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pershgn

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Everything posted by pershgn

  1. I'm thinking maybe it was a miss on the zoning in the new farmhouse area? Getting no forage option through that area. Also, no exterior zombies anywhere near the farms, only by the highways or west towards the awesome little lumber yard. Also did a little wandering and the new road section from near pony roam-o to south of the house on the lake does not line up properly. I am also so happy to see an actual big lake, in stead of little dinky ponds.
  2. Is this where you speak of?? BTW: No forage in this area. Also, love the touch, abandoned ghost town is quite nice, feels like home
  3. Yes, exactly, Rosewood does not appear in the list of available spawns with Muldraugh and West Point. This is hosting or joining quick co-op.
  4. The Rosewood spawn point doesn't seem to work in quick co-op, works fine for both of us in single player though.
  5. I have come across a few new or tweaked areas that I'm not sure if they were previous tweaks or added with the new content, but these too are missing forage maps. -The area east of the train yard and east of that little community north of muldraugh has changed. Mostly the road system and railroad, but an abandoned set of factories is there as well now. All changed areas missing forage -NW of muldraugh the weird border areas have been improved and the dead end road from west point now connects to the pony roam-o road. Again, missing forage in that area. Both of these areas seem like they may be missing spawn maps as well, not 100% sure though, only passed through each once and they aren't exactly populated areas.
  6. Definitely agree with Glorious Leader, I feel like the new addition needs a going over to add more atmospherics, things like back roads, rural homes, abandoned structures, more outbuildings, urban elements like post boxes, garbage cans, dog houses, what not. All of those things that make it feel like a lived in town. As it stands now it feels somewhat fake and empty, though beautiful work. That said, I imagine a lot of these things will be added and cleared up in coming builds, and become less noticeable when the spawn map is included. So far I really love the additions, still really looking forward to creative though, have much world building goodness pent up waiting for it
  7. I've tried clearing the prison solo on survival a couple times now, failed both times with hundreds of dead zed. I for one am very happy with the zombie counts in there !! There does seem to be a lot of mislabeled or possibly unlabeled containers, in 4 fresh trips the new diner on the road to the west has had nothing in its cabinets. Some of the other buildings could definitely stand to have spawn counts adjusted, in the western town the business' and police dept in particular were very low pop. can't wait for the exterior spawn maps and foraging to be addressed in the new areas. Love the new map work though! I'm a huge fan of your work mash!
  8. Oh yes... Deliciousness. And what about chicken and waffles??? Unless youre at a fair and its deep-fried, you just dont combine chicken and pancakes.... Taint right.
  9. I agree that the pain effecting sleep threshold seems a little low, a single small scratch is keeping me from falling asleep until high levels of tiredness, I feel like it could be bumped up a moodle level for when it starts to effect sleep. Really enjoying the sleep changes besides that. Scratch that, hand't slept with pain since the 35.2 update, that works much better. I am curious if anyone has found a digital watch? I've spent quite sometime searching high and low and still haven't found one. Really want to know if its alarm is a bit quieter than the alarm clock. Nutrition seems to be working much better than before, weight gain/loss is much more manageable, and i can maintain weight (maybe a little slow on loss?). I'm really curious if there is any intent to include nutritional deficiencies or diseases? Something like scurvy or protein deficiency. Weight feels like a stat that I'm managing, it isn't requiring me to balance my diet more than I would anyways. I feel like adding even a couple deficiencies would cause me to think much more about my food supply and what it consists of, and would cause me to search out sources of a given nutrient. I love that nutrition is working without me having to count calories, I would be unlikely to use it at that point, but a few deficiencies to watch out for I think would add a lot to the current system.
  10. No matter how hard you try to balance metalworking (or carpentry, or any other for that matter) you will have some people that level said skill in the easiest, but gamiest way possible. In no way am I saying that's somehow wrong, just pointing out that it is going to be a fact of life no matter how delicately the system is balanced. As far as metalworking goes I think I would be far more likely to mass produce nails than knives, which seem more genuinely useful than gamey. Although I do love my knives, and never seem to have enough. Personally I think the lower levels of metalworking should be very simple objects (nails, tent pegs, what not), and repairs to some metal objects. The current repairs don't seem to repair very much and require me to collect that many more random things, I'd rather just collect more weapons. Being able to do a somewhat better repair, but nowhere near full, through metal working would be nice. It would be time consuming to do, and it would require its own resources (wood or coal for fuel). If repairs require just fuel or a small amount of scrap, and making new objects requires larger or heavier or more specific pieces of metal and more fuel and time, you will have people lean much more to repairing existing items to level than creating new, so you aren't left with people flooding the world with 100's of new knives. At higher levels, and again with larger and more limited resources and more time producing more new items would be more reasonable, but you run into a slippery slope of what you can and can't make. Personally I would lean towards essential utilitarian items that are in limited supply without loot respawn; for weapons they should definitely be a more primitive, lower condition and damage version, maybe slightly increasing in condition as you get higher level, but still not matching a pre-apocalypse factory made version. I also don't think theres anything wrong with a skill being difficult to level, especially to master, as long as it isn't made to seem essential (like carpentry with water barrels). Is it 100% realistic to repair a screwdriver over whatever type of furnace with a piece of scrap metal, a hammer, and tongs? No, but is it in the same neighborhood as welding with a propane torch or sawing planks from logs by hand with a single saw, or using a sheet rope attached with a single nail 100's of times? I think so. The realism in the game is the big draw for me, but at the end of the day its a game and there are some concessions you make due to the fact that you cant program for the full spectrum of human creativity with trade skills like carpentry and metalworking. Project Zomboid is unbelievably fun, a real zombie apocalypse I have to imagine not-so-much, these little concessions are the difference (and the whole it not being real, but hey). @Zorak I thought the metal walls were a little weak as well. I feel like they should be costly in terms of resources and time to build, but the durability does seem low in comparison to the less costly wooden walls. On a related (but OT) note, would love to see log walls as multi stage, needing a shovel to dig, then place and tie logs, fill trench. Maybe require cement also. Yes, hauling logs is tedious, but the costs are really low for the strength of the wall. @GOGOblin Love the little pot furnace, I imagine you would be able turn some other small metal object into a nail with that, with enough time.
  11. Completely agree with this, would love to see the two separated. As of now I like to imagine the cracks in store walls are from all the zed pounding... on the doors.. I like the vegetation growth though, part of me would actually like to see natures growth expanded on, or maybe just a higher setting (anyone ever experienced a kudzu problem? I have watched it grow a foot a day, if anything is ever going to mutate into man eating vines, its kudzu). I'm curious about thoughts on trees growing also, really just saplings to make open spaces somewhat less open over time, I feel like it has been addressed somewhere before though. I try to live as long as possible, never anything near long enough to see a full grown tree develop, but 3-5 ft saplings of many types of trees develop quickly (i pull new 4-6" maple shoots from my rose bushes every two weeks), and it could make for a really interesting complication as months go by and those open space become more obstructed.
  12. What!? How can pancakes possibly be winning, waffles are such amazing delicious creations with prefect little pockets just for holding my nice warm syrup.
  13. Gasoline in a sealed airtight container, such as the underground tanks at a gas station, takes FAR longer than that to go bad, definitely longer than you would need to worry about in the time it would take to use it up. I would love to be able to connect a gennie to the gas station fuel pumps, because with the current situation you need to make the decision to use a generator immediately and spend those first few weeks focused entirely on collecting every drop of gas you can if you want to have electricity for any period of time. One of my EE classes we built a small electrical generator capable of charging a cell phone (at about an 18mph wind, where we had peak efficiency) from the bendix drives from old car starters (from junkyards), fan blades from old box fans, and a few random parts from dead tvs and chargers. Not something I'm advocating being able to do in PZ, but all things readily available in the early 90s (besides the phone charger, but you wouldnt be using it for that purpose anyways).
  14. Ya, arc welding would be perfectly feasible, just in zombieville personally id prefer gas welding, no need to have a generator running attracting that many more seeing as your walls are generally on the outside of the base. While having an electric option could be very nice, they already have a gas option of sorts, just really need some rods or even solder.
  15. I'm glad to hear that small items like bullets, arrow or bolt tips, and nails are a for sure thing, at this point nails, bullets, and screwdrivers/shivs are really what I would like to be able to produce at some point. There comes a point after surviving for a while (or playing mp with no loot respawn) that certain consumables become quite hard to scavenge, now this may change as the map expands and be a moot point, but i still see it being something i would love having a person in my group with the ability to cast some of these small consumables, or maybe a one who shant be mentioned with the ability to. And i totally agree that I would never want to haul the amounts of stone or brick needed, and go through the time and effort of building a furnace in a zombie apocalypse, but this is specifically why i mention DIY salvaged options that totally fit the scene of post apocalypse (and even use a shop vac for forced air geras , i really only said bellows because i was looking at the bellows hanging next to my fireplace while typing). A lot of those problems mentioned, such as using lots of resources, making tons of noise, taking a lot of time, are the things that can be used to limit its capability and prevent it being overly gamey. And you would definitely be limited in what you could make, small consumables and I really feel like there are a number of items you could stand to be able to do a more effective repair on with a furnace. It just has to be resource and time intensive enough, and require such high skill, that its not something you are going to be doing unless you have absolutely no other choice. http://www.popularmechanics.co.za/home-how-to/diy-news-features/the-backyard-blacksmith/ - personally i feel that would fit right in with the generator jerry-rigged to the mini-fridges by the bbq grill in my base. The welding being minecrafty was mentioned, this one bothers me actually. Obviously a propane torch is nowhere near hot enough to weld metals like iron or steel, it is great for soldering together copper and melting lead though. Also, nowhere near hot enough to create a flash that would require a welding mask, which you would be blind while wearing the mask for welding (that could make some great mp moments). I'm ok with that part though, game already has propane, finding and hauling around oxyacetylene tanks would be a pain, the mask blinding you would be irritating and possibly hard to implement, lots of issues. But how it works now I heat pieces of metal and they magically stick together with no material holding them... I need nails for carpentry, I need batteries for my flashlights, a dozen supplies for treating my wounds, I even have to turn off my stove so I don't burn my house down.. But i don't need any kind of welding rod or solder to weld metal walls together? It really does not fit with the other systems in the game and with the immersive and realistic environment you seem to be striving for. Right now it really feels like there is no greater barriers to putting up metal walls over wooden ones, despite the advantages to them. Another consumable won't necessarily balance its requirements with those of wooden walls, but it will cut down some of the silliness of it. A propane torch, a mask, and a pile of random metal, heat it, and boom, I gots wall.
  16. So I have seen much talk about metalworking and stone furnaces and this idea that a furnace made from stone would be "minecrafty". I completely fail to understand this position, could someone please explain how stone furnaces that humans have utilized for at least a few thousand years for heating and reshaping or forge welding metals is inspired by minecraft?? A quick google search for medieval forge will give thousands of images and diagrams of real working stone furnaces and forges. A stone furnace burning coal, with a bellows for increasing air, and a big enough fuel supply and you can heat steel well enough to hammer it however you like. Its also a great way to fuse metal, say for pre-fabricating wall pieces, or using small scrap to create a larger item. It just takes lots of heat, time, and hammering. This is called fuse welding and was used for many centuries. Not the most modern technique, but perfectly realistic in a post-apocalypse given enough time, manpower, and resources. Also, a little clarification, I've seen folks say you can't smelt metal with a furnace. You're absolutely correct, you smelt with a smelter. Smelting is the process of refining an ore (what you dig out of the ground) into a base metal. Unless at some point TIS said they will be adding mining and i missed it, you will not be smelting ANYTHING. No, you cant completely metal steel and form steel bricks from it in a furnace, that takes modern foundry equipment, which you wont have unless you have a power plant. Why would you need to when you have a furnace/forge to work or shape the metal you scavenge however you like. Not only would a stone furnace or forge work, but I have seen DIY forges that worked great built from salvaged stainless steel sinks, furnace duct, and some random parts from the hardware store (published in popular mechanics actually). This would make a much less resource intensive alternative to the more versatile stone option. It would be great for a bullet forging station, or for repairs, not so much for fabrication (wall pieces, new tools from scrap). Now to be clear, building a forge, keeping a fire fueled, getting it stoked to a high enough temperature and keeping it there, and actually heating and hammering and heating and hammering and heating and hammering... It takes a LOT of time, but so do so many other things in zomboid. Furnaces and forges a great idea and a great fit for the game, its just unfortunate that a lot of peoples idea of what a furnace is comes from their experience of minecraft, not any idea of how they actually work or are used, or how that could be implemented to improve the game.
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