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Optimism

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  1. Spiffo
    Optimism got a reaction from gabriel rodrigues brandao in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  2. Spiffo
    Optimism got a reaction from Leoquent in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  3. Like
    Optimism reacted to nasKo in IWBUMS 41.56 released   
    NEW
     
    - The containers in the "Move to" controller context sub-menu are disabled if the container can't hold the item to be moved.
    - During "Walk To" or other timed-action movement, allow the player to continue to move while aiming, instead of stopping.
    - Added a radial menu for light sources that is accessed by holding the F key for longer.
    - Added "Pan Camera While Driving" display option. This will move the camera in front of the car to give better vision of things ahead. Please give us some feedback how this feels. Some had issues with this previously, so the option is off by default. 
    - Added recipe.StopOnWalk and recipe.StopOnRun script properties to the codebase to control whether the crafting action is interrupted by walking and running. Currently this is only used to allow inserting/removing batteries in flashlights while walking.
     

    ANIMS AND MODELS
     
    - Made male underpants smaller and to look like briefs.
    - Made female bra strapless.
    - Made the same changes to male and female zombie textures.
    - Adjusted Bikini and Swimsuit texture to fit new female underpants and bras.
     

    NOISEWORKS
     
    - New weapon hit sounds:
     
            Axe, Wood Axe, Stone Axe
            Pick Axe
            Badminton Racket, Tennis Racket
            Hockey Stick, Lacross Stick
            Broom, Fishing Rod, Pool Cue
            Garden Hoe, Rake, Leaf Rake
            Shovel
            Snow Shovel
            Spiked Baseball Bat, Spiked Plank, Spiked Pick Axe Handle
            Baseball Bat
            Canoe Paddle
            Golf Club
            Plank
     
    These also have a new setup where a regular hit sounds different from a hit that causes the attacked zombie to fall and a more impactfull killing blow.
     
    - Added farming-related sounds for plowing, seeding, watering, and harvesting
    - Adjusted the drinking sounds to fit the anims better.
    - Further tweaks to busy sound areas - and especially with engine noise in and around zombie hordes. Please test!
    - Addressed issues of lost / strange sounds during busy periods - such as during rain etc.
    - Tweaked puddle footstep loudness (it was too loud still)
    - Removed seagull sounds from towns
     

    FIXES
     
    - Fixed applying mildew cure to plants being broken.
    - Fixed the player phasing through obstacles after climbing over a tall fence.
    - Fixed Lua error SMetalDrumGlobalObject:update() when it rains.
    - Fixed shoving zombies from behind sometimes causing the zombie to move toward the player.
    - Fixed hitting a zombie that is getting up from lying face down flipping the zombie onto its back.
    - Fixed killing a zombie that is getting up from lying face down creating a corpse on its back.
    - Fixed the player's hit-reaction animation sometimes playing long after the attack happened.
    - Fixed zombies finishing their bumped animation too soon, allowing them to get another attack quickly.
    - Fixed playing two getting-up animations if the movement key is pressed after the animation has started.
    - Fixed vehicle engines not taking damage if the hood is uninstalled.
    - Fixed pan condition not resetting each time at FightStep:KillZombie in tutorial
    - Fixed new pan not spawning if the player somehow does manage to break the pan at FightStep:KillZombie
    - Fixed hiding the Set Alarm dialog due to the player position changing slightly after turning.
    - Fixed highlighting useable parts of vehicles when the player is inside a vehicle.
    - Fixed exception trying to place an item on the same square as a Car Battery Charger (or any object with no sprite).
    - Fixed the controller focus remaining on a context menu after selecting an option with the mouse.
    - Fixed a Lua error after pressing the 'V' key while a game is loading.
    - Fixed not automatically reloading changed animation files.
    - Fixed IndexOutOfBoundsException in JAssImpImporter.GetKeyFrameScale() with a test animation.
    - Fixed "Could not find bone index for node name: "Translation_Data_$AssimpFbx$_Translation"" warning with a test animation.
    - Fixed ISRadialMenu:setSliceTexture() calling setSliceText().
    - Fixed the welding sound not stopping when building metal objects.
    - Fixed zombies opening locked carpentry doors.
  4. Like
    Optimism reacted to hooap in I don't like where this game is heading to.   
    I prefer the b41 to b40 but they should really tone down the stunlocks a bit. Two zombies sometimes can stunlock you to death. And the stun from the fence lunge attack is kinda over the top.
  5. Like
    Optimism got a reaction from undeadryker in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  6. Spiffo
    Optimism got a reaction from Moloch Horridus in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  7. Pie
    Optimism got a reaction from vek in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  8. Like
    Optimism got a reaction from CaptKaspar in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  9. Like
    Optimism got a reaction from gabriel rodrigues brandao in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  10. Like
    Optimism got a reaction from BeatlJoe in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  11. Like
    Optimism reacted to nasKo in Well Ztocked   
    Hey all, before we get to the meat of this week’s blog a quick word on the 41.56 patch.
     
    We had intended to release 41.56 last week but have been wrestling with some sound bugs that make noises cut out in ‘busy’ areas with a lot of zeds, rain, puddles, cars etc. It feels like we’re getting somewhere with it now, so fingers crossed we’ll push it out early next week.
     
    Also in this somewhat intermediate build:
    Fixes for some edge-case animation issues that, for example, would see a fallen character get back up and shove when the player didn’t want them to. Also: shoving zeds sometimes moving them towards you, zeds flipping onto their front or back when hit to ground, and zeds getting in an unfair quick attack sometimes if they’ve been bumped. New weapon hit sounds for: Axe, Golf Club, Baseball Bat, Rackets and Planks. New character models with improved/adjusted underwear to allow for some of the new LV outfits Adjusted the drinking sounds to fit the anims better.
    Here’s a quick vid showcasing some of the new sounds, if you are an axe aficionado or a liker of planks. Or indeed a fan of our NEW RUDE PANTS and a few Louisville scenes. Please bear in mind that some of the audio might still require a balance pass – they are fresh in.
     


    In more general ‘our version of’ Louisville news: testing, fixing, zoning and new zed outfitting continues. This week we also added in the ‘zed heat map’ that governs spawns in the new area, so it’s getting closer and closer to a properly playable area at this point.
     
    Something else we haven’t mentioned before that’ll be released simultaneous to LV, meanwhile, is…

    MAPDOID
    Just to underline before we begin: plenty of people enjoy playing PZ without the following new feature, and as such it will be OPTIONAL with a range of different settings for it (more than shown today) available in your Sandbox options.
     
    With that said right now every month Blindcoder’s (spoilerific) online PZ map gets half a million visits, while Eris’ minimap has quarter of a million known users.
     
    It’s been clear to us for a long time that a fair proportion of PZ players would benefit from some form of in-game mapping system that’s been built to a) retain the hardcore nature of the game, and b) be configurable enough to suit both PZ vets and PZ noobs.
     
    As such, for quite a long time, we have been experimenting with various different tech-side approaches to this behind the scenes.
     
    Our plans for the future of PZ  (in terms of game systems, objectives, being sent to different locations on the game map, creating more and more cool ‘events’ to seek out etc) – will also benefit hugely from a system that we as developers can drop markers on, and where players can make their own markings and records. (Read on for a few given examples of this)
     
    Finally, clearly, we’re about to drop our biggest and most complex game location yet into PZ – and to get the best of it (and to share discoveries between our players) the release of our version of Louisville seemed the best time for a new mapping system to make its grand appearance.
     
    And so, without further ado, here’s a video of our new (optional) mapping system – built to be completely mod-friendly, and easily adaptable to suit community mappers.
     
    In essence: the map ‘draws itself’ as you explore. You check it as a ‘timed action’, meaning you physically see the player taking out the map – rather than it be on an instant on/off toggle.
     
    You can zoom out to see the entirety of the huge uncovered game map, and you can zoom back in to check out the parts of the map that your exploration has exposed.
     
    You can then mark up items of interest, your safehouse, an area you’d like to come back to later etc. etc. using a system not dissimilar to the way you can currently leave markings on our current looted maps.
     
    AS EVER PLEASE NOTE THAT THIS IS A WORK IN PROGRESS SYSTEM – IT WILL BE CHANGED AND IMPROVED FURTHER BEFORE RELEASE

    A video showing the map functioning after a small amount of exploration, and some initial mark-up:
     
     
    Another vid showing the same map after some exploration along a nearby road, and subsequent player mark-up:
     
     
    A final vid showing you going for a drive on the same map. (NOTE: the map stores the last zoom level you used on it – it doesn’t always open on it being fully pulled back)
     
     
    So, beyond the basic exploration that’s evident in these videos – what else will this system provide in future? Well: a shitload of cool stuff essentially, but let’s start with something that’s easy to imagine from the way the game currently plays.
     
    [PLEASE NOTE: FOLLOWING CONCEPTS ARE GIVEN AS AN EXAMPLE, THEY AREN’T IN THE BUILD YET AND MIGHT NOT BE PRESENT IN INITIAL VERSIONS]
     
    Currently in the game we have ‘metasounds’ that we use to move zombies around – you will know these as gunshots, distant screams etc. Using the new map system we will be able to have these as actual physical events on the map rather than virtual ones: we can put a ‘?’ in the general area of where your character heard a woman screaming from, and where the zombies are swarming towards, and should you explore that vicinity later on you might find zombies feeding on a female survivor with cool loot and a decent weapon for example.
     
    We can also expand this to a variety of rare large-scale, and as yet not in-game, events that we can play in the new PZ soundscape for your character to hear – and then drop in a ‘?’ exploration marker for an area that you might like to explore. Your traits could also potentially help or hinder the accuracy of the area approximated on the map. (Hear a helicopter crash in the distance? Maybe head to the circled area on the map that’s temporarily showing the basic area where you heard it come down?)
     
    Again, the above is an example of where we want to take this – but right now behind the scenes we are also revamping the looted ‘Annotated Survivor maps’ to work better with the new system (and Louisville, and modded maps) and having the ability to mark up potential areas of interest from this will be massive for creating variety in gameplay as we go on.
     
    On top of this we (and modders) could potentially create objectives and map markers from messages heard over the radio system – or notes discovered in buildings etc etc. The list of potential applications is huge, and will finally create new reasons to fully explore all corners of the vast map (and vast new map) that our mappers have been building for so, so long.
     
    The system, meanwhile, also allows for areas, certain sorts of buildings, or certain roads to be made visible should you loot a particular map. We’re not sure how specific we’d go with this just yet (or what game modes would allow for it) but the system also enables you to – for example – pick up a Spiffo’s Restaurant leaflet with a small map on it and then for this small area centred on a Spiffo’s restaurant to appear on your overall map.
     
    With this in mind we might be able to encourage exploration to some of the more far-flung areas of the Knox Event that a lot of players never venture out towards. (Hell, a lot of players don’t even realise that our locations are all on the same vast map!)
     
    It’s a hugely versatile system, and will open up many, many doors for the modding and mapping community also. Essentially with the release of Louisville (and the mapping system) we will also release a new version of WorldEd for PZ mappers – within this there will be commands for users to automatically add forests, water and buildings for an in-game map. However, right now folks will have to draw in roads manually. (Alternatively, a CartoZed image can also be used for the least amount of work.)
     
    After so long without a mapping system we recognise that many will have grown used to playing without one, which is why you won’t have to use it if you don’t want to.
     
    This said, we will certainly be building in new systems that use it – there will likely be MP applications to come, while our plans for both an objective-built story mode and wider systems featuring future NPCs will use aspects of the tech.
     
    If you want to continue to experience the current map-free exploration game style, however, then we are 100% making certain that the option to turn it off is there. Likewise we are making sure that what the map can provide is as configurable as possible across both sandbox options and the game modes they’re tied to.
     
    Our more sceptical internal testers have generally found it very engaging once they’ve got their hands on it, and we suspect that it will be hugely beneficial to most players’ survival experiences come its release.
     
    This week’s collector of objects from Noah. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  12. Like
    Optimism reacted to Buffalo444 in [41.55] Clothing durability after being attacked.   
    It appears that in 41.55, any successful, damage causing attack will instantly reduce clothing durability to zero for the whole piece of clothing covering the protected area. I've seen this with jeans, leather jackets, and shirts over multiple playthroughs since 41.55 dropped. In 41.54, clothing took the appropriate, location specific damage but maintained an appropriate amount of durability for the entire item.
  13. Like
    Optimism got a reaction from Pandorea in [IWBUMS 41.55] SPD!!! Spontaneous Pants Disintegration   
    Nope, they were as brand new as could be in Zomboid! A few blood stains, but no other holes or prior patching.
  14. Like
    Optimism reacted to Batsphinx in IWBUMS 41.54 RELEASED   
    iirc this was done to help modders out with something code-side - these barrels were part of a very old unreleased system that some modders nevertheless use for their stuff. Might have some details wrong on that though - I'll check.

    Nevertheless I should have been clearer in the patch notes. Sorry about the confusion on this one  
  15. Like
    Optimism reacted to nasKo in IWBUMS 41.54 RELEASED   
    Hotfix Released:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  16. Like
    Optimism got a reaction from Faalagorn in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  17. Like
    Optimism got a reaction from ulysses in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  18. Like
    Optimism got a reaction from VASH581 in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  19. Like
    Optimism reacted to Peon in Potato seeds   
    Well I only grow potatoes in my backyard, most of my land being grain for cattle feed so I don't have much experience with industrial potato growing. I recon those numbers are very high for an average and are probably due to GMO and/or heavy fertilizer use with plenty of weed killers. 

    Potatoes tend to do better in a very rich soil, I use the area where the pigs were grazing (its perfect because they eat the weed then turn it into fertilizer and also plow the area while doing it) but you have to wait a little bit as potatoes do not like fresh manure (too much Nitrogen). 
    With this method I would say I get 1kg, perhaps a little more per plant, they are a lot of potatoes per plant (10 to 20+) but most of them are quite small compared to those you buy in the store. I guess I could let them grow a little bit more and give them more water but we get a lot of mildew in the area so harvesting early-ish works better for me. Also they taste much better when small. 
    Potatoes are very sensible to pests (especially to a specie of beetle we call doryphore here in France) and you should never plant it twice at the same spot because of that.
    They do not need much water (I seldom water mine, rainfall is enough most of the time, maybe one or twice during the summer as we don't really get summer rain anymore) so this could be reflected in the game: It's a very low maintenance crop and very suited to survival. 

    About other crops, on the top of my head I would say the cabbage yield is both too fast and too plenty full, I was amazed by how many cabbages I got from a single patch. Cabbage can take up to 9 month before being ready to harvest and a lot of it will be eaten by slugs and snails.
    Tomatoes are way too easy to grow in game. IRL They need a lof of upkeep (Support, pinching side shoots) and very ideal conditions to prosper (lot of sun, good timing with watering, a very rich soil, a late and dry autumn...). Most of tomato growing is done in greenhouses because of that. It is a good survival crop because of yields but it's hard to pull off. 
    Strawberry is not something you have to replant every year. A bush will last for a very long time and give you fruit every year but you can keep them for 5+ years easily.
    Radish is a very good survival crop, grow incredibly fast, is very sturdy and low maintenance. "He couldn't even grow radishes" is something we say around here of someone that is bad at farming. You would have to plant several hundred every week if you are planing on eating a lot of those but I wouldn't wish a radish based died on my worse enemy. 
    Carrots are hard to get started as seeds needs a lot of watering early on but don't need a very fertile soil or much water once they do start to grow. It needs some skill but it's a very good survival crop.

    That being said surviving on vegetable is quite hard. Most of them are very low calories. They give you important nutrients so they are essential but most of your calorie intake will be grain based (bread, pasta, rice and so on).
    When you're making a vegetable salad or stir fry there is usually as much/more calories in the salad dressing or cooking oil for the stir fry than the vegetable part. You would need to eat several kilograms of vegetable a day if you are not growing wheat or producing oil, especially if you are spending a lot of energy during the day. You really need some animals like pigs and chickens if you're planning on going for the long run. 
    If I had to survive on agriculture alone I would be growing mostly buckwheat, beans, lentils, corn and potatoes. 
     
    Well this was fun. I'm off to bed now.
     
  20. Like
    Optimism reacted to Pandorea in Potato seeds   
    Farming is going to get an overhaul in one of the future builds. This will include more crops, more realistic growing times, etc. For now we have to live with what we've got
  21. Like
    Optimism got a reaction from Tails in Additional Loot In Zombie Backpacks   
    Awesome, man! I do hope something similar to this makes it in when they start looking at those looting changes.
  22. Like
    Optimism reacted to Tails in Additional Loot In Zombie Backpacks   
    This is a good idea since I have wanted some better loot on zombies with more better loot items that would make it feel more rewarding.
     
     
     
    Military zombies
     
    Military backpacks should have some realistic loot like some ammo , higher end guns such as an assault rifles like the M16 and M14. They could add some handguns as well.
     
     
    Student zombies
     
    Other items for those backpacks like lunch boxes with random amounts of food and snacks to have even some cookies as well.
  23. Like
    Optimism got a reaction from Magondivel in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  24. Spiffo
    Optimism got a reaction from NoPizzaSad in Additional Loot In Zombie Backpacks   
    Awesome, man! I do hope something similar to this makes it in when they start looking at those looting changes.
  25. Like
    Optimism reacted to NoPizzaSad in Additional Loot In Zombie Backpacks   
    Hello! From what I've read, I understand that they are actually working on more specialized loot tables for the next versions, so hopefully something like what you suggest will happen for backpacks too. More organized and thematic loot will definitely add immersion to the game and make looting more comfortable.
     
    This is the link for what's coming next update https://pastebin.com/4w9SazYT 
    It doesn't mention backpacks specifically but I'd guess they are aiming for that as well eventually
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