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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. I was able to do the rest of the walls and a pillar, but I can't seem to plaster or paint the doorframe, but I can the paint the door. Tried with and without the door. The doorframe and door are level 3 and was built with 7-8 carpentry skill. Broken? Or am I doing something wrong?
  2. Multi-hit is sandbox is a sandbox toggle, at least.
  3. I dunno, I think I'd rather see our options increase rather than decrease, so you don't/can't rely on one or two things above all else. The more restrictive the mechanics get, the more likely people are to seek exploits and other "unsportsmanlike" methods to achieve goals.
  4. There is another option, you don't have to use it. I don't use that strat, but that doesn't mean I want to see it gone, other people may like it more, and need it more. One of the few advantages we have over the zeds is their lack of intelligence, how exactly are you going to take it away in a way that feels appropriate? Making you get exhausted after a few hops may do it, but I think it would feel nonsensical. For example, I've heard that you can only draw water from a certain area of a river a few times before it won't let you and you have to go elsewhere to get more water. I haven't tested, but if true and not the result of a bug, it's nonsensical and a way to punish the player without making it feel justified.
  5. I think exploiting the zombie's lack of intelligence is fine, and what would happen in this situation, and it is now one of the few tools players have to deal with larger (previously viewed as small) groups. In addition to the number of ways you could deal with larger groups having been reduced, overall player combat prowess has been drastically lowered and the offensive capabilities of the zombies has only increased. While I like the weighty inertia aware feel of the new movement system, I do not enjoy the combat any more. It's way too easy to get tagged by even a very small group, or even 1 or 2 zeds because an swing didn't connect for some odd reason, and the vast majority of the time I feel cheesed whereas before I generally felt it was my fault when I got into a bad situation. Now it feels more random where I didn't actually do anything obviously wrong and a zombie just landed an attack because the hit tracking made me whiff through the zombie. It feels like now they can immediately land attacks by simply getting next to you, where previously it felt like there was a bit more of a wind up to their attacks actually landing - like they actually had to grab ahold of you and take a bite. Now at times it feels like they skip right to the bite. I don't like how the only real with to do with larger groups now is to lure them away, that's a good method and avoids danger, but doesn't always work well and you can sometimes end up with more than your started out with. It makes it more repetitive. Weapon durability nerfs don't seem justified to me considering how dangerous they are to use now compared to before. Guns aren't good ways to do with big groups either, not only because you WILL end up with many MANY times more zombies than you started out with, the only guns that feel good to use is the shotgun that you can load directly. Weapons with magazines are very tedious, mostly because it seems like there is 1 magazine for every 5-8 guns you find, and it may not even be for one you have, or have ammo for. Weapon mods are super rare and don't seem to spawn on weapons any more either. Hopefully magazines get a fix in the future. Just about every gun should at least have one in it. Every pistol I've ever bought has come with 2 or 3 magazines. I've went through a crapton of ammo for giggles playing as a veteran and the skill raises super slow too, so yeah, all in all not a very good way to actually kill zombies. I think the recent updates have overall been great for the game, except for the combat. Hopefully they can find a nice middle ground.
  6. The feature I am most excited for is a story mode, like in the old Desura demo that first hooked me. That involves NPCs, so you could also say I'm most looking forward to NPCs than anything else. The gameplay arc at present is a little more static than I like, and I imagine NPCs will add some unpredictability to the game, and force people out of ruts where they always choose the same base area and patterns, and so forth. Essentially requiring the player to be more adaptable to changing conditions where currently that isn't quite so big of a thing. As for your game comparisons, I haven't cared about DayZ since a period of brief interest when it was an Arma 2 mod. If you want to play a game like DayZ, you can go play DayZ. Also, Left 4 Dead has NPCs if you play without people, it's nearly impossible without them. I looked at some footage of those weird The Sims zombie mods and it is interesting considering the limitations of the engine/game for sure, but comparing those to PZ doesn't seem very realistic and does not have the same appeal. What I see foremost is a game trying to do something it's clearly not designed to do. I imagine one of the reasons many of us like PZ is because it's more unique and don't want it to be like games that already exist as an option to play. While I understand the frustration of a long development cycle, the fact is that it's a known possibility with any early access title, and to be blunt I'm sick of people crying about it. I believe they could have easily wrapped up the game a few years back by getting it into a decent state and jumped ship, which I've seen many independent developers do once they finally realize the scope of what they have to do to get to their intended destination. That they didn't speaks not only well of their work ethic, but of their integrity and commitment to seeing their vision through to completion - and that is something to be deeply respected. Many big companies with massive budgets and legions of employees don't even do that any more. People tend to remember negatives more than positives and take things for granted, it's in our nature, but we all should really should make a point to try and consciously counter that effect.
  7. Is this single player or on a server? If it's server lag in multiplayer, then the problem is probably more related to your internet connection and the route to the server than it is your actual hardware. Try to make sure the game is using your GTX1060. The integrated Intel HD adapter should probably be turned off in your BIOS if you don't have it enabled for a specific reason. Try setting "Multi Core" to "No" and see if that helps. If it doesn't or it isn't enough, reduce 3d models to player only and reduce zoom levels. Lowering Dynamic Skybox may also help. Good luck!
  8. Reminds me of animation cancelling in a few Castlevania games. Particularly in Harmony of Despair where when practiced it can lead to truly absurd increases in DPS. While this doesn't seem (yet) to get to that level, hopefully it gets fixed.
  9. I believe it is. +A building where blocking access with junk cars is particularly easy +Abundant supplies and sources for skill gain +The roof would probably be good for planting once you haul enough bags of dirt up there. +Elevated roof barrier increases safety and prevents zombies from seeing you up there. +Easy highway access +Decent location for quicker access to nearby regions +Pretty easy to defend +Good parking +Easy drive to gas station +Possibly numerous nearby parked cars to scavenge for parts +Can sledge away zombie access to the 2nd level so only sheet ropes could be used. +Decent access to trees +Plenty of available space, especially if new rooms are constructed on the roof. +Nearby pond -Requires skills, time, and effort to clear space and move in kitchen appliances and a bed for increased sustainability -In a highly populated and easily accessible area -A bit uninteresting architecturally -In multiplayer, it's a location everyone knows about and probably intends to investigate at some point. -I'm not sure if it's high or wide enough to keep a generator running on the roof from attracting guests, but I'd guess it's not.
  10. This old thread has interesting photo comparisons. I looked on maps and it looks like that Cement Plant and the Coal Power Plant would be not far off the map north of the mall in the northeast corner. The power plant and museum existed during the time the game is set in, but I couldn't find when the cement plant was commissioned. But if you wanted to look for firearms, I'd go to Fort Knox!
  11. Good question. I'd bet that it wouldn't help, but I don't know that for a fact. I would be interested in the answer as well.
  12. Thanks for the reply. There is no blam folder. There is only two within the save: isoregiondata radio While the door was locked, the blood splats on the ground and wall were still there on the inside, and the pile of zombies was maybe 2 car lengths away from the car is still there. I went upstairs and the doors I opened are still opened. I don't know how the game really works, but if that local chunk got reset, would not these thing be gone as well?
  13. I had a fully loaded police truck when I saved and exited the game. It was parked and turned off about 20ft from my location. Loaded up a few hours later and the car was gone. This was parked by the rear exit to the movie theater by the mall. EDIT: Another odd effect. The backdoor to the movie theater is now locked and it was NOT when I last played. As far as I can see, the pile of dead zombies I was disposing out back are still there. So, car and contents vanished, door locked itself. The trunk was nearly full with a few tote bags, a school bag, and a hiking bag loaded mostly non perishable food, building supplies, tools and some guns and ammo.
  14. It may be worth noting that the vast majority of magazine requiring pistols I've found in solo sandbox mode don't have magazines either. EDIT: Seems it affects any weapon that needs a magazine, rifles included. At this point about 85% of all magazine guns I've found in testing has had no mags. Sample size: Approximately 40 gun weapons.
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