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Kaitel

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Everything posted by Kaitel

  1. That's fair enough, I'm not asking for anything that isnt already available, just the option to ramp up instead of ramping down the difficulty as the game progresses. I just meant evolving to strong sprinters that you can already select from the start, which I termed super sprinters.
  2. So I enjoy tweaking sandbox options to get the exact type of game I want, and while this is largely achieveable there is one setting missing that I feel could add a lot of late game depth. Currently there is the decomposition option where zombies can slow and/or weaken as time passes, (which I always disable), while I can see the logic behind this, there could be a much more interesting reverse option, gameplay wise, of the zombies growing in strength and speed as they feed and "mature", eventually becoming super sprinters over a set period of time. Now I guess some of you are thinking why not just set them to sprinters from the start, with perhaps fewer of them with numbers increasing? Yes, that is the closest alternative at the moment, but the reason to have them scale up in speed/strength is because early game you have limited weaponry and no strong base or stats/skills, so you need a chance to get established and even a few sprinters could easily overwhelm you, but late game when you're sitting on an arsenal of weapons and ammo, a strong base with multiple escape routes, vehicles and not much need to venture very far, that's when youre ready for a greater challenge, plus it adds tension, dread and incentive to get to that stage ready for the impending zombie evolution. I see too many PZ streamers, with weapons mods and an army of super survivor NPCs inside fortress basses, while it's fun to get to that point, once you're there you have very little to fear, but this option would make for some insane late game base defense and spice things back up, because let's face it, you're not supposed to survive forever in PZ.... THIS is how you died.
  3. Oh I've missed this great news for days! I will be back soon, but my GFX card failed yesterday while playing Zomboid, hope it wasn't the game, I've worked it hard for 3ish years so perhaps it just had enough, after a clean and a wiggle (of the card and me) it is letting me start up at least, but I fear launching any games till I've researched which new one to order, this news is gonna make me risk trying Zomboid again though =)
  4. I haven't been on this server long but If I'm allowed to vote I'd vote no reset, there is still plenty of loot in Bedford at least. Also could you reconsider using abundant loot next time, Alice Cooper's server tried that before it shut down and there was just way too much, enough to last for months let alone 2 weeks, and with so many guns and ammo the zombies had no chance. Also I have a feeling it may have contributed to the lag problems as more item positions need to be remembered by the server I imagine. Normal loot settings should be fine. I'd also like more zombies, preferably with pinpoint hearing and no decomposition please. Some people will complain it makes them too hard, but it keeps the pressure and tension up making it a more exciting fun game, which the same people would realize eventually if they ever went back to normal zombies.
  5. Well, that is strange then, unless you had a very brief loss of connection or a very large mouse in your base! Still, with high loot at the moment I'm sure you can easily replace it and server needs to lose some anyway. I'd rather lose food than tools at this early stage.
  6. Oh and it would also happen when the server goes down, so the only thing Alice can do is warn people to log off first to avoid losing anything they may drop when the server is going down for planned maintenance, but that's a small window.
  7. I have seen those message since day 1, it either saves or it doesnt..stuff doesn`t just disappear... Server is working fine. Like i said, not going to change a single thing anymore. Contents of a crate (150 or so chips, 50 cupcakes and lots more) "did just disappeared" today from my base ^^ (i did put them inside a crate, crafted few more, got hungry, bam crate empty). Wat sorcery is this. I think I can provide a possible and probably explanation, as a lesser version happened to me. If you lose connection to the server it is not immediately apparent so you keep playing, during that time anything that you remove from your own inventory and place somewhere else does get removed on your side from your bags but the server doesn't see you've placed those items on it as you aren't connected. Therefor they will not be there when you re-log/regain connection and no one else will see them because they never got created on the server, only deleted from your inventory. There really needs to be some sort of connection status indicator so you can tell when you're not connected to avoid this. The only signs in the game you've lost connection are map failing to load, lack of zombies and no new loot showing in any container. This isn't a server problem as much as just the general quality of your connection to it, so not much Alice can do to help. Try not to put down too much important stuff in one go, and if you feel you need to re-log, better pick it up again first, if you dropped it recently, while it's still visible to your client at least.
  8. Lee and Cynic, my friend had the same problem yesterday, but she managed to get on by using a different user name but obviously then you have to start afresh, but you can try that if your character was dead or didn't have much, if they did then wait for Alice to figure it out, must be something to do with the white list being removed. We have this version mismatch problem too anyway so you'd only move on to the 2nd problem right now, so you may as well wait and hopefully there will be an answer to both.
  9. It's something to do with the update that Steam just did, I think Alice needs to change a file on the server or something, or he will let us know what we need to change when he discovers there is a problem. Just be patient guys until he gets online. If you try and change build you might lose your current game save so wait for instructions. Might have to leave it till tomorrow, he could be asleep.
  10. You can harvest before they get to the final seed bearing stage, so don't harvest as soon as you can, you wont get any seeds, wait till it says they are in the seed bearing stage, which you see in the name at any level of farming skill, and you will get both.
  11. I'm hoping it's down, cause I just reloaded build 26 and the map and I'm getting connection error now.
  12. Thanks, but you will have your hands full with server problems and I have to deal with Eki and the Cult of Boris! I will fresh install everything, not sure I got it in the right order with the new map just before the patch, maybe I needed to put the map in again since the patch. Or perhaps the lack of blood was filling my character with so much rage he couldn't see straight.
  13. Sassa to the rescue once more, thanks. Will give it another chance with the hot fixes. One thing that is improved is that zombies now seem able to climb stairs, or at least follow you up them, I went to a top floor of a tower block, thought I was safe as usual, turned around and 20 zombies had broken in! My hard of hearing trait is now a more dangerous choice it appears. They also seem to grab and slow better than they used to. While I would normally welcome this as increasing the fear/realism, the fact that they are laggy as hell and keep vanishing for a few seconds is driving me crazy.
  14. I dunno guys, this patch and new map version seem like two steps backwards instead of one forward: no blood, no farming tiles, stairs leading to death or entrapment, laggy zombies, only one spawn point and probably some other stuff I've forgotten right now. I have to question/vote if we should go back to build 25 and map version 1 (if that's even possible) until these issues are sorted, not really enjoying the experience at the moment. Or just forget about Zomboid for a while until they sort themselves out. I know it's an experimental branch and all but how can they break the basic stuff that was working well and release it upon us, surely some of these issues were glaringly obvious, quite disappointing
  15. Great use for rotten food, the whole complicated compost system is a step too far IMO, just throw them on the crops. Shouldn't be anywhere near as effective as the proper fertilizer though.
  16. Don't see why not, although it would make it more difficult to tell when you had killed them. Alternatively, be a pacifist But even without blood, it's okay for your child to see you bashing in heads with a bat? I really don't think it's a child friendly game, just explaining the concept of zombies is gonna give them nightmares.
  17. You've covered too many topics in one post, but your main point about it becoming too easy once the zombies in an area are cleared is spot on, and although they are working on better migration systems, a finite number of zombies will eventually run out without fresh spawns, quite quickly on open multiplayer servers in fact. So I really do hope they have plans to have roaming new hordes enter the map, perhaps when the overall population gets to a certain level. While we hope/wait for this to happen, I recommend joining one of Alice Cooper's open servers, he sets the numbers to high, spawns more himself where they are scarce, and has tweaked the zombie settings to a more difficult/challenging level, they half sprint half fast shamble, which makes kiting them far more dangerous than just running circles with no fear around the default ones. It keeps things tense and exciting like the early game which is the beauty of Project Zomboid.
  18. I agree, great option for single player sandbox. But not really useable for open multiplayer as unfair on late joiners.
  19. Exactly PintLasher, thank you, you would scream at your friends "quick find that zombie me before it wanders off with my axe!" Or just race back there yourself in single player and hope it hadn't wandered too far or try and find it in a group of them. Just a few of many interesting situations that it would create, but it seems some people have little imagination... go fish.
  20. I don't want player controlled zombies! I've stressed already to re-animate as an NPC zombie, as in just a normal zombie that already exist, a new zombie would just appear where you die, and it shouldn't be too hard to transfer your equipment onto it. Imagine if this was a beta for Football Manager and they had they had the match engine done except for when you got in to the penalty area it just came up with "You've scored" and not actually showed what happened, and they decided to work on match press conferences instead which most people would skip anyway. Sure you can play the game but the whole experience is spoiled. OK then sfy, then you don't need zombies in the game at all, just play a survival game trying to find food all the time and build things, perhaps Banished would suit you better. I cannot quite understand how you can not want to see the end result of infection and its potential consequences.
  21. You don't have to read the forums to expect to turn into a zombie when infected in a zombie game. It's not like I'm suggesting space travel. It would cause a myriad of interesting situations/dilemmas which would add so much to multiplayer and just make sense, why would you want to delay it? How is say the fishing simulator more important than a complete infection process in a zombie game? Can you survive without fishing? Yes, obviously you can.
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