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Blake81

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Posts posted by Blake81

  1. On 5/12/2022 at 9:26 AM, Batsphinx said:

    - Can now move military crates.

    I can confirm this is working although it has few minor bugs on it.

     

    1-Crates cannot be stacked or rotated.

     

    2-If you pick a crate that was stacked on top of another crate, it'll stay "floating" like that when you try to place it, and you'll not be able to place it atop another crate.

     

    Of course, this might be due to me playing in my map from the previous patch. Maybe if a new save was made it'd be different.

  2. This is a problem I've been noticing for a while, as now there are a lot more building with open second floors than before. But I reckon it might not be recent.

     

    So, whenever you are on the exterior second floor of a building, be it player made or vanilla, ALL OF ITS WALLS GET CUTAWAY.

     

    20220418213816_1.thumb.jpg.e941b60656ef18edf597697b95a3c846.jpg

    And as you can see here, it even allows effects like fog or darkness to get "inside" so to speak.

     

    20220418213824_1.thumb.jpg.6dd7043bf869a6bcce4d68056b681b4c.jpg

     

    If I walk out of that room, you'll notice that the walls still don't render. However, if I descend to the first floor, or even just leave the second floor and stand on the stairs-

    20220418213834_1.thumb.jpg.fd29d7c92583c23b7c9398da1e8bb0a9.jpg

     

    The walls magically pop back up again.

     

    Now, I don't have a screenshot of this, but if you go up to a 3rd floor (which I don't have on my base), suddenly, ALL WALLS START TO RENDER, 2nd floor, 3rd floor et al, and start behaving normally just like when you're on second floor.

     

    This is a problem that kinda makes second floor buildings rather annoying, for it always seems like you have no walls, and the fog gets inside.

  3. 10 hours ago, Papa Juliet Whiskey said:

    I've definitely seen some bayonets, but I run mod heavy, and assumed they weren't vanilla. I think mods that utilize it require you to right click on the gun, then 'craft' a gun with bayonet(changes the rifle itself into a spear, then right click and 'recraft' the speed into a gun.

     

    Maybe give that a try?

     

    Nope, I can just add them to the gun as a Cannon Upgrade, just like a scope or a strap. They don't turn the gun into a spear or anything.

  4. I recently found some Bayonets for my MSR700 and MSR780 rifles on one of the VS Firing Range, so I tried to use them in melee and... they don't see to do anything. I keep hitting the zed with the rifle butt instead, and they also have no description of any kind indicating how they might be used.

     

    So, do they do anything yet? Or are they just a placeholder for some not-yet-added function.

  5. 10 hours ago, Pandorea said:

    Which version of the game are you playing? This feature is there ;)

    Oh, I know it's there; I've already stumbled on many buildings and places that aren't on the latest map site :P

     

    But haven't been able to find that one yet.

     

    2 hours ago, VikiDikiRUS said:

     

    Damn, that's pretty far away and in the middle of nowhere. I was wrong looking for it closer to LV. Thanks for the info nonetheless :D

     

  6. 1 hour ago, Axezombie said:

    Are you sure about that? I heard this wasn't true, and personally I've never seen it 

     

    Well, I saw it a LOOOOOOOOOOOOOOOONG TIME AGO; back when the cars' engines still sounded like a chainsaw down the eardrums. I looted the gas station store on Dixie as I drove towards WP, but when I arrived there, I found most of the loot missing... and a breadcrumb trail of dropped items over the road leading to where I first started.

     

    So, did it happen? Yes. Have I seen it happen again? No. But I still take caution with it.

  7. So, since Stable 41.66 (whose changelog said it added "Power Pylons and Radio Masts") I noticed a new feature of many tool shops, sheds and garages all over the map; this neat lil' new workbench:

     

    20220330055939_1.thumb.jpg.2458cea0dfd4b43b477ee1176b158d2b.jpg

    (Hopefully one day we'll be able to hang our tools from that pegboard)

     

    At first I thought they were just some purely decorative addition, but then I started encountering SO MANY OF THEM all over the map, even in old areas, that I started wondering if something was up. They also cannot be picked up yet, which made me wonder if whatever function they have simply hasn't been added yet.

     

    So, can't help but ask the Devs; are you guys planning on doing something special with them? Like maybe requiting to be close to them to craft certain items? That would most certainly be interesting.

  8. 3 hours ago, EnigmaGrey said:

    You can see in the workshop that many others can’t get that mod to work. So, it’s more likely the mod itself is broken.

     

    Actually, I got it to work. It was just you had to start a new save... ouch.

  9. So, just recently I caved in and downloaded my first mod (I usually avoid Mods on Early Access games) from the Workshop, but can't seem to make it work. I enabled it on PZ and even tried moving it from Steam to the Mods folder in PZ's file, but it simply doesn't do anything, even on Debug.

     

    Mod in question is:

    Workshop ID: 2759591090
    Mod ID: GreggiesGarageDoors

     

    Any help would be appreciated.

  10. I have to say, I agree with most of OP's post. But lemme go part by part.

     

    On 3/21/2022 at 11:14 AM, Headshotkill said:

    We all know one of the biggest leaps in improving your survival chances is having a working vehicle, it's the fastest, safest way to travel the map and you can store a lot of loot in them. But at first it is often a frustratingly difficult RNG to find one, sometimes you spawn right next to one, currently I haven't found one in over 4 days, most annoying are the ones that work, have a key but no gas, yet they are parked near a gas station without a gas can to be found in miles. First of all we should be able to push a vehicle closer to the pump so we can gas it up, this is pretty logical.

     

    THIS!! I cannot overstate just how UTTERLY UNREALISTIC it feels to find a car in the middle of a road or in a store's parking lot WITH ITS TANK EMPTY. Now, cars found in Junkards, Auto Dealers, Mechanic Shops, lined up at Gas Stations, and to some extent, Driveways (had no fuel, so can't drive, or it's broken) or random faraway roads (like they ran out of fuel and had to ditch it), I am willing to accept that they ran out of fuel for story reasons. But a car found in a traffic jam or accident? This makes no sense.

     

    And yes, I agree that some manual pushing should be added eventually. Also, the ability to manually move trailers (I mean, sometimes I just want it to point in the right direction, or drag it into a garage to unpack it). Lack of it feels very much unrealistic.

     

    On 3/21/2022 at 11:14 AM, Headshotkill said:

    That was a small grudge of mine but not the main thing I want to discuss, right now as mentioned above the difficulty curve is extremely abrupt, at first the game is too difficult to find a working car, after you've found one it's too easy to use them and they are pretty OP. IRL (don't take it too seriously I know zombies don't exist ... yet) finding a working car wouldn't be an issue at all, almost everyone has one, the real difficulty would be navigating the world, in disaster movies we see miles of traffic jams.

     

    I imagine when the apocalypse hits a lot of people would zombify while driving so they would crash into houses, trees, other cars, highway barriers, etc. Some normal people would crash out of panic, most would end up on the highway stuck due to one of these accidents, this would create massive traffic jams, imagine the current car pile ups we have ingame and multiply them times 10. This is where most cars would be in perfect working condition, some with engines still running and eventually out of gas but most just abandoned. The reason this wouldn't be an easy OP stash of working cars are the following. Most would be stuck due to other cars infront/behind and highway barriers/trees on the side, these piles would be hotspots of zombie hordes, a lot of them wouldn't have keys inside them but instead on a zombie nearby or on the ground, a lot of them would have zombies stuck inside them.

    The fewer remaining cars on driveways/parking lots should be in good condition with gas, keys nearby.

     

    Once again, 100% agreement on this. Just look at State of Decay 1 and 2, and how they did this masterfully; by adding lots of important intersections and roads simply PACKED with wrecks and very much forced you to go the other way around. Did it make me stop using cars or made them useless? Not really. And since in PZ, we can take cars apart, it could even be an interesting goal to our survivors; "Dismantle the wrecks blocking the road to the Gigamart so I can loot the place on car, and use that metal to barricade my windows.". Otherwise, once you get a car, you might as well get the "Whole Map Unlocked" achievement in a corner.

     

    Plus, it's not like we don't have them congestions already, the one in the south crossroads and the one in the Dixie intersection. However, these are piles of wrecks, not functional cars (some aren't burnt, but usually have pretty much all red stats, so they may as well be wrecks), and this makes no bloody sense; those cars were in use! Or else how they got there? They should have at least half a tank of gas, have the keys in (or in nearby corpses/zeds) and be in average working condition. They should, however, have dead or mostly dead batteries (due to leaving lights, radios and the like on), or, be on and working, and have a decent horde around them; these things, along with high zombie activity (coming because the noise), would make said places reasonably difficult to pick working cars from. And even if you find the perfect car in there, getting it out of the jam would be a challenge unto itself (again, the ability to push cars would prolly be needed here).

     

    So "More Traffic Jams" plz devs. It's not like it'd be too hard to tweak the existing feature of the wreck jams to add them.

     

    Also, while we're on that, can we have the cars from "Events" (camping sites, police blockades, tire changes) to NOT BE utter wrecks and/or have no keys nearby? It has never made any sense, and has always greatly annoyed me as it's one of the few ways to find a working Ranger. Accidents I take it, it's part of it, but cars on all other events should be in far better condition than the ones on accidents. I mean, these people kinda drove there in that thing before shit hit the fan. How come that car looks worse than the ones in the Junkyard? It makes no sense...

     

     

  11. 9 hours ago, wyrda78 said:

    The problem isn't that you can set up yourself to survive. The problem is it takes hardly any effort. All you need to do is grow some cabbages, set up some rain collectors, wall off your base, and you are set. The hardest thing would be to set up a generator and antique oven. Other than these few things that don't take much time, there is no reason to create an intricate base, to build up defences, to level your character to build better things, to find better foods, better materials to make your base stronger, etc. 

     

    Again, you can fix all of that on the Sandbox; change erosion levels to make farming slower or plants more likely to catch diseases so their yield lowers. I personally don't even bother with farming for I've found it boring on pretty much every single game (except Stardew Valley) I've played because it's so one-note; the constant "just water the plants" with a hundred clicks.

     

    I've yet to find a survival game where setting yourself to survive takes any effort, really. After you die a couple times and figure how the game works (or if you're lazy, look it up in a Wiki), from the smallest Indie, to the most overfunded Triple-A, there's always a way to make the whole survival thing meaningless as soon as you know what you're doing.

     

    As for reasons to fortify your base, if all you do is know down the stairs and live on a floating castle, then yes, there's no reason. But playing like that is boring; you're literally gimping yourself to not have fun with it. Same thing as interior farming; you can just pour dirt on a house floor and plant crops in there; they WILL grow, but that's just boring. It reduces your gameplay to just "water plants every day".

     

    PZ has always been a game about making your own fun with the tools provided; y'know, LIKE A SANDBOX, but if you refuse to use those tools, or use them to make the game's challenges meaningless, then you're simply doing it wrong, or this isn't the game for you.

     

     

  12. Oh boy, this argument comes up a lot, so lemme break it down piece by piece so my answers makes more sense.

     

    5 hours ago, wyrda78 said:

    Have maybe 70-100 hours on a playthrough which is the first time I've survived for 5+ months. Quickly discovered that there is no "endgame" to this game. This isn't a "survival" game because survival is trivial.

     

    And this is literally the case for 300% of all survival games. Because after that amount of time, you usually are already set up with enough stuff to survive forever. Stranded Deep, The Forest, NeoScavenger, Flotsam, The Long Dark; no matter the title, after that kind of play thru, if you haven't figured out how to become self-sufficient or looted enough places to have a big stash of canned goods, then you really haven't been playing the game right. It is simply the way all survival games are, and there's really nothing anyone can do about it. Complaining about it is like going to a vegan restaurant and complaining about the lack of beef in the menu.

     

    5 hours ago, wyrda78 said:

    There are no diseases that pose any threat, you cannot die from infections, base building is pointless as all you need to do is knock out stairs to have an invincible base. 

     

    I'm going to assume you've never found yourself in a pinch, had to rip some bloodied clothes to make bandages, and had the wound get infected which causes your health to tick down. Because you CAN and WILL die of (non-zombie) infection in this game. No idea of how you have not seen that.

     

    As for base building, the whole "Ladders Out" thing, while it works (and many have petitioned for some solution for it), it now comes with the risk of the zombies ripping up your ropes (and boy they do it A LOT) and basically locking you out your base and all your hard-earned loot, so there's that.

     

     

    5 hours ago, wyrda78 said:

    so much for the "nutrition system"

     

    Until, after eating nothing but cabbages for a few months, you find your character so underweight you can barely take a hit or carry a backpack loaded with loot. Or the other way around, if you began eating every single thing you found and turned into an obese whale that can barely run or climb a fence. It's all there, but you will not see it with just a couple weeks of in-game playtime. It takes a while to make a difference, but it IS there.

     

    5 hours ago, wyrda78 said:

    It made me finally realise that the one aspect of the game that I was focusing on, fighting zombies, is also pointless.

     

    Sadly, you were focused wrong; this game isn't really about killing Zombies (showcased by how stealth is a thing, and how a fight against a big horde usually ends in death). Fighting zeds is a means to an end; you're killing all the zombies in this building so you can loot it in peace, not to make the area safer for future runs. That's simply not how you play PZ, unless you disable respawns on the Sandbox.

     

    5 hours ago, wyrda78 said:

    And no, simply going into sandbox mode and changing spawn settings is not the solution. I play on the default settings and that should be already optimised for the best experience.

     

    That's the thing; Sandbox IS the experience. Or at least it'll be until the Story Mode drops in. Part of what makes PZ so good is that it's very much a "Build your own Zombie Apocalypse" Kit where, even without mods, you can basically use it to create whatever experience you're aiming for. Almost anything can be tweaked, disabled or customized, and by not making use of those tools the game comes with, you're doing the equivalent of going to a buffet table, eating nothing but entree bread rolls, and then complaining about the quality of the food after you leave.

     

    5 hours ago, wyrda78 said:

    Basically, I've already discovered how to "win" this game

     

    Here's the thing; you don't "win" in PZ, there's no victory state. If you're only playing the game to "beat it and win", then you're really not playing the game right, or it's simply not a game for you.

  13. 15 hours ago, LastRequest said:

    https://map.projectzomboid.com/#0.8632385638001574,0.116773787257978,1216.7949755757154 

    Counters here are unlootable.

     

    https://map.projectzomboid.com/#0.8636263951289811,0.11604071449255733,1216.7949755757154
    Boxes show that they can be picked up, but they infact, cannot be picked up due to "Has item on surface"
    image.png.5d38f4eeada4d17a41770a7bb6b54ebb.png

     

    Theres probably more, but so far it looks good!

    Can confirm it happens to all Military Boxes.

     

    Btw, did some of these changes just got pushed to Stable? I noticed a whole bunch of power pylons showing up in previously-unexplored areas.

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