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Ohbal

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Everything posted by Ohbal

  1. That's basically my impression as well after approximately the same testing time (3 hours). Survival mode difficulty has been buffed considerably, although I think part of this boost may be due to bugs in the sound even system and zombie behaviour, so let's wait and see
  2. Thanks for answering RJ I'm going to try out the first month mode now. My main problem with survival as its now is the huge amount of Zs and their behaviour. They are super-active. I'm playing a char that has stealth and inconspicious, so I don't attrack too much attention. But one of them will see you, because they move too much, there is no enough corners to hide xD, and when that happens, then the fun begins. I try loosing them walking, trying to get out of their LOS. Business as usual. Thing is, there is always another mini horde behind that corner. Even when I've been super careful, walking my way through it ninja style, the mini-events makes it almost impossible for me (most likely a lot of people will be able to cope with it ). My point is, difficulty of the survival mode feels way higher than before. If this is intended that's cool! That's why you guys made the game so customizable
  3. +1 I've been out for quite some time, decided to give the game another try before build 33 and after it, just to see where we are heading. Build 32 gameplay felt balanced. It was harder than I remembered, but really fun. I saw my girlfriend dying one time after the other. Just as expected from a new player. I gave build 33 a try yesterday. I died a lot. I'm used to this sensation when jumping in a new build... but after a few hours I kept on dying. Most of the times due to unmanagable amounts of zombies, and that they are constantly moving, attracted by way too many audio events. A scream, a dog bark, a helicopter, a gunshot... you keep hearing them, and they cause all the Zs to be dancing around the map. As you move tiles to try to save your skin, you generate more and more movement. I won't say it wasn't fun, but after a few tries I gave up. It felt more like one of the scenarios: built for a quick play. All this is under survival, which is the main mode I've been playing / testing since I started with PZ. I've seen that this mode is now labelled as "Hardcore", is this a new direction to the mode or was this the original design? If so, could we know (has been asked before in this thread) what's the lifespan intended for this mode? When does the "late game" starts in survival? Getting out of the gameplay front, changes in the main menu are good. The new sounds and tracks are nice. My sound equipment at the moment sucks big time so I cannot tell how the 3D is working. Very good update overall. Keep it up!
  4. Great discussion here! Just a few quick comments from my side Perfect balance for everyone will never be obtained. That is universal. However, in my experience, the more professions / skills you have in the pool, the harder is to balance a game. I think it was a necessary boost (and a common request on these forums) to add more as the basic set was lacking. I don't know if it went a bit too high tough, only time will tell. Devs have access to the metadata we users generate. If some of the current professions are not being used / picked by the vast majority of players, there are three simple choices: you can either boost the unnused ones (most popular choice), nerf the most used (way unpopular) or delete / merge some professions so you have a less varied source of balance issues (and then go back to square one). Those of you familiarized with MMORPG will know that rarely a game with a high number of professions + customization reaches true balance. The ones that get close tend to sacrifice variety. Ultimately, its a design choice the makers have to bet on I'm still feeling a bit lost when creating a new char and the system is making me feel a bit sad right from the start (maybe this is intended?, the PZ scenario is not pretending to be pleasant). So many things to pick up and so very few points. Call me soft, I think your positive traits should be higher than the negative ones, not right away balanced. I like the handicap idea, but I think PZ takes this to a painful level (which I'm not labelling as bad "per-se"). Giving me a a max of points I can spend on possitive things and a min of points I must spend in negative traits is something I definitely enjoy. But the feeling you have when creating any kind of "jack of all trades" char is that you are severely handicapped in so many ways that you'll be dead before putting any of your skills in use.
  5. That was a great insider-look and it tells about how personal this project if for you guys. Thanks for the lecture, Lemmy. And on the NPCs... Keep it up, no rush! As you said, the more it takes, the more updates we'll have
  6. Well, I wouldn't say that much. This info is actually a great starting point for the devs to clarify at least if the system is working as intended. I know these mechanics are supposed to be a big mistery in the game, but as you can see there will always be someone peaking in the code, and we are supposed to be your "Alpha Testers". We'll keep it hush-hush, no worries Edit: typos!
  7. Mind me asking how many Zs and how often were dragged to your base with those settings? (High density). (I bet I kill more Zs in any scavenging run ) And just for the sake of discussion, I think it would be good to focus the discussion on the core game. I know we can tailor the experience to our liking using the sandbox settings, but let me ask you: don't you think that the bunkering tactic needs some disadvantage to make the experience interesting? Basic question: Why building a fortress if there is no need to defend it from time to time? IMO, a basic core mechanic is missing here.
  8. That could be one of the reasons, I agree. But there could be more reasons, which have been discussed several times, and which would also make sense. I think this feature should be one of the core elements of the game. Some of the things we do should draw attention, because of thte noise (chopping wood), or the smell (food storage), or the visuals (smoke, light). What would happen when you draw attention is still to be seen. I haven't seen any official answer on the matter IIRC. But the thing is, the number of Zs in the map is what is is, and the number of zeds surrounding your area of effect is limited, and even if them all joined once, and give you a hell of a battle... if you happen to survive the area will be clean for years. You could draw all the attention you wanted that no real danger would come to you. This is realistic in a way. Is it fun? In my experience, it gets a bit old, but it could be just me. You KNOW that nothing will happen to you in a survival game. As jonniemarbles said before, you can leave your doors open, and sleep without worrying. IMO, this feels a bit broken considering that the game wants to kill us. Will the answer be coding events? scripting attacks? We'll have to sit tight and see what happens.
  9. My two cents on the actual topic I think it actually depends on the distance the zombie is while attacking you. As I fight groups I mostly get punched. I think the scratch happens when you are in a middle range. The times I've been bitten, I had the zombie basically over my character, both the arms closing into the toon. I think they have to get really close to bit you, and you also hear a different sound (like eating chips, lol). Its just my theory, absolutely nothing to back it up besides my own experience (which has been mostly with a toon with thick skin, by the way)
  10. Heh, if you ask me, the further I am from those smelly meat grinders, the better
  11. I want attacking hordes so much... Although I cant wait to try some of the last stand mechanics applied to the sandbox game... I think I've heard it was something in the horizon, or did I dreamed it?
  12. I think the Axe has the most efficient killing power in the game, especially once you get a few points invested. Bats are also quite effective and very common. I usually don't use the hammer due to the short range but you are right, its has a good killing ratio for its low weight.
  13. I'm quoting myself here, I'm so redundant... Source: http://zombie.wikia..../Romero_zombies WWZ's: Quote Source: The Zombie Survival Guide by Max Brooks
  14. I already said my part in the past, but I'll say it again (and I know this is not so popular)... given the engine limitations, I think the only way is to somehow script it. How agressive or predictable this script could be is something I completely ignore, but if some kind of horde attacks are to be implemented, due to the stream limitations Suomiboi mentions, I think they'll have to be forced in. I know this is not what most of you are waiting for, but this is what I fear will need to happen in the end. Hopefully, TIS will prove me wrong
  15. I do not dislike the idea, I'm just pointing out that it would make getting bait quite easy. And we already have so many ways to get food easily!
  16. In my opinion, as you said, this could be just a balance decission. I haven't really played that much around traps, but there is way too much food in the PZ world that is subject to rott. This change could make trapping a bit too easy.
  17. I didn't remember it either! This thread made me grab the book and it just happen to be at the very beginning By the way, looking for the answers to Akai's doubt, I've searched for Romeros lore info and at least on his versions zombies have some kind of evolution through the movies (I haven't seen all of them but I do remember seeing some kind of basic intelligence). However Max Brooks is clear: Zombie intelligence is that of an insect. Both lores are not the same, so we should specify that we refer to when mentioning it. Most of the time lore discussions are about the "slow movement pattern", which is actually what is mainly shared between Romero and Brooks.
  18. Oh my, you have a thread about this in this very page: http://theindiestone.com/forums/index.php/topic/12727-mondoid-on-carsdoid-pleasedoid/ If you put "vehicles" in the "search", you get 12 coincidences in the title, and 173 in post's content. Good idea though
  19. I'm basing this post on Max Brooks and Romero's lore. The "how" is not really specified though, hopefully someone with deeper knowlege will be able to answer. Romero's: Source: http://zombie.wikia.com/wiki/Romero_zombies WWZ's: Source: The Zombie Survival Guide by Max Brooks
  20. I still have a strong feeling that in the end some scripting may be necessary. But ideally, it whould be an organic system. What you do should affect the visibility of your camp. If I've spent three hours chopping trees, I would expect to draw some attention to my area. If I'm shooting near my safe-house, or making a campfire, or barricading, or... you get the point. Also, something that has been mentioned a gazillion times, is the "follow the leader" effect that is mentioned in WWZ and TWD for example: it would be great if zombies would keep on going and following other moving zombies, creating a chain effect that could "lead them" to your base.
  21. Hello code breakers! I'd like to kindly ask if any of you magicians could have a look at the outdated mod to modify your saved files and update it so it works with the current builds. I'm referring to this one: http://www.indiedb.com/games/project-zomboid/addons/save-editor Thanks!
  22. Well, for the sake of accuracy, I think the OP was talking about the need to pick up carpentry to get water: And since it has been already cleared up that 1. We'll probably get other water collection methods 2. You have several ways to not suck at carpentry without picking the carpenter profession I think we can all chill out and wait for tomorrow's Mondoid to get crazy about the next feature preview
  23. Yeah, I reckon I have given up quite early in all my playthroughs with insane zombies. Getting chased by a gazillion zombies while looking for something better than a frypan on my first hour is great for laughs, but turns my nerves on Zombie reproduction per-se sounds weird indeed I hope we were all thinking about the virus (or whatever causing the Zs) reproducing! I just keep on thinking about ways to make the game challenge you over time, this one seemed like a feasible one.
  24. Thanks, but... it doesn't seem to work. I remember seeing mentioned in this post that it was outdated, so I think its not me being dumb (or I hope ) http://theindiestone.com/forums/index.php/topic/12479-rain-levels/?hl=%20save
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