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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. 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.
  2. Both times I went to check out the apartments above the West Point Hardware Store, and encountered upwards of 20 zombies all in that small area between the food store and the storage room. That's a spot I usually check out and that's never happened before recently. Rarely was there more than 2-5.
  3. I've never felt the boredom mechanic worked right either. It doesn't seem to take into account what is really going on and as a result it feels arbitrary. Everyone is different and some people love to stay indoors. But the simple fact that indoors equals safety, what with there being flesh eating zombies about, would probably make most people pretty stoked about the time they get to spend in relative safety. As for tasks, that's relative as well. Some people love to organize, some people love to cook, some people love to build things, some people love to read. What may work better is designing it to take into account is how long you've been doing the same general type of task, and take your skills and traits into account to determine how much that character enjoys that type of activity. Other things that could affect it: -Having dead zombies in your field of view often, making you a bit sad. -Nearly all food should reduce boredom and sadness. -Barren surroundings, mostly empty rooms. -Long drives -Not doing anything for extended periods of time. -Sleeping should reset boredom and sadness that didn't get to a high level, and if it was high, it should lower it.
  4. I think the loot drops for weapons is bugged at present. I find guns at a ratio about about 5-7 guns per mag. Not even counting if it's a mag for one of those weapons.
  5. It's good to know that it may be fixed in the future, thanks.
  6. Hmm, after spending some time looking at the building on the map it looks like the edges of it are indeed slightly angled. You just can't really see it in game from the west side of the building. Are all angled roofs like that? Can you build a wood floor "over" it and make it walkable? That explains why it happened, although the original question still stands.. Is it planned to do another pass on the buildings to prevent the player from falling through the rooftops? As it is now I guess I'll just have to be extra careful to look for angled rooftops.
  7. The map stays the same, with two small exceptions. Loot is always randomized, but is generally logical depending on the type of container and the building. Depending on a sandbox setting, some buildings can randomly be selected to be partially or almost entirely destroyed by fire, or be barricaded and maybe have a little different loot than normal. There are, to my knowledge, 5 towns of varying size scattered around the map. Muldragh, West Point, Dixie, Rosewood, and Riverside. There may be some smaller ones that I'm not aware there is a name for, but the map is huge. Get yourself a nice car and drive safely. As far as cooking, I usually just get lazy and make a soup or stew and haven't done much else in a good while, so I can only accurately help you with that. 1. Get a cooking pot 2. Fill cooking pot with water 3. Add ingredients by right-clicking the pot and having them either in your inventory or in a container very near by. You can also add seasoning like salt and pepper, if you have some. 4. Put pot into an oven. Turn oven on. A green bar will show on the tooltip for the cooking process. Once it's fills it will turn red to indicate it's going to burn soon. Turn off the oven and remove the pot. 5. Chug it all on the spot or use bowls to make smaller meals, or just choose to only eat a portion directly from the pot by right clicking. Make sure you turn off the oven or it will probably start a fire.
  8. Seems like if you build a set of stairs to get to the roof of the building, most of the time you just fall right through it like it's not even there. Is this on the list of things to be done? Since you can feed sinks with rooftop rain collector barrels, it makes sense to be able to do this. And otherwise, why shouldn't you be able to walk around up there if you want?
  9. I don't think so. I did find a dead body in a trunk once, though.
  10. The zombies seem far more capable of coming to your location, even if you're not doing anything to draw attention to yourself and there should be no way for them to know you are there even if you lower some of their sandbox settings such as hearing.
  11. 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?
  12. 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.
  13. 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.
  14. This happened at the stand alone store northwest a short ways of the West Point Police Department. Southeast most window. Zombie broke the glass, fell out and was stuck laying mid-air about where a floor would be if it was on ground level. It was still alive and making sounds.
  15. And it also goes down very quickly. I got one attack on me and it took about 25% of the total durability of a police shirt. EDIT: I suppose I should clarify that this is the clothing durability, not clothing cleanliness. If that isn't meant to be covered by that sandbox setting perhaps either it could be made to do so or at least update the tooltip to clarify.
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