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Posts posted by Blake81

  1. 19 hours ago, nasKo said:

    - Full export of the current Knox Event map. This will be the final B41 map update.


    Does this mean that the new area far to the West of Riverside was added?

  2. 52 minutes ago, Bullet_Magnate said:

    They'd be very useful as a quick-and-dirty measure to protect an area or cover a retreat, and in many cases would be very easy to set up.

    And if you add two cars and some explosives-





  3. I know I'm starting to sound like a broken record at this point, but if you're gonna do such a deep and complex liquid system (which I am very much eager to get), please, allow us to store gas on the metal drums; storing large amounts of fuel is still very annoying as of right now.

  4. 10 hours ago, Batsphinx said:

    - Gas container tooltip tweaks:
      1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
      2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
      3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.


    I know this is prolly a bit late, but can we please have a better long-term Gas-Storage containers? Maybe using the Metal Drums you find all over the map? It's still hella inefficient to only be able to store gas in bottles and cans. On most of my +2 months playthrus, 70% of all my storage containers are filled with nothing but gas cans.

  5. That's... an interesting idea. They could be just doing the "hands reaching forward standard zombie pose" while holding onto their guns and basically shoot you like that.


    Also, as you know, gunfire is basically a dinner bell right now, so it could come with the added risk of alerting every zed in the block.

  6. 7 hours ago, Nukaboy said:

    It seems like, despite the patch notes stating the oppsosite, that the worked on areas for the final B41 updates might have slipped into this patch.


    I can't confirm myself as I have not yet tried the new beta branch but according to the Reddit post below they are already included. There are also videos on YouTube showing people walking trough those towns:



    If that really turns out to be true I hope they will be removed before releasing the update to the stable branch.


    Wait, so there's really no zed spawns AT ALL around the Ranger Station or the "Abandoned Factory Town" just West of it? That explains why I could use my gun around that area without issue; I thought they had adjusted the noise of it in the Noisework updates, but it was still a dinner bell everywhere else. Now I know why...

  7. I just found, to my great disappointment, that none of the fancy new items can be picked up yet. Or at least, none of the ones I've found so far (microscopes, standing lamps, ATMs) could be picked up, or worked (lamps had no light and couldn't be turned on/off).

  8. 1 hour ago, nasKo said:

    This sort of stuff:


    Having made a sizable dent in this sort of bug, everyone is now back at their usual post – but ‘Enforced Small Task Clearance Week’ also culminated in an event that will hopefully mean that we don’t have to have one of these mandated periods again in future.


    I know this will be an annoying question but... do we have a list of all these "small tidbits" that have been fixed? I can tell this is just a fragment of one of your big "Patch Log Pastebins", so I was wondering if we could see the rest yet.

  9. 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.

  10. 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.



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




    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-



    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.

  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:


    Counters here are unlootable.


    Boxes show that they can be picked up, but they infact, cannot be picked up due to "Has item on surface"


    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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