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About BoogieMan

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    Fighting the Good Fight

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    Gaming: RPG, Strategy, Sandbox, 4X, Turn Based, some FPS
    Movies: Action, Sci fi, Comedy
    Astronomy, Biology, Planetology
    Range Shooting: Rifles, Pistols.
    Music: All kinds, but mostly rock and metal.

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  1. Went to open a door on at the top of a set of external stairs, sort of like a fire escape. I guess I positioned poorly and/or held the button to long because I jumped over the railing..
  2. Should have jammed that prybar in the opening made when it bounces away from the doorframe up high when they were battering it, and then use it for leverage. Or brought an axe. You would think they'd have some kind of breaching axe, like firefighters.
  3. Yeah, that's not a feature I'm fond of. I grew up rural and spent a lot of my youth running around in forests and cornfields in the same kinds of forests you'd find in this game, seeing as it was probably 300 miles away from Muldraugh, KY. For over a decade I did so, and not often was my clothing damaged by it, just a small hole from a thorn or broken tree branch, but it was quite rare. And the only injuries to myself from running around were slight scratches on my forearms and forehead. Not bad enough to even really bleed. The biggest problem was picking up ticks or barbed seeds on your shoelaces and stuff like that. It's not like the trees have razor blades in them and people instinctively know how to protect themselves from limbs and such.
  4. It would be nice if we could cut them up into leather scraps or something like that, depending on the type of footwear.
  5. This has often been my experience with sledges since pretty much forever. I'll go long periods of time and multiple games without finding one, then one game I'll have 2 or 3. I think it's an issue with doing things so randomly. I think more games need to have some kind of logic check to ensure that there is a certain minimum density. While a shortage can occur, to at least go for some kind of consistency so perseverance eventually pays off, instead of getting RNG-screwed which is never fun. Doubly so when the utility of something can't really be achieved through some other means.
  6. Seeing as chain link fences are mostly open space, that typical blood covered wall graphic doesn't look right on them. Image courtesy of user "5dvadvadvadvadva" on r/projectzomboid.
  7. How did you find enough ammo to shoot 10,000+ zombies?
  8. 32 houses and all you found for weapons were a frying pan and a rolling pin? No baseball bats, golfclubs, or anything else like that?
  9. Maybe it would be a better policy that if a system is that rudimentary as to be essentially unusable, it should be withheld from release until it's at least at basic level of functionality? I get the idea is to test stuff, but it needs some base level functionality to actually require testing. Just a thought.
  10. If you don't want to leave a walking corpse, you can burn yourself to death as well. As long as it doesn't go out quickly I believe it destroys your body.
  11. I come back from a loot run. Grab my full bags from my car's trunk. Now I have to take them inside my base and empty each bag's contents out into crate or some other container depending on type so it's easier to find what you're looking for later. This can be quite a time investment. And it gets repeated, many, many times. It's even worse for newer players who are less sure about what they'll need. The base game needs to have a sorting function where if you are near containers with x type of item in it that you can press a UI button to autounload stuff from your selected bag into nearby appropriate containers. If you're near a container that has all canned food it in, any canned food items in your bag gets dumped into the container, but weapons or tools won't. It also kinda sucks waiting for slow items like planks to load and unload, since you have to do it so very many times for constructions. Being able to hide an item from view would be nice as well, like I don't really care about that zombie's shoes or their glasses or whatever else junk they have. Or these forks and butter knives. Let me hide them so I can skim through containers and mountains of corpses more quickly. It would just collapse all undesired items under a single entry "hidden items" that you could click to expand it if you wished. It all adds up.
  12. Eh.. I always cheat myself enough points to get dexterous so transferring items is faster. I don't care how realistic that part of the game is, it's still a game and I don't enjoy waiting for bags to empty all the time, which is a common experience. I suppose in PVP multiplayer you don't want someone to be able to clean you out super quickly, but in coop or solo play, let's just move on to more interesting things shall we?
  13. I agree, sometimes my arms actually make visual contact with zombies, but they don't get pushed. I guess because it was just ever so slightly off center. Often they recover from shoves super quickly and resume lunging at you as well which is like they don't have to overcome inertia, which with the animation update the player has to deal with quite a bit. It seems to me players have to obey the laws of physics more than the zeds do which creates a sort an imbalance and can make things feel off.
  14. They'd be too small to cover most windows, they'd have to be sewn together. A makeshift sack makes since though.
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