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Vortecus

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Everything posted by Vortecus

  1. You're saying when zombies disappear offscreen, they become numbers and then can be placed elsewhere wherever they "roam", but when they're moved to a different location they don't have the same clothing?
  2. No that isn't what is happening, how would 10-20 zombies, all of the same outfit (firefighter) move "randomly" into the same building? And from where, firefighters mostly only spawn at the fire stations, and how can you explain the new clothing, no rips/tears, several weeks/months into a playthrough no zombie unless freshly spawned has fresh clothing.
  3. Noticed multiple times, in different playthroughs, that zombies respawn even when the settings should prevent them from doing so. This is most noticeable at the Rosewood fire station and police station, where after killing all the officers/firemen, a few weeks later they will indeed reappear inside/around the building with fresh clothing. This is hugely unmotivating when the whole concept of your playthrough was limited zombies with respawns completely disabled.
  4. Shouldn't this be indicated with some text? "left boot is too damaged and is hindering protection" or something? This can easily be glimpsed over considering the boots are in very good condition. Surely they should be at 50% condition or less if an ENTIRE boot is damaged enough to hinder any protection whatsoever?
  5. So, everyone who has played this game for over an hour surely knows of the broken glass bug in most supermarkets etc. Where, even once the broken glass is removed, the broken glass is still visibly there. How has this visual bug persisted for so long and why hasn't it been fixed yet? Seems an easy enough fix compared to the jurassic size of content the developers have added last year. Just posting it here in hopes that it'll get fixed.
  6. So I need to put up my tent in a bathroom so I can sleep in it? Complete nonsense. The player should be able to sleep anywhere as long as he's not in danger, not panicked. Tents require tarp and tent pegs to be assembled, which without mods, can only be looted and they're relatively uncommon.
  7. False, it would only enhance it. Sleeping on the floor is risky, but also makes perfect sense, especially when indoors and in relative safety, not much difference from sleeping on a bed in a room except for the fact that it'll be less comfortable. Especially if outside. But roaming zombies during the night should deter a smart player from sleeping outside in the first place unless they're away from the cities.
  8. I'm British, I think you're taking my passive-aggressive attitude the wrong way.
  9. Try doing this on 6 Months Later + Hardcore. The only way I play.
  10. So take your modded opinions elsewhere, firearms are not the preferred weapons in vanilla; just the way it is.
  11. You're being biased, imagine how much time, food/water consumed, and how many obstacles (like zombies) would come into place when needing to loot the entire map's key locations for ammo. The amount of fuel, food, and water spent would not be worth the amount of ammo you would get out of it, let alone how much ammo (if used) you'd spend actually securing the place to be able to loot it.
  12. Can I ask though, how do you get so much ammo without loot respawning? Unless you're using mods to either produce or better find ammo; ammo is a serious problem in the world of Project Zomboid. As the amount of ammo that you can loot is far lower than the amount of zombies that gunshots could attract.
  13. Thanks for the heads up on accuracy, I just thought firearms were terrible and have has nothing but bad experiences with them; thank you for the tips.
  14. A simple "bug", but more of an annoyance to my OCD. When a selecting a rag to be disinfected, it will give you numerous options; either to disinfect with a bottle of disinfectant or a bottle of whiskey for example. The tiny issue here is that the first option; to disinfect using the whiskey, is using the word "bandage", instead of "rag". This could be deceiving or confusing to some players.
  15. Allow survivors to sleep on the floor for an uncomfortable but successful nights sleep. 1. Sleeping on the floor with a pillow equipped will dampen the hard floor resulting in a better nights sleep. 2. Having the homeless occupation allows you to sleep outside on the floor with less harsh consequences. 3. Becoming far too tired, or far too drunk will result in you collapsing from exhaustion and sleeping on the ground for an appropriate amount of time. Allow survivors to sleep on the toilet. (If my survivor is able to sleep on a kid's plastic chair, I'm fairly certain a toilet would suffice; plus this would stop us from having to pick up a chair and haul it to the bathroom to sleep in the security of having an extra door between you and the zombies.) Obviously sleeping on the floor (especially outside) would have serious consequences if you were to be ambushed by roaming zombies during the night; but as of now, you can just carry a chair around with you to sleep outside on instead and face the same risks. So sleeping on the floor, especially inside, should be an enabled feature.
  16. Just found out that your character is unable to sleep on the piano stools that are found in certain houses with (you guessed it) the piano. Not so much of a bug as it is an intended feature that is looked over; worth mentioning nonetheless. (Please allow characters to sleep on floors for an uncomfortable but successful nights sleep.)
  17. I can confirm that this works in the 40.9 IWBUMS build WITHOUT any mods being enabled. Good spot on your first bug announcement!
  18. So, the pacifist trait - is a pretty terrible trait to pick, purely because no one who's actually smart at the game uses firearms due to their inaccuracy and loudness. (You can create unmanageable hordes with a few shots; let alone the thousands of bullets that you have to waste to get a decent aiming skill where you don't miss 4 in 5 shots). So; it's a terrible trait purely because melee weapons are the preferred weapon of choice and no one wants decreased XP for all melee related skills - not a surprise because of their stealthier approach to combat. And the +4 points that it gives you is purely not enough to persuade a smart person who plays the game to survive to pick the trait. So here's my balancing suggestion... It's safe to assume that pacifists hate violence, right? So how about we add a very minute amount of unhappiness per zombie killed and a drastic amount of unhappiness for murdering a player (or human NPC). This will amount to at least 20-30 zombies killed in a day to get depressed, or be 1-3 humans murdered. This will add a permanent use to the antidepressant pills that are currently in the game; and will be the new smokers' cigarette. Pacifists will have to regularly take antidepressants to forget about the horrors of the apocalypse. And due to the increased negative effects of having such a trait; the trait should give you +6 trait points, making the trait actually seem reasonable to use. Please leave your feedback in a reply below!
  19. Much like water in containers; the weight is determined by how much water is in said container. It would also be amazing to have this implemented with food items. If I have a box of Mac and Cheese, that weighs 0.5 by default, surely if I was to eat 1/2 of the Mac and Cheese then the weight of the item should drop to at least 0.30? Assuming that the packaging would weight a default 0.1, and that 0.2 of the weight is consumable. This would be extremely useful if implemented, both for managing weight and realism. The same could be implemented for things such as cans of paint, and even more importantly - medicine! Don't you just hate it when you pick up painkillers that have maybe a couple or a single pill left in the pack and it still weighs 0.2 even though that's how much a full packet would weigh, same as things like bottles of disinfectant; because they can weigh a lot when you have numerous bottles and it can often be a pain to use the "fill" mechanic when in a hurry. Not exactly a bug, more of a suggestion; but a much needed suggestion that would be greatly appreciated if the feature was optimised.
  20. Bug: You are able to select both the new driving traits at the same time. Instead of taking one trait and then not being able to take the opposite trait whether it having a positive or negative effect on the player. Fix: Only being allowed to take one of the traits; either faster driving or slower driving.
  21. The issue: Basically, at the scrapyard near Riverside, and I manage to get into the middle light-blue car from the front right side door. However, upon entering the car, I now can't exit it. Obviously I was able to get into it but the game renders the car next to me to be too close to be able to exit. (Yes I tried all the doors, and none of the windows are smashed.) What I expect to happen: If the player is able to get into a vehicle, he should be able to exit the same way he came in, especially if the vehicle in question was stationary.
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