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  1. It'd be one thing if the bodies on the ground are causing the car to lose traction, but that's not what's happening. Corpses on the ground just make the car model dance around a little bit. Also, you'll never be going up against the force of "thousands" of bodies. The amount of clumsy walking corpses that could be acting on the car at any given time couldn't possibly generate enough force to give a machine with hundreds of horsepower any problems.
  2. I hope they eventually make it so being surrounded by zombies doesn't make it so hard to drive. I can't think of a reason why a car would have trouble getting through a crowd of people from a dead stop.
  3. The issue with this suggestion being a mod request is that it would likely require an entirely new key binding, which would call for a pretty hardcore mod. I know mods like ORGM add key bindings, so it's doable, but it still seems like it'd be a pretty heavy one. Vanilla's path is set out pretty well, but it's still in early access and it's the beta version of a big update, so now's the best time to suggest adjustments to the new system. Yeah, when I saw people asking about this new "eyewimbus" thing or whatever in the comments section to some mods I was subscribed to I was pretty amazed to see they were referring to some update that hadn't even been made playable yet. I don't even mod, but I can't imagine making a mod for the beta release of an update. Funny little side-story, I actually named my save "Eyewimbus" because that's what I said in my head when I first read IWBUMS.
  4. This wouldn't be a "fix," it'd be an all new feature. Have they said they would be adding a new attack button, or are they simply making a change to the current system?
  5. Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line. I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.
  6. Yeah, that's the beauty of Project Zomboid. Any suggestion I post that can be fixed by sandbox settings is intended to give the "default" mode a good setting. It's a pretty sick notion that making suggestions is "gatekeeping." Not sure if I've ever seen multiple people get this bothered over a suggestion thread in my life. Even little gripes are worth bringing up. That's what beta testing is for. Probably because they're not game-breaking issues, they're just mechanics that need improving. If this were just some dumb zombie killing arcade game, I wouldn't care, but this game has a lot of attention to detail and seems to care a lot about inching its way towards perfection.
  7. It's happened twice so far, I think it was a different weapon both times. I suppose I could trip on purpose and replicate it. I'll get back to ya on it.
  8. Yeah, I'm dismissing you as a troll at this point, this is ridiculous. At least now the thread will begin to clean itself up.
  9. Exactly, so why bring it up? I literally couldn't care less about who is and isn't a founder and anybody that tries using their status as leverage in an argument doesn't deserve to be taken seriously. Now are you gonna get back on point or are you gonna keep accusing me of things like having not even played the game and dying in a theoretical zombie apocalypse?
  10. I promise you they're not talking about the clunky movement when they praise this game because I'll tell you this update absolutely makes the game better but still tell you the movement system needs work. Which is why we'd need to make other changes, such as not allowing us to stab two zombies standing a meter apart with the same spear thrust. There are ways to make the game realistic without making it too easy. You couldn't because your character would get tired or your weapons would break before that happened. We're not talking 100-200 swings, we're talking 100-200 zombie kills. There are other mechanics in the game that make it hard for the player to deal with a lot of zombies at once. Except kiting tactics like that are exactly what we would do in real life if we had to kill a bunch of stupid, slow zombies with a melee weapon. It's not an "exploit," that implies what you're doing is physically impossible. I'd take that over having to break combat to turn around and walk backwards a little because that's just tedious and the fact that I have to do that instead of just simply moving backwards faster is unrealistic and extremely annoying. Literally one bite and you're dead. Fear zombies or you'll get cocky and die. Combat is boring and broken now as soon as we have to turn around to get distance. Adding the slow just introduced this new problem. Then the months of testing were wrong. This is a zombie survival simulation, not an arcade game where we need to be artificially limited for muh balance. So make encumbrance slow us down in combat. Easy fix.
  11. If you attack right after standing up, you'll attack the ground instead of your intended target, even if there's nothing there.
  12. Figure you could probably do it in real life, so why not let us do it in this game? The Brotherhood of Steel has been suggesting this since 2008.
  13. Realism in a game like this IS always the best thing, the issue is that the current movement system isn't realistic at all; it went too far in the other direction.
  14. At that point it would be worth starting the nimble stat out at something like 3 or 4 and implement traits that reduce it so that not every fresh character would be literally the most clumsy human being possible. Attack while moving - your character will quickly slow to a stop for no reason, then start moving again.
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