Jump to content

fcolley3

Member
  • Posts

    94
  • Joined

  • Last visited

Posts posted by fcolley3

  1. 20 hours ago, IndustryStandard said:

    Just to clarify I am mega hyped for build 42 and see it as nothing but a straight improvement at everything it is trying to do. 

     

    A concern came up while reading the latest blog post though. What exactly is meant to challenge players late game or in wilderness only runs? 

    If we can survive and thrive without any reliance on civilization with build 42 then what real incentive does the player have for endangering themselves in the city come late game or even just after they get comfortably established outside town? Zombies very sparsely will wander out in the wilderness and a handful at most will not pose a threat to the player. What exactly is left once you're in your new medieval society besides going through the motions?

    Are NPCs intended to be what corrects this with potential bandits? I'm just a little worried about still having that dull late game popping up even with all the new changes. 

    Take  a trip to Raven Creek...I promise you won't be bored.

  2. I've just started using guns (shotguns) in the game.  I had 10 shotguns in my inventory. The condition was already less than 100% on 4 of them when I looted them. When I tried to repair them, using the other 100% shotguns, they just disappeared. I looked for them in my backpack and my inventory and they were not there. This is my first time trying to repair a gun. Did I do something wrong or is this a bug?

  3. 15 hours ago, Thar said:

     

    Currently, I'm souping up a van to the max while doing activities that I wouldn't normally do, like going fishing. Setting our own objectives is something we all do, and that should continue to be the case since PZ is still a sandbox. However, as the game progresses, I feel like I'm running out of options, when maybe it should be the opposite.

     

    For example, one of the things that brings a lot of life to the beginning of the game is the issue of media or the event, albeit solitary, of the helicopter. It's not much, but with that alone, the first few weeks are more immersive; it feels like the world is alive around you, and things are happening regardless of what you do -water and power services also fail-. However, at some point, those "special" events end. When you add to that the fact that one gathers everything, secures the area, fortifies their home, etc., it results in a game of PZ with a good start but one that declines as the weeks go by.

    To me, that is the game's biggest weakness right now. I don't see how -although welcome- a new crafting system will change that. If you told me about NPCs, they might have the potential to strengthen that aspect, but it's still a long way off, or so I'm afraid...

     

    I think it would be good to add more events that have a certain impact on the game, that add more lore, and that extend over a longer period of time. While I do like the feeling of loneliness that the game conveys once humanity has almost gone extinct, it's very dramatic, but a few additional bright spots along the way could give the game a boost so that it doesn't decline.

     

     

    And no, I'm not here to criticize either. In fact, I'm here because I think the game is amazing. Otherwise, I wouldn't have come here to share my opinions.

    In fact, there are many things about the game that impress me, and it's important to highlight them so that the devs know they're on the right track. Things like the weather effects, how music is introduced into the game, and how they always try to adhere to realism as much as possible.

     

    Have you noticed how the sound of the rain changes depending on the surroundings? That hits the mark of excellence directly, something that more than one AAA game would like to achieve.

     

     

    I get it. And I have great respect for the passion and talents of the devs.  From my experience, a game will receive updates and attention for about two years and then it's abandoned or we see the sequel.  I was equally obsessed with Jurassic World Evolution as I am with PZ and very upset when they stopped supporting it for a sequel that I couldn't play because it didn't support windows 7.  I dropped that game altogether and found PZ.  And I love the rain sounds.  It's a time when my character is content to just sit on the floor and chill.  

     

    I will hang with PZ and appreciate all the work put into it.  This community doesn't seem to have a problem voicing their thoughts in regards to the journey the game is on and I love that.  And I love that the developers are very much in touch with the fans and  loyalists.  I think it's a very good possibility that we might see some attention to the improvements in the areas many of us are suggesting as well as the expansions they have planned.  There really is a lot that can be expanded on in the current games state. 

     

    I know a lot of ppl are looking forward to all the new things  we read about in the blogs and that's awesome.  I'm super grateful for the Sandbox mode that allows me to play my game in the way that brings me pleasure.  I hope it continues to be a tool that gives me the control over whether I want to have NPCs running around. I suspect I will be able to ignore them for just so long. 

  4. On 12/9/2021 at 4:59 PM, Kappatao said:

    Just been playing around with the new map tools, which let you zoom in quite far (infact, so far that you can clip inside your character model), which made me think; wouldn't it be nice if you could zoom in this much outside the map? Screenshots attached for comparision.

     

    image.thumb.png.e5dfbb65abe88a857aedca961cd74305.pngimage.thumb.png.85e638ae464d64c8ff8e8a9600515ef2.png

     

    Indeed...I would be quite satisfied with the zoom level of my character as it appears in the map image. This has always been a little bit of an issue with me but I didn't realize just how much until I saw these two examples.

  5. 2 hours ago, Thar said:

    As a player - who normally plays singleplayer - I want to point out that while all of this crafting stuff seems interesting to me, I don't think it's the area of the game that I would prioritize the most. I say this because when I play Project Zomboid, an improved crafting system is not the first thing that comes to mind, like: Oh! I wish the crafting system was better..., it's what the game needs!! 
    There are other things that I think would add more value.

     

    Here are some examples that come to my mind right now:

     

    1. Character animations and how they interact with their environment:

     

    I think the characters should interact with their environment in a more visual way. Minecraft is a very inspiring game, but there's another one called The Sims, from which good ideas can be drawn. Beds, chairs, showers, etc. could do more than just decorate the scenery. After all, Project Zomboid has a lot of life simulator in it, even in a post-apocalyptic world.
    I am aware of the work involved, and I wouldn't expect an indie company to reach the level of detail in "The Sims,"but any improvement in that area will be accompanied by a higher level of immersion.

     

    2. Missions, secondary objectives, aspirations:

     

    One of the strong points of Project Zomboid, which makes it very fun, especially when starting a new game, is the need to explore in search of weapons, food, tools, and everything necessary to stay alive. However, as days and weeks go by, one settles down, accumulates reserves, practices agriculture, etc. There comes a time when there is practically no need to move and the game becomes somewhat routine. One solves it by grabbing the shotgun on a Sunday to take a walk with the zombies. And I suppose that's what we would all do in a boring world full of zombies.

     

    But I've thought, what if I were a doctor? Wouldn't I perhaps try to investigate the disease, discover its possible origin, cure, etc.? I would look for clues, samples, instruments like a microscope, perform biopsies, search for findings by other researchers, etc.

     

    If at the time of creating the character, there were not only traits to choose from but also aspirations or missions, the game could become more interesting, not just limited to surviving one more day. It would be a way to keep the character busy with more things to do, apart from living day to day.
    I would make the achievement of these objectives difficult to reach, like a kind of ascent in "nethack", in search of the amulet of yendor, that would require exploring the map a lot to find what you are looking for, obviously taking advantage of the procedural part of the game. Of course, in each new game, everything has to appear in a different place. It might even make room to include new skills.

     

    3. Random events and zombies.

     

    The game would benefit from a greater number of random events. The helicopter is really cool, it's a shame it only happens once per game -I'm sure this is something you've been told many times before-.
    As for the zombies, I would like to find them in more varied situations. Inside a wardrobe, under a bed, in the trunk of a car. I know the game is not designed for zombies to come out of containers, but wouldn't it be cool and scary at the same time?! 
    And what about the elderly and children? There should be zombies of different sizes and heights. Fat zombies, skinny zombies, people without a leg or an arm. Zombies with alternative behaviors that make them a little more unpredictable.

     

     

     

    -- Well, I don't want to ramble on much more. I take this opportunity to congratulate the developers for the work done. I bought the game many years ago, even before it was on steam. And I have to say that I'm surprised at how much the game has improved, especially in the last two or three years.

     

    So, keep it up!

     

     

    I've not played as long as you. I bought the game on Steam but, I have experienced over 4000 hours and I've loved every minute of it. I too am a single-player and have often thought about why there hasn't been more focus on improved animations for characters and zombies. 

     

    I think the game could havefer some suggestions and perhaps guidance on missions to extend the excitement and apprehension in late game.  I've taken responsibility for that myself by giving myself objectives. Once my base is supplied and secured, I go zombie hunting. I kill from one town to the next but taking time in each town to add another base and go through the process of looting and supplying my new bases with necessities.  This renews the feelings you get when you start the game and a big objective is to secure something that will offer you possible survival ... a base or safe house.

     

    Or perhaps I will turn my attention to vehicles. Scouring the map for certain kinds of vehicles (sports cars, military trucks, etc.) and work at fixing them up and improving upon them. Especially the military vehicles. Those armor parts for doors, windows, bumpers, etc. are not easy to find. 

     

    There are several ways you can continue the excitement on your own, it just takes a little imagination. Some suggestions and new ideas offered through the game would be welcomed but I don't want to end up playing a game that requires me to find the Stone of Isis to power my generator...or something like that. This is a game of survival and I feel I must keep my focus on that.

     

    All that said, I've watched the game improve over the last several builds and it's left me in anticipation of the next one. I have no desires for NPCs and the new crafting system seems interesting but, is not what I've been waiting for with baited breath.  There's a mod called "personalized zombies" that I'm thinking about installing because it gives zombies varying levels and speed and attributes. I'd like something in between the fast shamblers and sprinters.  I already have several mods that really add to the game play but I'm always concerned that a mod is going to change the code or something that I cannot change back if that mod does not work out. So I'd like to see more mods that are very popular with players added by the devs as they know if something is going to break the game or not. 

     

    I'm a huge fan of this game and hope that my sharing of some things I'd like to see expanded on is not considered negative critique by the community or the devs.  I just really liked the direction that you (Thar) was headed in and wanted to add my support to those thoughts.

     

     

  6. Is there nothing that can be released while we wait for build 42?  Maybe some new clothing, furniture for our safe houses, a new weapon?  Anything new that we can stare at or add to our inventory?

  7. I'm guessing this is a stand-alone map?

    How many spawn points are there?

    Is it playable now...while work on the map continues? Looking forward to playing it. I have no map development skills so I can't contribute. But I'd like to offer encouragement and to say thank you to all the hard work  going into this.

  8. I don't know if this can be considered a bug or not but, just wanted to let you know that the onion no longer shows up as an option to add when making stir fry or roast. It's been a while since it started and it's not really a big thing so I just let it slide. But when there's few vegetables in the frig and onion is one of them, and I can't use it, I just stop picking it up when I'm looting. But I thought perhaps I should let you know. 

  9. Trying to rein in the cynicism and attitude so I'll just say... Lots and lots of games out there. Not every game fits to every one's taste. Doesn't mean there's something wrong with that game. Especially when it has such a great following and fan base. I personally love this game, I look forward to each update post from the devs every two weeks.  It continues to challenge me and I never get bored. I will get cocky from time to time and that's when the game reminds what the outcome of the game is suppose to be. So I say, Not today. Not dieing today and I tighten up my game.

     

    You can go back to playing b40 at any time. no one is stopping you.

  10. Single Player

    Windows 7

     

    Glad to know that Turbo's health has improved and, thank you for making us aware of his situation. The PZ Community, especially those that have been around for a long time, kind of feel like family. We've supported and defended early access and updates for so long, we appreciate giving us extended news and bringing us in the realm of what's going on with "family". 

     

    Loving all the new music updates. There is one area, and I think I detected it before the latest update, where about 2-3 seconds of the music made me think of Game OF Thrones. As I'm a big fan, it caught my attention immediately. I wouldn't mind hearing more.

     

    Looking forward to running across a deer while I roam in the forest. Great to hear about the paths that animals will be prone to use. Might make my sighting more possible. 

     

    I'm such a huge fan of PZ that I rarely play any of my other games and it's rare that an evening goes by that I don't play PZ.  I believe we need to acknowledge and celebrate the things that make the game so awesome and, we need to let the devs know about those things we're not so keen on. For instance, I will never play multiplayer but I'm so happy for those that have waited so patiently for it for so long.  I don't care for the idea of NPC's and hope that I can turn them off in Sandbox. I rarely attempt foraging anymore as I like the old foraging much better. These are personal likes and dislikes. This is not saying that there's anything wrong with these things just that I think the devs appreciate knowing those things that we take great glee in and those things that don't appeal to us. I don't expect anything to be changed to satisfy my preferences, I just want to be the kind of supporter to offer information whether it's praising the game or siting those things that I personally don't care for. 

     

    I had another game that I was such a fan of that I couldn't speak highly enough about (before PZ) and I was waiting with baited breath for series II. When it came out, I was devastated. You could no longer play it on windows 7 .  I can't reconcile updating to Windows 10 just for a game and so, I no longer play that game at all. I won't go into detail the whining I did and how disappointed I was. That is a waste of energy. PZ is my number one game now and I don't even feel the urge to go back and play the series I game.

     

    I'm not a big poster and you rarely see me do so. If I have something to say, I'll do so. It struck me this week that the blogging staff thought perhaps they were over stepping by offering us information about Turbo and felt the need to somewhat apologize for it. That spurred me into posting. Again, I'm so glad his surgery went well and we're glad he's back making our PZ dreams come true. Love you guys!!!

  11. I do, and I see that you have no problem seeing the "inflate tire" option on your sports car. So that would be a good assumption...that I have a mod interfering and it's not a bug. Thank you for taking the time to respond and submitting the pic which pretty much offers the answer.

  12. Any car that is a sports model.  I can't remember if I get the above information when I click on the tire. If I remember correctly, you right click on the tire to get the options to "inflate tire, uninstall, etc. That is where I am having the issue. I do not get the option to "inflate tire".  I can still inflate tires on Heavy duty and Standard. It's been like this for quite a while now. I was waiting to see if this is a bug that would get fixed. One of the first things I do when I acquire a vehicle is inflate the tires. Now, if it's a sports car, I leave it alone. Sports cars are off my acquisition list. I'd like to know if anyone else has this problem with sports cars and I'd like to see this fixed as I've seen some pretty cool sports cars that I'd like to ride around in.

  13. I'm unable to view tire stats for sports cars in the mechanics window, so I'm unable to add air to the tires. Everything else is showing just fine, just can't see any tire details. This is only happening for the sports cars. I can add air and do anything else necessary for heavy duty and standard vehicles. When I move the mouse over the tires, I see nothing. I noticed this a few months ago but waited a while before reporting it in case the devs were aware of this and had plans to fix it. I've elected to not commandeer any sports cars because I'm a bit OCD about immediately adding air to the tires.  I would appreciate it if you could take a look at this please.

  14. Thank you for your response. So I should no longer see the double "Place Item" here? Just be mindful of how I'm placing it? ... via inventory or "Place furniture" option on the left? I just want to make sure I understand you correctly. I will no longer see 2 "Place here" options.

  15. Playing on 41.68. The second "Place here" option is missing when I try to place the radio on the counter. When I try to place now, the radio is tiny. I'm guessing this is a bug? I now just dismantle in my inventory and wait until I find one already placed in-world to tune in to the weather situation. Please take a look at this, thank you.

  16. On 3/31/2022 at 2:17 PM, nasKo said:

    milky-milky.jpg

    How do, all. Let’s visit a few different PZ departments to see what’s cooking.

    41 PATCHING

    We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:

    • New items and 3D models
    • New foraging discoveries.
    • Many improvements for controller and Steamdeck play
    • Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.


    There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.

    FISHING AND LOCKPICKING

    Although it’s not clear where it will land in terms of a build release yet, this week Aiteron’s new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun.
     

    There’s still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working – so we can then add some polish.
     

    We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky – and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play.

    image-5.png

    We won’t go into detail, as it’s still distant, but something else that’s in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game – in a new and improved package to boot.
     

    Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map – hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.

    MAP WORK

    The map team’s ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion… here’s a few extra fun things that will be appearing in an exclusion zone near you.
     

    • New tiles to improve the appearance of existing locations.
    newtiles_02-1024x579.png
    newtiles_01-1024x579.png
    • Some older, and very distinguished, buildings for the richfolk of the area.
    image-28-1024x761.png
    image-27-1024x850.png

    MUSIC

    On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music.
     

    Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit.

    When the action subsides, or the number of zombies you’re fighting declines, the music will enter a low state and eventually fade out.

    FARM ANIMALS

    Work on the introduction of farmed animals continues for their planned introduction in Build 42.
     

    All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please don’t worry/complain/laugh/faint/query/weep about ‘em. (Usual caveats apply basically!)


    Some bullet points on the current integration!

    • All animals are defined in lua definition tables, which will allow for maximum modding possibilities: it’s via these definitions that you can essentially adjust animal behaviour.
    • When in their pen farm animals will wander around, ‘emote’ by flapping wings or rootling for food on the ground, sit, rest, lie down etc.
    • Relevant animals can graze grass, which then regrows after an appropriate amount of time –  which can be defined in a new sandbox option.
    • Animals will eat from a trough, which is something you’ll either construct or loot from a farm.
       

     

    • Animals all have different growth stages – for example calves become cows/bulls, and grow in size. Their growth will be guided by various parameters – like their hunger, thirst, general health and the size of their enclosure.
    • Baby animals will stick by their mother’s side, and even take milk directly from the udder.
    • The bigger the animal size, the more meat it will produce when it is butchered.
    • There will be various breeds in-game – so you could have a “meat breed” (Angus) or a “milk” breed (Holstein) – and maybe even something in between like a Simmental.
    • Growth rates will be realistic, so a cow will take two full years to be at its full size, but this will be modifiable via sandbox options.
    • Cows will generate milk for a certain period after delivering a calf. The more you continue to milk the cow, the more milk you’ll get each day. Leaving a cow with a full udder, however, will cause issues and a decrease in lactation.
    • Sheep grow wool that you can retrieve with a shear, and also have a milking system if you enjoy sheep milk.
       

     

     

    • Hens can lay eggs. If a henhouse is present they’ll lay eggs in it, otherwise they’ll do it on the ground. They can be fertilized by a rooster, so if left for a time can hatch out chicks.
    • You will need to shut the door to the henhouse every night, and open it back up every morning, or will you risk visits from Mister Fox – and see the resulting bloodstains to boot.
       

     

    ANIMAL BREEDING

    What’s currently being added to the above systems are some ways to encourage the breeding of animals – to improve your herd, and that of your friends and neighbours, as the apocalypse draws on.
     

    It sounds complicated, but it’s actually quite easy for us to generate animals with a ‘full’ (for our purposes) genome – again all defined in lua definition tables for easy modding.
     

    Each animal type will have a set of abstracted genes that each contain two ‘alleles’ inherited from parents, from “milk quantity”, to “life expectancy”, “strength”, “appearance” genes and a lot more in-between.
     

    We’ve gone for a somewhat realistic, yet still gamified, genetics system to make it feel somewhat accurate. We want to have some of the interesting consequences of genetics, and also to have them present clear enough results for players to engage with in cross breeding projects.
     

    When breeding animals, characters with appropriate skills will be able to inspect the animal and get an idea of its various health-related attributes (aka genes) – while others such as egg laying, fertility or milk production will be observed in the animal during its lifespan. Higher skills will also, most likely, make this more apparent/obvious to experienced breeders.
     

    The gameplay loop of animal breeding will involve trying to pick the correct pairings/groupings of your animals to pass along the best genes into their offspring.
     

    Over successive generations you will be able to improve your stock with better milk production, egg production etc – or help you to focus on producing animals with more meat for slaughter.
     

    Finding new animals to breed to diversify and improve your stock’s gene pool will be a prime reason for farmer players to interact with other groups, or go hunting around the farms on the map. Likewise, this will zero in on the concept of a ‘prize bull’ that you might grow an emotional bond with, and really, really not want to get ill – or perhaps even get stolen in MP.
     

    The science will be that each animal will carry two sets of alleles in their genome, one contributed randomly from each parent. You have dominant and recessive alleles, and this will mean that you definitely have to be careful about in-breeding, as base generated animals may have recessive gene timebombs in the forms of genetic illnesses of varying types, waiting to ruin your prize bull and your entire stock if you’ve inbred your animals too much.
     

    We’re sure there’ll be mods that will allow players to observe the genes more directly, but in the base game we’re expecting a tad more ‘art than science’ approach and using informed guesses and examination and observation to improve your stock.
     

    There’s plenty more to this system, but we’ll leave it there for now. All animals will use this genetic system, and we’re sure at some point we’ll look into expanding it into the plant system too, however that’s not a priority right now and almost certainly in the worlds beyond Build 42.

     

    This week’s cool arcade base from Damien. A changelist of all our pre-release patches since the 41 beta began can be found here. 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.

     

    1 hour ago, gabriel rodrigues brandao said:

    nope 

    maybe in sadboox but normal mod etc no 

     

    I haven't been this excited for a patch in a long while. Sounds like a lot of work but that's what makes this dev team so exceptional. I am an animal lover and my Survivor will be thrilled to have four-legged company. I can see him/her dedicated to caring for their animals. Not normally into guns but, will have to dedicate some time to this in order to protect my friends/livestock. 

     

    One question I have had for quite a while now that will definitely effect my game play, is if we can turn off NPCs in the sandbox. I don't play multiplayer and have always played as my Survivor is the last Survivor in Kentucky...perhaps the world. Please tell me that I won't be forced to play with NPCs if I don't want to.

     

    Much gratitude to the dev team that has given me a game that has taken place of all my other games. I hardly miss a day playing.  

  17. On 1/20/2022 at 5:55 PM, MadDan2013 said:

    There'll no doubt be options - however NPCs aren't intended to be static like this making it an RPG with quest givers. More like MP, playing the game as a survivor and traits/personalities being the focal point to create some drama and add more to the 'story' of how you died. More endgame threats with bandits/factions etc...

     

    It's really the type of game PZ has always set out to be. Anything else (like the videos above, no disrespect to the creator) would really be immersion breaking for a game like PZ.

     I really hope you're right about the "options". I don't think I'd be as interested in the game if NPCs are something I'd be forced to contend with. It just wouldn't be the same game for me. I know adding NPCs is something that the devs have always intended but I didn't realize it was such an intricate piece that was considered a "must have" in the game. Although I don't play multiplayer, it's understandable that's a piece that the devs felt was a very important piece that had always been a major goal and that the game would not be complete without it. I've been watching some of the multiplayer videos on youtube and some of them are quite entertaining. Again, not something I'd be interested in participating in but I've had many great laughs while watching others.

     

    Thank you for your response. I suppose I'll just have to wait and see if it's an option or not. I get the feeling that it will be quite a while before it's included and that's perfectly fine with me. 

  18. For those who have been really wanting NPCs, I think it's great. For me, one of the things I love about PZ is I don't have to perform quests or play to anyone else's imagination. I play solo and for the past couple of years, I've learned to make up my own little goals and things to keep my Survivor progressing and in some cases...Alive! I remember reading posts about some ppl getting bored after a certain amount of time but that has never happened to me. It's because my Survivor has a purpose, a constant reminder that he/she must push forward and perform certain tasks to insure they survive in the apocalypse. 

     

    For most people, PZ is one of the hardest zombie/survival games out there and it's nothing to loose your survivor after a couple of weeks or even a month or two. In the very beginning, I couldn't stay alive for more than a few hours or a day or two. I do know of some very awesome veteran players that have had their character survive for a year maybe two? But I think they are not the norm. Even the very good players cannot predict what's coming around that corner and some of us get complacent and cocky. 

     

    So there's no need for me to have non-human players in my game to make it exciting. Each day I survive is a challenge. I've said this before but it's never been confirmed...I truly hope that NPCs are an option. If not, it would be no different than playing any other RPG where I have to seek out people, perform quests, etc. The rawness and realistic way that PZ plays is what attracted me. That's why it has been my main game to play for a couple of years now. 

     

    This is just my feelings about NPCs and gameplay and for those who really want them, I'm glad this will eventually become a reality for you. 

  19. I've not yet downloaded the Survival Radio mod so was not familiar with it prior to watching the video in this weeks blog. It is truly awesome, I loved it. The video was very interesting and I didn't want it to end. I will be subscribing to that mod now. Thank you to the mod creator and to the dev team for giving us a good look at it.

     

    I'm not a multiplayer but this week's news must be encouraging for those who have been in anticipation for so long. I will continue to be a SP but happy for those who must be very excited to be given a clearer date as to when this feature will drop. I'm sure I'll be seeing a lot of multiplayer videos on youtube but I hope the single player community will continue to post lots of play throughs. I love watching them.

  20. This started with the .54 update. When looting, I leave the engine of my car running, thus allowing for a quick get away. I now am aware of my car's engine revving on it's own, parked out by the street, while I'm in the house looting. When it first happened, I thought OMG, the zombies  are stealing my car but don't know how to take it out of park. Every car I have used is doing it. It's a bit startling when you're trying to sneak around the house and be quiet and you hear your car's engine rev out by the street. I named my last car "Christine".

  21. All very good suggestions. I've seen some of them before. The devs have been working on this game a very long time and hopefully, will continue to do so. I think they have a lot of things in store for us. You will probably see some of your suggestions in future updates. I believe they do listen to our suggestions, that's why they have a section just for that. Some things could be very hard to implement like...swimming? I think they do a fantastic job and the release of .54 is a good example of that.

×
×
  • Create New...