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  1. So... what's the difference? Can the Zombies smell you on the walls? Yes, I'm actually advocating the potential option of letting zombies hit preset walls between them and a noise or smell like they'll do with player made constructions. Oddly enough what bothers me about the way zombies will attack player defenses is that they won't attack any other obstacles the same way. Perhaps it feels a bit better because of how zombies look for windows, doors and barricades in preset buildings. But then there's a disparity with how Zombies won't hesitate to just attack a player made wall as soo
  2. Everyone go bug Soul Filcher for blacksmithing, haha.
  3. I'm sure the Mods will get around to rebalancing again, traits already change slowly overtime as the game evolves. Until then you may look into modding, I know there are a couple mods involving traits already, although usually they make the game easier.
  4. Restoring old infrastructure seems like it would be beyond the capability of the common self-taught person, especially if they're working on their own. It might be more sensible to look at smaller historical options. Are the rivers in this area swift enough for a water wheel for instance? There's a traditional source of power that might be an option for more power.
  5. Check out this guy. He's got more boat stuff and even a bit of swimming.
  6. 1217. Loot or craft to alternate locations Being able to craft or loot items straight into a container or onto the ground would help with inventory and weight management. Especially when dealing with heavy products that will injure the character simply by being in inventory.
  7. This might be an involved Mod rather than a game suggestion considering the fiddling around involved. Pillow's mods do help to mitigate the problem, but there's another aspect that's taking the fun out of things. Still, even having mentioned Pillow's, I'm going to go through the whole thing here. So one of the aspects of late game death is the loss of all progress on that character. I'm fine with that honestly, it's what comes after that is the problem. I'm more peeved about the idea of starting a new character after this point because of the state of the new character. By all appear
  8. I pretty much always play on sandbox. One of the settings I like to change is extending the amount of time before zombies respawn. If I do fiddle with the migration numbers, it isn't much. I've seen it theorized that there's a hidden 'stock' of zombies to be spawned if the player goes and starts making a racket though. Situations like driving around honking your horn or pulling out a very loud weapon like the shotgun and going to town.
  9. I know crowbar is the only way to lift wooden floors.
  10. A crowbar letting you pry open a wood or metal door with appropriate strength would be pretty useful. Being able to open windows quicker would also be a nice perk. No more window powerlifting, just crank it open in one go. This would mitigate the 'must have' value of the sledgehammer and provide a tool that's easier to use when fatigue is factored in.
  11. Spears were a staple weapon of warfare for a good reason. The distinction between spears and other weapons is the effort of scavenging and making them. Early on when spears are the most useful they are also deceptively expensive when you consider the time to scavenge and make and the exhaustion caused by foraging. These are key considerations in the early game when the player needs to explore as much as they can before the Zed population gets too large. Spears are also heavy, another important consideration when in the midst of scavenging, you gotta hope you have a good backpack.. La
  12. A quick and dirty little modification that might be really helpful is a 'loot to ground' option. Instead of putting it on your inventory or straight in your bag, just 'stack it on the dirt' so you can pick up the specific stuff you want. Heck. Having a 'place on ground' or 'place in container' for crafting would also be great. The game defaults to dumping heavy crap in the player inventory too often considering this damages the player's health.
  13. The trunk size is definitely an annoyance and I use mods for that problem. As for condition... I would like them to increase the durability of the hood. Or perhaps more sensibly, I would really like for them to raise the durability of the vehicle in the case of low velocity impacts. You really can do a lot of damage to a vehicle when running down a body at speed, but the vehicle does feel pretty flimsy in a close encounter. I don't want them to get any deeper on vehicle repairs since when you get to the truth of if, real life vehicles need anti-freeze, engine oil, transmission oil, b
  14. A suggestion I tossed in on another thread was the idea of progressive starting stats. It would go a long way to helping the respawn problem if time passed in game boosted stats to compensate for the later start. Along with a bit of extra gear to make sure the pc is set, this would make respawning much less painful. This could even go further and lead to the creation of survivor classes that aren't available until a certain amount of time has passed.
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