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BoogieMan

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Everything posted by BoogieMan

  1. There is a workshop mod on steam that allows you to build basements, it's quite nice.
  2. They should also fix the M16 and allow it to also fire .223 rounds, and the MSR700 should also be able to fire 5.56 rounds, just with increased durability loss. For extra credit the sound and recoil should be slightly modified depending on the round, but at the least they should allow them to use the kinds of rounds that they actually can.
  3. You know what you do with early access games that will be in development for a long time? You pop in from time to time, play it, provide feedback, and go back to doing other things. I don't think the feedback you are providing is very constructive, because what can you do with it?. The only thing that would satisfy your issue is faster progress, which isn't always possible and isn't a realistic or helpful. The game isn't done yet, I believe that makes 90% of your post more or less pointless. Sure, it's annoying when certain bugs are present for longer than you'd like, but it comes with the territory of an early access game, which you say you understand, but that is contradicted by the majority of your issues only being fixable by faster progress. More frequent updates isn't always a good thing either, especially for a game that by your own admission is heavily impacted by community mods. This is a great thing and good modding support is always a huge boon for the game and it's community, and it sucks when updates break a bunch of them. Sometimes it's nice for the modding community to have periods of stability for things to progress and grow. Modders get burnt out if their work is frequently nullified. You're saying that the game is only what it is because of the modders. That's not true, it's a big help - it always is but this isn't one of those games where it's bare bones and lifeless experience without them. Look at Starfield. I'm in the group that was sorely disappointed by that game, it's sterile, lifeless, and boring. Bethesda didn't evolve. And I fully believe that game was negative affected by the runaway success of the Skyrim and Fallout modding communities. They knew a huge portion of the work of selling the game both at launch and for years to come would due to the efforts of modders. Starfield doesn't innovate and all those countless hours so many of us poured into Skyrim and Fallout until we got fatigued with it, causing that fatigue to pour over into Starfield. After two weeks I just stopped playing. I felt like I'd already been playing the game for a year. Bethesda is middling with their expansions and post launch support, so unless they really pour in the effort, that IS a game that will only live because of the modders. Another example is Mount and Blade Bannerlord. That game is legit not finished and they slapped an unearned 1.0 and declared it out of early access awhile ago. They are still doing occasional patches but it feels like they've already moved on. It's a decent game, but it is, like Starfield, IMO not that great of an experience without mods. And their patches wreak havoc on those mods. I believe they did so because it's predecessor, Mount and Blade Warband is another game with a rich modding community that takes the experience to the next level. Without it, it's decent, but not great game. I've been part of the Project Zomboid community for about a decade now, it's been a pleasure to see it grow and evolve over time. It's come so far it's basically a new game from what I first played. Is it a long time? Sure. But I've seen firsthand a lot of other game enter into early access, stagnate and get put to pasture long before they're done in that time. I'd rather have a fun game that I can pop into from time to time, and take off to play other games, and come back again. All the while feeling much more confident that some day it will be finished, and it'll be an even greater game at that time. And I get to watch it grow up all the while. Well worth the price of admission.
  4. https://steamcommunity.com/sharedfiles/filedetails/?id=2200148440
  5. It would be neat if you got a sadness debuff for seeing a friend as a zombie, and another for killing them. I guess the game would have to track what players have spent time near you, so you don't get the same effect seeing dead strangers. I think it would be an interesting addition.
  6. Got my crotch chowed on at the Sunstar hotel. 0/10 do not recommend
  7. Yeah I think you're right. I've been deep inside a structing reading (nothing else going on) and quite commonly there comes a thwack thwacking at my barricaded chamber door..
  8. That's exactly it. I guess that they didn't like how it was possible to kill hordes of zeds using fences, and I get that, but addressing it should be done in a more even handed way. As you said, the risk is often just too great, so it can effectively be as through the mechanic doesn't exist. So why does it then? It's like they put it in there, but don't want you to use it. Zeds are dumb and clumsy, but are tough and have vast numbers. Humans are intelligent, more agile, and have tools. Why shouldn't we be able to utilize one of our core strengths? After all, our intelligence and ability to exploit other creatures is what brought to where we are today. Don't want players to murders scores of zombies with little threat with fences? Make it so if enough zombies are crowding up on a fence, it will eventually topple and fall flat on the ground, instead of suddenly endowing the zed with a miraculous burst of speed and cunning, and what seems to be a brief window of invulnerability. You can swing a weapon down on them while lunging and it doesn't seem to connect then they just knock you back and stagger you. How is that so different from other times zombies are prone where you can just stomp their heads in or bash them with a weapon? It's not. It's just a nonsensical mechanic that comes out of no where to punish you for using your brain. Zombie or not, if someone is prone in front of someone standing, they are going to be at a significant disadvantage being so low, slow, using their weapons (hands) for not only attack but locomotion, all while presenting your most vulnerable part, your head. And these are zombies with no self preservation instincts or reflexes. Picture it. You have a weapon in your hand and have someone crawling at you. You are going to be able to attack them before they can attack you, even with shorter weapons. Let alone something like an axe. You could just punt their face. It's like your character is just so shocked and surprised that it happened and was utterly unprepared for it. Every single time that it happens. It's good they've allowed us to toggle so many things with the settings, but the sheer fact that something like that exists makes makes me concerned that we're moving into the stage of quick and easy fixes over more thoughtful ones.
  9. Unsatisfying and/or cheap feeling deaths were relatively rare prior to recent releases, but they've been steadily becoming more common. Awhile back deaths felt mostly deserved. You messed up and now you're dead. Now, there is more of a tendency for death to feel random and less a result of you making a stupid mistake or a poor decision. Either some mechanic that makes your character feel inept and weak, or some weirdness with hits not landing when they look like they should. Until recently I nearly always felt like the changes were moving the game in the right direction, but lately I've been getting more and more concerned. Sometimes I wonder if the lack of engaging late game play in Project Zomboid is making the devs try to make the earlier game more difficult so it takes longer for people to reach that point, if at all. *IF* that is true, or ever becomes true, I would find it concerning because it would be a cover up for a bigger problem. And I've seen quite a few games take this route because it's so much easier than fixing the problem. I hope I'm wrong, and either way there is still time for things to change. I guess if I had to sum it up I would say the game feels like it's going more game-y and less simulation. A lot of old school NES games are hard, many because of gameplay and technology limitations and bad controls. That don't mean it's good difficulty. Playing shooters with the AI unleashed to it's full aimbot potential on you is hard, but I doubt most would consider that to be fun. There was a raid boss in World of Warcraft long ago that the devs wanted to be very hard, but they made it so much so that it seemed impossible even for the top guilds worldwide. That was hard, but it wasn't good way to do difficulty. Being a "hardcore" game doesn't excuse all issues, concerns, or opinions automatically. It's just not that simple. Sometimes things are overtuned, insufficiently tested, or just outright have problems that need to be addressed. Being an incomplete game, that is reasonably the default stance for people reporting their experiences. That is half the point of an early access game after all. If everyone took all issues and concerns like a single minded drone or a yes man, the feedback would be useless.
  10. 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.
  11. 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.
  12. They'd be too small to cover most windows, they'd have to be sewn together. A makeshift sack makes since though.
  13. I noticed today that a M16 can't use .223 rounds. I do not find this surprising, but it is factually inaccurate. Most 5.56x45 weapons can safely fire .223 rounds. You don't even need a different magazine. Not quite as good at longer ranges though. A .223 firearm *can* fire a 5.56 round as well, but it is potentially unsafe since a 5.56 round produces more pressure that could in best case wear out the gun faster, get jammed up inside the mechanism, or worst case make it explode in your face.
  14. @Ciber Ninja The map is so big, traversing it without cars was a nightmare. Running and running forever just to get to the next town wasn't fun. I imagine you are in an extreme minority. Cars allows them to add more and more to the map and have it still be relevant to the player.
  15. This conversation confuses me. Why do you think there are like a 1.5 billion cars in the world? Because they are super useful. They travel fast and can store a lot of stuff. That's just their inherent properties. A 2,500 - 3,000 pound fast moving rigid object is going to be powerful. Low speed collisions against soft objects like people doesn't cause much beyond cosmetic damage. Broken lights, damaged hoods, grills, windshields and side view mirrors probably won't last long, but as far as damage that actually would make the car start failing? That's going to take a lot of repeated use. The most concerning damage would probably be the loss of a windshield and radiator damage. Blasting something at relatively high speeds is going to cause a lot of cosmetic damage, but the car will likely still drive fine. This is also in 1993, there are more cars made of mostly steel in this time period as opposed to plastics and lighter weight metals that we use today. Most large american cars would plow through large numbers of zombies fairly easily since most of them will probably be tossed to the sides or over the top, humans are top heavy and zombies aren't bracing themselves or preparing for the collision in any way since they have no self preservation. Larger trucks with a high underside clearance would do even better. Zombies aren't going to stop a car unless they are in massive tightly packed hordes and it would help if it was on dirt, and not pavement. On pavement, a car has a lot of grip on the ground and can apply it's power, weight, and friction advantage. Overall it would vary highly depending on the type of vehicle. Small cheap four cylinder cars can be held in place by as few as four people, if they have thick enough rope secured to it and are properly prepared and bracing for it, and the driver doesn't slam on the gas and instead eases up. With their hands? I'm sure it would take more. But even a medium sized simple pickup truck can take upwards of 16 people to stop it from moving. Again, people with a good grip rope secured to the vehicle who know how to brace their bodies and are all working in unison. A feat zombies could never match. The only advantage zombies would have (if you ignore the fact it would be impossible) is that they presumably don't get tired. What exactly is the intended goal here? What do you really want? Unrealistically and frustrating brittle cars that become a source of constant tedium and frustration? Loud cars that aggro everything in the city like it had no muffler? Cars in game are more or less inferior to cars in reality already. Especially handling and breaking. They already can carry less stuff (and for some of the vehicles WAYYYY less) than cars in reality could, other than some of the larger (but unrealistically light) items like furniture, appliances, and generators, but that's a needed gameplay adjustment. The only solid way that I really see them over performing is the windshield. That would probably break pretty quickly and then you'd have zombies in your face. Using metalworking to weld a bunch of vertical metal bars is what you'd want to do, or a large sheet with view parts large enough to see, but too small to be very dangerous. Bar the radiator too. You'd want a police car that is probably already reinforced, extra heavy, and has one of those big metal bumpers and bar the windows. That or a big truck.
  16. Weird. I have the opposite experience. Unless I'm really going fast it seems like running over a zombie has something like a 1 in 4 chance of actually killing them in the first hit. Also, when I drive through even as little as about 8 of them I lose much of my speed and low speeds rarely seem to actually kill them, not to mention it damages the vehicle over time. But.. I mean, isn't that what should happen? Cars are heavy, rigid, and go can move fast. Zombies also have no self preservation so just take the hits full on without trying to dodge or roll. Seems pretty accurate that you should be able to plow through them. In fact I'd wager it would take a lot more people to stop a vehicle moving in reality than it does in game.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. I think currently that more or less means that scratches from zombies can infect you. You're probably right that were that an option all on it's own, it may be kind of weird that a scratch could infect you, but not bites. I suppose the definition would have to be changed.
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