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Blasted_Taco

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  1. Like
    Blasted_Taco got a reaction from mieksta in Get your engineer recipes here!   
    After playing sandbox with ridiculous amounts of loot, zombies and SANIC speed character, i found these recipes, enjoy:
     
    You can dismantle with screwdriver the following items to get Electric scrap:

     
    To get sensors you need to dismantle a Home Alarm
    To get a Reciver you must dismantle a Radio
     
    Then we have the crafting part
    Remote Controller

     
    Remote trigger


     
    Timer



    Aersolbomb



    Virus ZC1O Cure
     
    Flamebomb
     
    Smoke bomb



    Noise maker

     
    Pipebomb
     
    Now the attachments to the bombs (All tested with Aerosolbomb and Smoke bombs, pipebomb might work too)
    Timed bombs
     
    Motion sensor


     
    Trigger (Remote controlled)

     
    I always wanted to be an engineer, have fun blowing up half of West Point and dying by the bombs you made.
  2. Like
    Blasted_Taco got a reaction from _Gold_ in Get your engineer recipes here!   
    After playing sandbox with ridiculous amounts of loot, zombies and SANIC speed character, i found these recipes, enjoy:
     
    You can dismantle with screwdriver the following items to get Electric scrap:

     
    To get sensors you need to dismantle a Home Alarm
    To get a Reciver you must dismantle a Radio
     
    Then we have the crafting part
    Remote Controller

     
    Remote trigger


     
    Timer



    Aersolbomb



    Virus ZC1O Cure
     
    Flamebomb
     
    Smoke bomb



    Noise maker

     
    Pipebomb
     
    Now the attachments to the bombs (All tested with Aerosolbomb and Smoke bombs, pipebomb might work too)
    Timed bombs
     
    Motion sensor


     
    Trigger (Remote controlled)

     
    I always wanted to be an engineer, have fun blowing up half of West Point and dying by the bombs you made.
  3. Like
    Blasted_Taco reacted to EasyPickins in RELEASED Build 32   
    Build 32.3 released:
    Force the player to walk to a gas pump before taking fuel. (Issue #001694). Added translations for some things. Moved the "Random" button in the first character-creation screen down beside the "Play" button (same as it is on the profession screen). Fixed window sprites not changing after removing broken glass.  (Issues #001690, #001698) Fixed zombies spawning in water and other weird places due to the chunkdata_X_Y.bin files needing to be reexported with a fixed WorldEd. (Issue #001692) Expose Vector2 and Vector3 Java classes for Lua modders. Fixed two bugs with desired zombie population calculation. Fixed exception with null ItemContainer in IsoDeadBody.reanimate(). (Issue #001675) RJ and I were talking about ramping up the zombie population over the first several days.  I'm also going to experiment with migrating zombies from overpopulated cells to underpopulated cells.
     
    EDIT: If you have an existing savegame and want to reset all the zombies to the new levels, delete the zpop_*.bin files in the save directory.
  4. Like
    Blasted_Taco got a reaction from EreWeGo in RELEASED Build 32   
    I love to see that kind of action back in the game.
     
    But man, waking up to be dropping FPS like crazy and then seeing this:
     
    Is crazy, challenge mode does not fuck around, i tried to interconnect buildings by a air bridge, they followed me though 3 different bases, getting wood was even more crazy since i had half a day to carry logs before they found my ass.
  5. Like
    Blasted_Taco got a reaction from f3rret in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  6. Like
    Blasted_Taco got a reaction from jonniemarbles in Recipe book tells you what items you need to craft the recipe.   
    As the title suggests, why are we reading a book yet we don't know what we need to craft certain item?
     
    I mean is not like i can read the mind of my character,  so why not make our character tell it out loud while reading the book?
     
    Like you start reading a recipe book for X item and while the reading bar progresses the character will say:
    "1 electric scrap...2 timers....1 hairspray...the blood of a virgen.."
     
    And if that is too time consuming for the devs, just make it a pop-in, like the starter guide with spiffo, just tell us what we need to craft the items (In-game, after reading the book).
     
    We cant meta game it anyway since our character without the book wont know what to do.
  7. Like
    Blasted_Taco got a reaction from _Gold_ in Recipe book tells you what items you need to craft the recipe.   
    As the title suggests, why are we reading a book yet we don't know what we need to craft certain item?
     
    I mean is not like i can read the mind of my character,  so why not make our character tell it out loud while reading the book?
     
    Like you start reading a recipe book for X item and while the reading bar progresses the character will say:
    "1 electric scrap...2 timers....1 hairspray...the blood of a virgen.."
     
    And if that is too time consuming for the devs, just make it a pop-in, like the starter guide with spiffo, just tell us what we need to craft the items (In-game, after reading the book).
     
    We cant meta game it anyway since our character without the book wont know what to do.
  8. Like
    Blasted_Taco reacted to jonniemarbles in RELEASED Build 32   
    Damn.... I think I Farmvilled it.
     
    I've done a few runs on the IWBUMS build (and, overall, had way more fun than I did on the previous build) and generally never survived more than a week. So today I thought I'd make a week my target. 
     
    The first 48 hours were, as with every other game I've played so far, pure horde hell. I'd spawned in the relatively isolated house with unclimbable fences all around it. Knowing that there is a nice 2-story nearby I decide to make my way there. The only problem was the closest thing I could find to a weapon was a damn fork. So a lot of sneaking, running, desperately trying to open locked windows - the usual hullaballo of fun. I get lucky and find myself a hammer and some nails (nails seem to spawn a lot in the trailer parks. Is there some stereotype about trailer park boys being nail aficionados I'm unaware of?) which allows me to implement a tactic I've used very successfully in previous builds - lots of houses with sheet ropes on either side, a great way to escape the ravening horde.
     
    I don't get too far into my ingenious plan before I'm being overwhelmed and decide to high-tail it back to the only place I have successfully sheet roped, my intended safehouse, resulting in every damned window in the place getting broken making it considerably less, well, safe. I clear the place out with my trusty frying pan, put sheets on ALL the windows and make a point of only ever sleeping upstairs.
     
    I decide, realistically my only hope of survival is to get hold of a fireaxe so I can barricade those broken windows, so off to the warehouse I go. Again, horde hell. I find if I largely stick to the park I see very few zombies and make it to the warehouse without too much fuss, at which point I immediately trip an alarm.
     
    Fuck, I think to myself and begin to run for it before logic kicks in and I decide I'm better off staying inside the three story building and looting what I can until they arrive then hiding upstairs - after all, running away is just as likely to have me crashing straight into the huddled, brain-hungry masses as anything else I do.
     
    No one comes. Like not a single Zombie. It's weird.
     
    I find the fireaxe and decide to fuck the fuck off. On the way out I see what I assume was the horde responding to the alarm, a huge clump of Zs just standing around. I guess they were on their way to eat me when it stopped and they got bored? Not sure if that's a good thing or a bad thing... the idea of them just stopping like that is jarring to me somehow but at the same time, how long would a zombie follow a noise that isn't audible any more?
     
    I make it back to base with a lot of damn fine loot, including my beloved fireaxe, a saw, a trowel and basically everything you need for end game.
     
    This is where it begins to suck, and not in a good way.
     
    I start a little routine of planting my farm in the morning and chopping wood the rest of the day, hoping to level up enough to make some rain collector barrels (hey, do you know what would make an excellent rain collection barrel? Literally anything you left outside in the rain.I'm chopping down hundreds of trees just so I can make... what exactly? What is it that makes my rain collector barrel infinitely superior to, say, the garbage can outside my front door? Or, for that matter, a damn cooking pot left on the lawn? But I digress).
     
    This... is... dull. What makes it worse is that, despite cutting down literally a couple of hundred trees (and sawing them all up to boot) I encounter maybe 5 zombies responding to all the noise I made. OK, the new spawn system meant that, on one day, there was a horde a little too close to one side of my house... so I walked a screen or so down the street and did my chopping there. The devs, in defence of the new build, that they want you to feel grateful every day when you went to bed that you had survived. This was not that experience for me - it was tedious fucking grind, totally necessary to my long term survival because carpenters are the only people in this world with the wherewithal to collect rainwater for some reason (IMHO, even a cup left outside in the rain should collect *some* water if we want this to be a realistic zombie survival sim.)
     
    Along with my tedious, pointless chop-tree-saw-tree-saw-plank-into-sticks routine I decide to wall off my garden. The noise of all this building also does not attract the hordes. In doing this I discover two more annoying little nuggets about the new spawn system. I've build a large walled off area and I literally only have to put the door on. I go out into the wild to get some more hinges and some nails. I return to the trailer park I had visited in the first week when it was an absolute mess of zombies and it's totally deserted. I guess the meta events etc. work so well now that the zombies clump together to the point of totally depopulating some areas. I honestly can't decide whether I think this is a good thing or a bad one but the experience of going from "Holy shit! They're everywhere"! To "where is everybody?" was certainly jarring and I don't feel like the world should be getting safer a few weeks into the game than it is on day 1-3.   
     
    Irritating thing number 2 came when I got back to my safehouse. As I said it was all walled off apart from the doorway, so what do I find when I return? 5 Zs inside. I assume what happened was that there was a respawn while I was a way and as the spawner could find a route to those points, it spawned the zombies there. Now, on the one hand, this was the most interesting thing to happen for at least an in-game week and actually led to me running away etc. but it felt a little wrong. I'd been gardening and chopping wood in this area pretty solidly for 10 days or so and had barely a sniff of zeek, but I disappear for a day and come back to find him crawling all over my vegetable patch. If it had been a meta-game event, helicopter or whatevs, I could understand, but that would have left the place crawling with the suckers. It's a minor point really but I hope the final build is able to differentiate not just between "possible" and "impossible" places for zombies to spawn but "unlikely" ones too. This would greatly improve the barricading experience as, at present, there's little point in barricading an area unless you can totally enclose it - it's 100% protection or nothing, which again doesn't make the best experience (from my point of view.
     
    Still, I cleared them out, built my door and a rain barrel (OK I might need 2 of these and I'm 1 garbage bag away from achieving it, so it's not totally end-game yet) and, well, it's Farmville all over again. It's only day 26 and I suppose a lot can happen... but the last 3 weeks haven't seen any hordes come knocking so I don't see why they would now.
     
    Two additional points:
     
    I've yet to find a recipe book (except one for a smoke bomb, which didn't actually tell me how to make a smoke bomb). Are there meant to be food recipe books in this build?
     
    I can't make bread for some reason. Admittedly, I never made bread before but I have all the ingredients I need, just none of them offer me the option to make dough, even when I have them all in my main inventory. Bug or me being stupid?
     
    I expect I'll jump back on tomorrow. I'll probably die doing something stupid (or trying to get those final garbage bags + box of nails I need to get to the true end game) but right now it feels like if I just sat in my little fort farming I'd live forever. 
     
    TL;DR - The first week is hell then things get surprisingly easy again, provided you don't try and live right in the middle of town. 
  9. Like
    Blasted_Taco got a reaction from Svarog in Fill empty bottles with gasoline   
    I...dont think that bleach and gasoline works like that dude
  10. Like
    Blasted_Taco reacted to Rathlord in RELEASED Build 32   
    PZ is confirmed as NOT present day, with multiple references from the devs and in game.
     
    Honestly, from your feedback it appears what you want from PZ is something entirely different from what the devs and majority of the player base want. PZ is meant to be hard, every day is meant to be a struggle, and items are meant to be hard to find. Things like generators and farms are late game goals and SHOULD take time to get. If PZ gave you everything the day you started, there wouldn't be much of a game left. You're meant to progress, not run around with grenade launchers mounted on bulldozers plowing zombies. And if you like that kind of game, that's fine, but you should stop assuming that's the game that PZ is.
     
     
    If you want to leave feedback like "this build is a bit too hard from me" or "I'm having a hard time with the amount of zombies" or "I think it would be nice to have higher electronics spawns" that's fine. But you need to stop giving the devs orders about what they must change, how things "should" be, etc.That's not your call to make. Consider this a friendly warning, change your tone.
     
    Edit: And again, to be clear to everyone, feedback is important to the dev team and no one is trying to shout anyone down from giving feedback. It's just important to keep in mind the goals of the dev team and the tone of your feedback when giving it.
  11. Like
    Blasted_Taco got a reaction from Rathlord in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  12. Like
    Blasted_Taco got a reaction from King jjwpenguin in Fill empty bottles with gasoline   
    I...dont think that bleach and gasoline works like that dude
  13. Like
    Blasted_Taco got a reaction from ToastedFishSandwich in Usage for credit cards + electrical skill and a bunch of stuff   
    When i saw credit cards i though of opening doors with them.

  14. Like
    Blasted_Taco got a reaction from HerrKazuya in Fill empty bottles with gasoline   
    I...dont think that bleach and gasoline works like that dude
  15. Like
    Blasted_Taco got a reaction from EreWeGo in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  16. Like
    Blasted_Taco got a reaction from EreWeGo in RELEASED Build 32   
    The thing i see that proves the point null of "begin too hard", is that there are people surviving now, i seen a twitch stream of a guy who is at day 22 i think, Robert already made a new record for himself, and other people on reddit has some threads about with positive feedback, i even manage to survive 16 days now but died by greediness.
     
    I think that people surviving the game are proof that is manageable, you really need to adapt and change your whole mindset you had from previous builds now.
     
    Before for me PZ was Farmville with a few zombies here and there, my plan of action always was:
    >loot 5 houses worth of food, get a big duffebag
    >go to any house in the surbs
    >leave my stuff there
    >dont bother to barricade, at most put sheets over the windows
    >go downtown, loot trowel and whatever i need
    >go home and start farming
     
    Always while running in and out like nothing has happen, the small groups of zombies (3-6) were never a problem.
    My first try at this build doing my plan of action went like this:
    >loot the first house, found a big duffebag
    >go outside running
    >a small cluster of zombies start following me
    >get inside the other house
    >loot food and some stuff
    >door and windows start breaking
    >the small cluster sound made about 20 zombies come my way
    >run the hell out of there, more zombies coming my way
    >get to the church, plan to do a farm in the graveyard since that was my favorite spot to make a farm
    >sleep on the chair
    >wake up to open a door and see a horde inside the church with broken windows and doors
    >die on the spot
     
    From there on i learn that i have to play it more carefully now, cant draw the horde to a house i am going to sleep, need to sneak everywhere, must stay WAY the fuck off from town because if you aren't, a meta sound will screw you over.
     
    All of this reminds me when PZ came out and there were videos about how to survive your first day/week. (the pre-alpha build)
     
    When people shared tactics of how to survive the first week, always going to the apartments building, killing zombies with an axe and using the shotgun on the park.
    Now we have way more options to survive and we have a real cause to have videos like that, not like the other builds where people were making "How to survive Project Zomboid" with small groups of 5 zombies at most in the street.
  17. Like
    Blasted_Taco got a reaction from syfy in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  18. Like
    Blasted_Taco got a reaction from LeoIvanov in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  19. Like
    Blasted_Taco got a reaction from EnigmaGrey in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  20. Like
    Blasted_Taco got a reaction from nasKo in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  21. Like
    Blasted_Taco got a reaction from Geras in RELEASED Build 32   
    I know how you feel, but is really manageable, you learn how to adapt really quick.
    For me is always taking the back exit of every building possible, never go to the main roads, jump across the high walls covering backyards.
    In case you want to loot a store, i found a good strategy is lure them with Q, lure them as far as possible keeping a eye out for them and a possible horde in front of you, then you must hit a Forest sooner or later, travel between the woods and go back to the store, a few zombies will be there, sneak if you can, if you cant however, you will have to rush the store, loot what you can and get the hell out.
     
    Right now i have supplies for at least 6 days, right now i am looking for a generator for the fridge since electricity will go away soon.
     
    You need to decide how are you going to play the game.
     
    Edit:
    I just died and i loved every second of it.
    A alarm went off while trying to get some canned food and water, i went full panic mode and hid in the bathroom (normal tactic i used to use prior build 32)
     
    I waited out a bit like i always do, waiting for them to leave or something, i though to myself there were going to be 10 zombies at most inside the house since that was the amount of zombies i saw earlier.
     
    Then i found myself trapped in this:
     
    This feels amazing, it felt fair because it was on my part and choice that led me to death, i love it.
  22. Like
    Blasted_Taco reacted to EnigmaGrey in RELEASED Build 32   
    We seem to be repeating history. If you want a grace period, please, play one of the challenges or (suggest it, in the Suggestions forum, as an option for) sandbox. :/
  23. Like
    Blasted_Taco reacted to LeoIvanov in RELEASED Build 32   
    As someone who has played a fair bit of build 32, I want to say that I liked the "zombies not reacting to knockback from weapons 100% of the time", even if it wasn't intended. I think that should be kept as a feature, at least more refined. What the hell am I talking about? I'll be a bit more clear :
     
    When you are in a character creation, you get the "strong" and "stout" traits that, among increased carrying weight, have the sentence "increase knockback chance" as the pro's. However, what "chance" are we talking about when every attack on a zombie with melee you land ends up knocking it back?
     
    When you hit zombies normally in the previous, not fixed build, you ended up hitting zombies and could see blood splatter, but they didn't get knocked back until you pushed them away. I think THAT should have a chance to happen with every character, making them consider again whether they should approach those three zombies or flee. If you end up hitting a zombie but not knocking it back, you end up gifting them about a second of advance and ability to grab on you. 
     
    Take a look at this let's play of build 32 - a simple overconfidence that all your hits will knock back made a zombie, that wasn't much of a deal before, be able to get within the grabbing and scratching range.
     
    https://youtu.be/P8UqWskucCE?t=20m20s
     
    If you allow this to become a feature, I think the percentage of "successful knockback from melee" should be determined by your strength and "Blunt Aiming". The better these are, the better you are at combat, with 10/10 at both skills meaning you have 100% chance of knocking the zombies away, like it currently happens in build 31. What are the thoughts? Sorry if I made this huge wall of text.
     
    EDIT: On the topic of zombie hordes, isn't this what we ALWAYS wanted to see again, after so long since pre-alpha version of the map and it's mega hordes?
     

     
    I REALLY, REALLY love these new zombie numbers. Maybe we could keep the other people happy by including the "newer, fixed zombie spawning" to Beginner mode/Low zombie numbers in sandbox? Survival should be challenging and hard to win against. Wasn't that the whole point of Operation Kill You Before The End Game?
  24. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED Build 32   
    New version, 32.2!
     
    Added sidetable loot table for bedroom: it can spawn electronics stuff Spawn some electronics scrap in shed/garage Fixed memory sandbox options for zombies Fixed cognition sandbox options for zombies (yes, they can open doors now ) Game will now consider that's there a lot of zombies for looting if you have no zombies in sandbox (to help testing) Tutorial: Your player will respawn as a zombie way faster Fixed placing some trap won't make them explode Added tooltip for trap which say that you can throw them Lowered the zombies in the opening Hours challenge (still heavy challenging, but should be less laggy) Bit balanced the flame trap and molotov (should be more effective) Fixed security holes in a few Lua input/output methods. (Issue #001340) Added getUrlInputStream() for blindcoder. (Issue #001682) Fixed toxic buildup from indoor generator not respecting FPS setting. Missed part of getInetSocketAddress() fix. Exception handling around MapCollisionData/ZombiePopulationManager stuff to stop server dying. Fixed unkillable / unshovable zombies. (Issue #001686) Fixed Broken Baseball Bat stacking with unbroken Baseball Bat. (Issue #00168 Force the player awake if she takes fire damage while sleeping. (Issue #001684) Fixed getInetSocketAddress() server crash. (Issue #001675) Fixed wrong VirtualZombiePool being used from the main thread in 2 places. Fixed engineer / electrician descriptions in other languages. (Issue #001683)
  25. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED Build 32   
    LeetgamerBoi, stop spaming this please...
     
    If you find survival too hard, go in sandbox and lower it via the sandbox options, it's the 3rd days of the IWBUMS and you expect to beat it already? No, that's not how it works, we already stated we gonna increase the difficulty, here you go.
    I also have tough time to survive more than 10 days, but hey, I'm really not the best player around here, first try I did like 3days max, after 10 playthrough I'm around 10 days of survival, that's call improvement.
    Also, if you use shotgun in Muldraugh suburb, I can't help but telling youthat you're doing it really the bad way
    Use shotgun only in last resort.
     
    Can't handle the normal spawns, use the lower zombies spawns for now, no shame, we're aiming to kill you, and having you saying game's hard make me feel like we done our job well (well, specially EasyPickins on this part )
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