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About Mumbler

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  1. That was awesome of you, cahels! Thanks for helping our community grow!
  2. I am....forgainst this idea. On one hand, it could add variety to both the visual side of mobs of zombies and the combat aspect of approaching said mobs. On the other hand, every time I've ever seen a Z in media pick up a rock or tool and use it, even in the most rudimentary way, my brain immediately goes "that's f'ing stupid.". So, forgainst it.
  3. I fully agree that there ought to be a "never" option. The more customization, the better, says I! That being said, you CAN set up a generator with a fairly small amount of effort, and if you dont mind tweaking the sandbox settings (which it sounds like you don't) you can turn down noise and gas consumption to a point that both become negligible factors. Just an idea in the interim until they (hopefully) expand the sandbox options even more.
  4. Mumbler


    Quest for Glory: So You Want To Be A Hero"!!!
  5. I wonder what happens if you pack a players corpse in your bag in MP before they turn...?
  6. Mumbler

    School Reopening

    I second this!! For immersions' sake, being able to sit on chairs/couches to relax and lay down on beds to sleep would be a surprisingly huge addition (for me, anyway).
  7. I'm not entirely sure I'm leaving this in the right place, but since the animation update I find myself unable to begin opening a window while holding RMB. Though a small gripe, having to let go of RMB to open a window breaks the "flow" of sneaking around, in my opinion.
  8. Mumbler

    School Reopening

    Is this update basically saying that I will eventually be able to run DOS on in-game computers, thereby allowing me to play my all-time favorite game (the original XCOM) from within my second all-time favorite game (Project Zomboid)? Yeah, yeah, good job on all the other stuff I sort of read about. Project Xcom: Zomboid Unknown? You got my attention. (Seriously though. Thanks for the weekly. Great job, IndieFolks!)
  9. I think one of the reasons people see slightly different zombie behavior (larger groups, grouping more common) on multiplayer is that worlds tend to be around longer there. I would wager that most single player folks such as myself start a new world upon death, whereas multiplayer offers more incentive to just keep on with the same map. Since Z grouping plays out over time, you'll see more of it the longer the map is active.
  10. I do believe that amputation (not prosthetics) are a Maybe on the commonly suggested suggestions list, though I assume not as a way to avoid infection, in case that's part of what you're hoping for.
  11. To be more specific, at any given time there's sort of two versions of PZ: the stable, reliable, play-tested-to-death version, and a version lovingly referred to as I.W.B.U.M.S. (I Will Back Up My Save). The IWBUMS branch, while available to the public, is often peppered with bugs and glitches, some rather detrimental. It's also a playground for newly released, yet-to-be-balanced content, so some things don't quite work while some things work...too well. If you're willing to put up with potentially playthrough-ending bugs and glitches on occasion, you can find all the info you need here: https://theindiestone.com/forums/index.php?/topic/4183-iwbums-the-i-will-backup-my-save-branch/ You HAVE decided to come back at an exciting time; wholly new animations, new combat mechanics, visible bags to carry and wear, nutrition, cars, a new town or two...if you've been gone a few years, I highly recommend you hop on board the beta and dive right back in!! Oh, and don't forget to BACK UP YOUR SAVE!
  12. I can definitely see where you're coming from. Inventory management can be a total nightmare sometimes. I would like to argue one point, though: auto-sorting your inventory isn't really a basic function. Indeed, I play a fair number of survival sims and I would go so far as to say it's not even a standard or common mechanic; keeping your house tidy (or not, hey) is typical of the genre.
  13. I'm opposed to this mildly, on similar grounds to other opposition: I think it would take away some of the immersion. Allow me to explain. PZ is a taxing game at times, mentally. I can't tell you the amount of time I've spent (happily, mind you) manually packing away my latest haul. There's an odd satisfaction to having everything organized and knowing you placed each item there by hand. The flip side of that coin is those intense, am-I-even-gonna-make-it-back days, where you just barely make it back to your safe house. Your character is tired from running, fighting, and hauling stuff. It's already 12:30 AM, and you've got the Exhausted moodle chilling. Not only does your character not have the energy to walk back and forth sorting things, but you as a PLAYER don't have the mental energy after keeping your little toon alive. You both just need a second, and a fresh day to start out...so you just drop both bags on the floor saying "'l'll deal with it in the morning." Both of these potential gameplay scenarios become moot with any kind of auto-sorting mechanic, removing bits of micromanagement from a game where every little choice you make (or don't make) takes up time and resources, which is pivotal to the overall atmosphere.
  14. Taking this general idea in a different direction: what about, instead of the zombies being attracted to your material wealth, they're attracted by how often you frequent a certain location...almost like we leave lingering scent in the air, and the longer and more often we're in a location, the stronger our scent signature in that area becomes. I actually wouldnt be TOO surprised if they worked in a mechanic along those lines with fauna and hunting.
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