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  1. Wow, a lot of replies! Alright, let's start. I've replied to all the comments in sequential order, so if you can't be darned to read everything, feel free to scroll down to just the response to your comment. Queen Glory - That sums up quite a bit of my feelings towards combat at the moment. Being able to hit and take out 3 zombies at a time swinging the axe, especially. The shotgun taking out multiple Zeds at a time - While I understand it's meant to be an easier-to-kill-with weapon, it seems a bit silly with the spread. For reference with a 12-gauge: I understand that different shotguns may have different spreads, but this seems to be the general spread I've found. There is that factor of game vs real life, but I think that guns leave much to be desired especially. It would suck to have a bunch of new firearms in game and not be able to hit anything with them (apart from the shotguns, which are a bit too powerful). That's also why I started this thread - to get opinions and see what other players might have to say about the combat. trombonaught - Absolutely. I agree. Headshots or nothing is what ultimately makes zombies, zombies. Still make zombies killable upon initial encounters, but also place an emphasis on disabling when needed. This could also make firearms apart from the shotgun, though still dangerous because of the noise, useful, rather than very large paperweights. Love your post. thiosk - Few things: I'm mainly referring to hardcore vanilla survival. If death is around every corner, it must be running away from me because I'm taking out virtually every horde I see. While I admit that 2000+ hours logged into the game might have helped, I just feel that combat itself leaves a bit to be desired. While I would like to see hordes of undead flowing out of Louisville looking for food - The survival rate in West Point and Muldraugh is virtually zero, according to the in-game T.V. and radio broadcasts. The virus had an airborne strain that infected all but I'm guessing around 1% of the populations. In each town, respectively, you are dealing with thousands of zombies confined in a relatively small area. In terms of groaning, I agree. It'd be nice to see "herds" as seen in The Walking Dead, which a character describes as one zombie following a sound, another following that zombie, and so on, until large "herds" of zombies begin to form, roaming. Though we are seeing a bit of that going on with clumps of zombies spawning together, I'm guessing because the noise they made drew each other together, they stay balled up - they never really go anywhere, and therefore pose no threat as long as you avoid them while in the area. Gunshots won't bring them out of the city to your farmhouse. Fuji - This is an interesting take on it, but I have several qualms with the combat in general to address. Being able to hit multiple zombies at once with the baseball bat or the axe, in particular. In the animation video released just over a year ago/the "You Got Blood On You" video, we see a player hitting only one zombie at a time, though I have no idea if that's been changed, and no info on the axe. While suppositions might be part of the problem, I ultimately feel that combat is a part of the problem. Zeds become more of a nuisance than a life or death matter for me in hardcore survival, and if I'm ever given the choice between stealthing my way around town or just taking the horde head on, I'll just take the horde head on. If they're not in the hundreds-they're manageable, and that sort of defeats the purpose in stealth. Take a look at this: I could take that number out easy in PZ, but I don't think I should be able to. Shane would rather put a bullet into the leg of a fellow survivor, take his supplies, and haul it, rather than take them on. These are relatively experienced survivors, mind you. Imagine if this happened with NPCs; you can't take on every zombie, and it's either you both die, or you cripple your buddy and leave. Improved combat, imo, would greatly help. Another example: Two experienced survivors (hiding behind the police car off-screen) are sneaking around. I'd like to see a heavier emphasis on stealth, like this. Sneaking in, taking out only which zombies you can, and getting out with the stuff you need as fast as possible. Make those runs into the heart of the city dangerous and dreaded when your supplies are low, your crops fail, and your people are hungry. I feel improved combat has a lot to do with this. Millitron - On the off chance your post isn't a joke (no offense intended), headshot-only is largely what makes zombies, zombies. That's why unaware soldiers, police officers, and civilians aiming for the center mass fail and join the horde, They are, at least in the lore and sake of zombies, clinically deceased. The virus killed them, then jumpstarted their brains, bringing them back to life with a hunger. Blood no longer flows in their veins, their hearts do not pump blood. They are deceased yet moving; they are the walking dead. Zombies as explained by Dr. Edward Jenner: Alright, break time for me.
  2. Anybody else feel like hordes are a bit too easy to fight? There, got to the gist of it! Now I'll state my reasoning. I was watching Season 1 of The Walking Dead yesterday, back when survivors were trapped in the downtown district of Atlanta. When two survivors (Rick and Glenn) cover themselves up in guts to sneak through the horde, I counted around 20-25ish zombies in the general area. I realized that in PZ, I'd have no problem clearing out that number with a few butter knives or a hammer. What they would avoid at all costs in TWD, I'd have no problem clearing out in PZ. In TWD, zombies are to be avoided like the plague, literally. Guns take them out quickly, but also quickly draw more in. Fighting them is common, but they aren't actively going out in killing sprees; survivors fight them only when they have to. In PZ, however, (might just be me), hordes aren't that scary. Like I said, you can take out a street or even a whole downtown block with just a few butter knives. I have no problem going out and finding them. Guns are pretty much next to worthless, yes, but the zombies don't seem to be giving out a sense of "avoid as much as possible" but rather "kill however many as you want whenever you want." I'm bringing this up now because with the animation update around the corner, I was wondering if anybody else felt like this, and, if so, what could/should be done in terms of combat and stealth to give survivors a sense of not having to go out of their way to kill anything moving. Basically, making zombies, for lack of a better word, 'scary'; threats that should be fought when needed, but not unnecessarily/excessively. I'm talking purely vanilla hardcore survival here. Anybody is absolutely free to disagree with me, I just think it's a bit of a problem being able to take out streets and blocks of hordes with butter knives and a hammer. Edit: For anybody wondering, this is the scene I am mainly referring to:
  3. After a forum search on both this site and Steam for the usage of plywood, I found several mentions of it but none really concerning its use as a barricade. Fairly straightforward, I think it'd be nice to see sheets of plywood to either be crafted/found in lumberyards or construction areas for use in barricading (and possibly in other areas of building further on), especially for large store-front and police=station windows, such as:,0.1175569676169563,492.2235242952022 , and,0.11598198917404345,492.2235242952022 Plywood has been used in many large catastrophe scenarios for the increased protection and security of homes and businesses. I don't think it'd be uncommon to find shops where the windows were boarded/half boarded up by owners. It might also be nice to find plywood over windows of buildings abandoned and condemned long before the virus hit Muldraugh, West Point, or Louisville. Separately, plywood makes an excellent canvas for graffiti, either by civilians or military. If anybody here's played Telltale's The Walking Dead, they might remember this had been spray-painted onto the plywood of every building: Just something that I think would be common in the area and add some usefulness and atmosphere to the game.
  4. Strats- I also liked how just a short while after that, the main character's neighbor shoots a few zombies, which ends up bringing the whole neighborhood down on his house, much like in Project Zomboid. BaldGuyPlaysGames-No problem, hope you like the series! Matusware- Thanks for the heads up!
  5. Found a copy of a book from this series about two weeks back in a cornerstone, and I couldn't put it down. It got me to return back to PZ after taking a break for a bit, and I'm wondering if anybody here has read any books in this series? For anybody unaware of what I'm referring to, Day By Day Armageddon is a series of books by author J.L. Bourne that focus primarily on the onset of the undead apocalypse, from initial infection to a year after civilization falls. It focuses so carefully on the freefall of society and goes into such great depth on the story behind the (Romero-style) zombies that I'd say it really captures what chaos and "hell on earth", as the main character puts it, the virus in Project Zomboid would bring. I tried looking up any threads about this in the GD, but didn't see anything. Just wondering if any other zombie fans have read this, and any comparisons between the books and PZ. For anybody who's a fan of the undead apocalypse/the downfall of society, I'd say the books are definitely worth a look.
  6. The first image is what I'd imagine a secluded, abandoned train-station-converted-safe-house would look like in-game, after visiting one in-game in Muldraugh some time ago (,0.15996134569165365,55.206143891243606). The second photo is what I think a local newspaper would look like just before the virus made its way to Muldraugh and West Point, based off of the in-game television and radio reports. I'm sure people have seen on Steam, but I did want to put it up because, as I've stated before, I recently started using this account and I thought it'd be nice for it to have a place in the official PZ Fan Art section. (Edit: The police cars were drawn before the awesome vehicle video ( was released. From now on, I'll be sure to base any police vehicles on the ones shown. )
  7. Thanks! The comment made my day. The writing seems fine on my screen, but I'm betting it's because I have the brightness jacked up all the way. I'll be sure to use a lighter color for the font when using darker backgrounds like this.
  8. I'm putting this in the support section because I don't think it qualifies for General Discussions. I found a few issues/oddities in and around Rosewood, including: One of the bathrooms in the Rosewood police department is missing a stall wall:,0.14419058044639923,850.5622499821093 It's slightly blocked by the wall, but the stall furthest from the door in the first bathroom is missing a wall. A section of fence is missing near a farm in between Rosewood and March Ridge:,0.18531937953073804,714.2327577797288 In the farmhouse between Rosewood and March Ridge: No curtain/sheet can be placed over this window on the second floor; I'm guessing it's because it's out of the reach of the player, but it'd be nice if it and the adjacent light switch were moved over a tile to make the window in reach to put up a sheet.,0.18957180785546893,595.1939648164407 Another weird little glitch is still on the second floor of the same farmhouse; though it's blocked by the walls, in the little storage closet (the one directly across from the bathroom) the door opens into the shelf, which had been placed in front of the door and not on the other end of the closet like most other little storage closets on the map.,0.18977157632217778,1028.4951712028094 Just a few little oddities on the map here and there.
  9. I'm willing to bet some folks have seen this over on Steam, but I did want to put up this badge since I only recently started using this account and noticed there was a section for art. Really looking forward to the animation update with the new clothing, weapons, and everything else! Pie and ever-beloved Spiffo belong to The Indie Stone.
  10. Well, that certainly took an interesting direction. Glad to know that other folks are interested in seeing this type of gear, thanks for the comments guys!
  11. I reckon some folks here have seen this on the Steam forums some time ago, but I wanted to compile a slightly updated list of some law enforcement gear that might be nifty to have in the game and appropriate to mention now, with the ever-approaching animations/clothing/weapons update. I am also hoping to broaden the scope of to-be-included police gear beyond riot gear; this post is mainly about standard carry, normal police gear you'd find even in a small county sheriff's department that'd be appropriate for the setting of Project Zomboid. Let's begin! 1: Police Batons (Specifically PR 24s) - Tried and tested, these are traditional police batons; A weapon among law enforcement officers that would've been standard carry back in the early 1990s. Typically made out of sturdy plastic. Noted especially for its lethality. 2: Police Bulletproof Vest - A common must-have with police officers that could be used to deflect bites in single player (and stop bullets fired by NPCs when the day arrives) , while also useful in multiplayer, with the drawbacks including weight and overheating. 3: Police Duty Belt -I find it a bit weird that I can find a pistol or a radio on a zombie when there's no place they could be hiding such items on their person; pockets are too small, and I don't see them clipped on. I do think it'd be useful both gameplay-wise and graphically to include somewhat of a visual cue as to what a zombie/player is carrying and where they're carrying it. Enter: The Belt. This is equipment that's a staple to police uniforms and designed to hold most of the gear used by police officers on a daily basis. They generally hold: handcuffs, pistols, extra magazines/pistol rounds, flashlights, handheld radios, batons, knife or multi-functional tools, keys, basic first aid items, and disposable gloves, which are used to treat wounded victims or investigate crime scenes, and could be used when moving corpses in-game. 4: Police Flashlight(s) - While there typically isn't a mandatory flashlight that police officers have to use, most carry one with them at all times. -Some choose to use the big stinger-type flashlights, which are large and heavy (good for self-defense). -Others prefer smaller flashlights, which can put out a radiant 1000+ lumens, enough to illuminate a street for up to a few hundred yards. The smaller flashlights can also can be mounted to pistols, useful during night pursuits. 5: Police Handcuffs - Very self explanatory item. Most handcuffs are made of steel, making them very durable and are near impossible to have the locks picked by perpetrators. Most police officers carry 2-3 pairs on their gear belts so they can apprehend multiple suspects when they are without backup, often when they are patrolling unpopulated or rural areas *cough* Muldraugh and West Point *cough*. This is one that could be useful in multiplayer for hostage situations, or in single player when NPCs are added. 6: Police Radios/Microphones - Officers use their radios to inform dispatch of the current situation. The radio is usually held in a pouch attached to a loop in the equipment belt and can be easily removed, while some radios have an external microphone attached to the radio that can be clipped to the uniform. Can serve as additional radios in-game while providing insight to local/county police chatter and military broadcasts. Useful gameplay-wise to just attach it and inform both players and possibly NPCs of information, with above-mentioned radio broadcasts. Graphically - I think it'd just be awesome, and add a huge amount of atmosphere. 7: Police Cruisers - Confirmed! It is worth a mention that police cruisers tend to carry weaponry (usually a shotgun) in the trunk with some ammunition. Police cruisers are also equipped with radios near the driver's seat that could be used for further communication, along with very loud sirens. All of these items were common around the 1990s, even in areas such as rural Muldraugh/West Point, and certainly in large cities such as Louisville. I'd love to hear any thoughts, recommendations, or anything else on the subject.
  12. Though PZ isn't generally a 'scary' game, it does have its moments for sure. I'd say a scarier moment for me in the game happened about two months ago. I had barricaded up this farmhouse between Rosewood and March Ridge; no zombies around anywhere. So about 3 in-game days later of running back and forth between the two towns, I enter a bathroom on the ground floor of the farmhouse to re-fill my water bottle. The next thing I know, the 'startled' music pops up, and my guys starts bleeding. It turns out that a zombie had been hiding in the bathroom, not making a peep. I had forgotten to check the room while I was occupied with the kitchen, and I never went back to check it out. The house had always spawned devoid of zombies, and the bathroom's not exactly the most important room in the house, you know? So, my guy was in for both a surprise and a bite on the left-hand when he walked in to get a refill. Given a death sentence in a 'secured' house in the middle of nowhere. And from then on, I've been making sure I check every room in the house before setting up shop.
  13. It would be cool to see holsters/places for pistols on the body in the game. Not just for the player's character, but also for when NPCs are added in; it'd be helpful to know if the man you're talking to has a gun in the waistband of his pants or a holster by his side. Likewise, for fallen police officers, it might be worth checking to see if there's still a gun in the holster before making what might be an unnecessary risk to get it, or if a police-radio is still clipped onto the belt/uniform or dragging on the ground. Maybe something like this: The same goes for contractors/workers who carry tools in utility belts in and around construction areas. Just a thought for animations.