-
Posts
249 -
Joined
-
Last visited
Posts posted by Burger_Time
-
-
-
It doesn't work like that. Behind every mod there's a person who does things their very own way and that combined with most of the mods having absolutely no regard for the base game's balance, you'd have to rework most of it if you wanna bring it into the game. But at that point you might as well make a feature from scratch, with everything fitting the style, similar code as the rest of the game and proper balance.
-
-
32 minutes ago, vek said:
The other day I visited a sawmill and a complex of warehouses next to it west of Muldraugh. I was unpleasantly surprised that now almost all the boxes are filled with only boards. There are just thousands of boards there.
On the one hand, it is clear why there are a lot of boards there, because there is a sawmill and these are its products.
But on the other hand, the place where I used to take a lot of useful loot has now largely lost its value.
Less balance, more realism. Good. But why then is there no place, for example, a tool shop, where there would be hundreds of large axes? Would this have a bad effect on the balance sheet? But what about realism?
***I use Yandex translatorThere literally is a hardware store. Two even. You can get all the axes you need from there.
-
There's already been DOZENS of suggestions like that and the answer remaind unchanged: no.
-
3 hours ago, PoshRocketeer said:
This for sure does not exist in game.Not even with the Dynamic Traits mod. If it existed previously and was removed, maybe it was overpowered or just didn't work right. It's possible they intend to do something similar in the future with different implementation, I think my solution is pretty solid, though.
It is a thing. You don't get completely desentisized but you will get significantly less scared over time.
-
3 hours ago, Mustang said:
It's not dual wielding. If you equip a weapon in a secondary hand it will be visible but it cannot be used.
-
I mean that's really just your fault isn't it?
-
15 minutes ago, Axezombie said:
No, that's how it sounds when someone/something hits your windows car :
couldn't find better example, it sounds nothing like that in game
You have to consider that zombies don't gently tap Windows with their hands, but rather shoulder-check the thing with the highest force they can. Not to mention we can't hear the sound isolated.
-
The game takes place in 1993, there definitely would not be any smartphones around.
- CaptKaspar, TrailerParkThor and syfy
- 1
- 2
-
1 minute ago, PoshRocketeer said:
Refer to above.
I'm good thanks
-
1 minute ago, PoshRocketeer said:
You missed the entire point of the post. Congratulations.
You just completely missed the entire point of the game, which is to create a classic Romero-like zombie experience with absolutely fatal zombie infection.
- trombonaught and Ravenim
- 2
-
3 minutes ago, PoshRocketeer said:
But it is bad design. RNG dice-rolls determining an instant restart is always a bad thing, there is absolutely no context in which that isn't the case.
Let me put it like this, next time you get injured in any game, not just zomboid, flip a coin. If it's heads, congrats, fix up the wound and move on (assuming you didn't get fucked by RNJesus), if it's tails, delete your save and start over from scratch.
That doesn't sound very fun, does it? Because it isn't. Sometimes if your vision is built around something, but that vision isn't fun, you need to go back to the drawing board. It's an inevitability of game design, something that I'm very passionate about, as well as having formal education in the subject.
The game is absolutely not built around bites, bites are a glaring oversight in balance where the devs have either not put much time into or don't realize is an issue.
Turn it off in sandbox then.
-
The game's design has been built around the idea of bites being a guaranteed death. Please don't drop phrases like "Bad game design" if you know about nothing about it.
You can always turn it off in sandbox either way.
-
1 hour ago, veryfineart said:
TL:DR Would beating something to death with a 20 inch club vs a 23 inch club really be so disconnected in transferable skills as electrical engineering and fishing?
No. But would beating someone with a 20 cm 1kg hammer be different from beating someone with a meter long 10 kg sledgehammer? Yeah, quite a bit.
-
48 minutes ago, ulysses said:
My friend as much as i love this game ill have to say nobody gives a shit about military boots sneaking noise on third floor of a wooden house
You'd be surprised.
-
1 hour ago, Toshis said:
I was wondering, if few people on server perform fine and large servers with lots of players still need improvement, why not release capped multiplayer at 2-3 players per server now, while you work out large server performance?
Because if the problem exists on high-population servers, it's on low-pop servers as well and it will eventually become a problem.
-
Really don't like the idea of crafting using a workbench producing more items. Could see this becoming a thing if instead it gave a minor bonus to crafting speed, but on the other hand you could use any table for that really.
-
2 hours ago, Toshis said:
edit:
Game by default could have like 2 - 5% of zombies set as sprinters.
Making it default would go against the normal modes' purpose, which is going all romero-like zombies.
-
10 minutes ago, Charleston said:
My main issue with a clothing/pockets inventory system is the way in which things would get convoluted, especially when you're wearing a lot of gear with a lot of space. I can see it working fine in some aspects (tactical rig, different pouches besides just your backpack) but when every hoodie and pair of jeans etc etc you have on has it's own inventory you end up having to scroll through tabs and tabs just to find whatever it is you're looking for. (Maybe I'm wrong and stupid I don't know)
This issue is mostly solved with that system already. The former "top inventory" will act as a shortcut to those individual inventories, allowing you to view all items on the same screen. From there you'd be able to do whatever you want with those items.
This also is a more realistic approach as it gets rid of the general inventory thing, so you either store things in your pockets and bags or hold them in your hands instead of shoving them god knows where.
-
-
1 hour ago, Shagyee said:
There's lots of pens and pencils in the game, is it already a feature to write custom notes? Also, can you write on maps, to cross out the places you've been? This is the first time I've thought of this but it wouldn't surprise me if those were both already features.
I tend to not to suggest small things people will probably not use, however there's quite a bit to take notes on in this game.
Yes, you can write in the game. On maps too.
-
You can write down everything you need on a sheet of paper or a notebook and then mark everything you've got during the run.
- trombonaught, Shagyee and Mkartush
- 2
- 1
-
11 hours ago, Valentine said:
Well there's a helicopter event in game. Doubt there are survivors flying that around so I guess there would be some type of military still alive.
On default settings helicopter happens only once, before everything else collapses.
Merge some mods from workshop into base game and some other suggestions I had
in PZ Suggestions
Posted
Trailers/Towing wasn't merged, it was made separately