant yet there is no detail about them.
Don't know about the collars, but you can definitely put those guys to sleep. I've done it a million times.
Yeah, but did they walk around?
I think they do, but in the game I played last night I didn't get any that did sleep walk. Probably just because I hardly put any to sleep since it was solo, but it got the gears in my head turning. Started thinking about the collars again since nothing ever came of them.
I used an emp last night just because I was hitting the box on a high round and the two zombies were sleep walking. To the point where I had to look for them at the end of the round lol. But I've also had it where I can put them to sleep in a building and they will stay there. Think it depends on where you do it.
That could've been it. Each time I did it was to the last few coming up the bar steps so I could go give the box a shot for monkeys and not be bothered. Or could have been since I only did a few, so just didn't get one.
I've had it where they sleep walk in town. My buddy made a video of one of them sleep walking to the edge of one of the buildings, then just stopping and standing there like he just didn't know what to do with his poor zombie life lol
thanks. Saves me the trouble of checking it later.
I thought I was too tired to laugh. You proved me wrong. Stupid zoms and their sad lives lol. I just keep picturing one staring at a wall, wavering all inebriated-like and trying to conjur up thought. lol Nice.