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  1. Yeah I play with Normal Sight, Poor Hearing, and Bloodhound Smell. Hunger is tied to smell so heightened hunger should mean heightened olfactory senses. Also human smell is one of our strongest senses we just barely have practical use for it these days. Zombies have pretty lame sight already. Hearing needs to be lowered to even match base human level hearing irl. Really like this idea. Maybe doors should be contextual. 3 types of door openings. The current fast open/close with the loud slam should only happen if opening a door while Jogging/Sprinting. There should be a slightly slower open/close that will be significantly quieter that is done while walking. Finally, a super slow and incredibly quiet open/close for crouching. This one could be the one that has a chance at creaking. Imagine a high level Stealth build creeping through an overrun building and all the sudden, the door creaks loud as hell. You dead son
  2. Yeah, I agree with the fact that zombies have annoyingly good hearing even at Normal Hearing settings. I get that they might be able to hear the TV on if it's loud and they're right outside the wall, but how can they hear me closing a door upstairs from the street? They're supposed to have base level human hearing. When I'm outside a house, I can't hear much inside unless people are yelling, listening to loud entertainment, or doing some handy work. Kids manage to have quiet parties that even cops can't hear if they're worried about getting busted. How can zombies mindlessly hear better than humans trying to listen for loud teens?? Definitely needs work. I like the idea of zombies having different states but I don't think that they are supposed to have rational thoughts. They just follow the last noise they heard until something new grabs their attention. They are like forces of nature. Doesn't really make sense for them to be curious. It might also mess with the strategy of the game. You couldn't use sirens, noise makers, or alarms to distract zombies if they would walk away when not seeing a survivor and you wouldn't have safe looting. Maybe, instead, they could define the noise reduction of each type of wall, floor, window, and door. Trailer and cabin walls could be very thin. Even listening to quiet radio in a shack would be audible to zombies. On the flip side, concrete walls would be essentially soundproof. Certain stone-type buildings would be safe to watch loud tv or build things inside even if surrounded by zombies. Normal houses would have insulation and should be decently soundproof. Player-built structures should scale with skill level, probably never maxing out at normal house noise reduction. I would assume metal walls would have better soundproofing, so maybe max level metal walls could be slightly better than prefab house walls. Doors would have the best sound dampening, windows the worst. I would imagine something over the window would help the low noise reduction. Blinds would probably have a minor effect, sheets would have a moderate effect, and curtains could keep the most sound in. Maybe we would even find or craft an item that could help block even more, but I think that would be kinda dumb lol
  3. No need to add this when NPCs are coming in the next few years. Realtime metagame events will occur using persistent survivors and factions. You could go to your favorite trader's base to find it completely overrun. Will you find him again someday in a new base? Maybe he's one of the zombies. Or he could run to a different location and commit suicide and you later find his body. The devs have also mentioned real quests. These could be emergent via maps or journals like you said. They could also be fixed side quests given by NPCs like making some sandwiches or getting 50 logs or retrieving an old family photo from an overrun house.
  4. The virus is already an airborne strain. That's why the infection spreads worldwide. In the lore, PCs are immune from this airborne strain. That's why we're all alone and can only die from scratches/bites. Wouldn't really make sense to worry about that strain. However, contamination zones where zombie bodily fluids have covered every surface would be a fun challenge. Gas masks would be required and you would have to wash with soap/disinfectant afterwards. If desiring better protection or if you have open wounds, a hazmat suit would be required. This could be a CDC field HQ or maybe a quarantine zone that become contaminated.
  5. Just edit the sandbox settings bro. Not very hard. Apocalypse is built the way it is for a reason.
  6. Good to know, but maybe a yoga mat could still be a good idea?
  7. The issue currently, is that probably only 20% of the playerbase is surviving until the "late game." The other 80% are dying in the "early game" or winter at latest. It is more important to fill the early and mid game with content atm, since that is most people's experience with the game. Early game and Day 1 are also player's first impression so that is a huge priority. The devs are caught in a place where they have to make the late game more full by creating systems that carry from the early game onward, and can be expanded infinitely with a branching progression tree. This way, they can create a lot of content for the casual majority, but also create fulfilling systems and mechanics for hardcore fans. They've laid the groundwork for a lot of these, but haven't made a lot of them as complex as they could be. This is currently the PZ meta as of current IWBUMS: Day One) Trying to find weapons and food, looking for a bag. Clearing out campsites. Moving furniture. Watching lots of TV. Early Game) Decent loadout and good gear. Semi-permanent base with relatively good security. Scouting out buildings for better base. One vehicle, probably crap. Reading Beginner Skill Books. Disassembling things. Crafting basic items. Scaving food from urban areas. Preparing for winter. Mid Game) Most likely decked out survivor survived through the winter with relative ease. Permanent base with good defenses. One good vehicle, and a few part/fixer-upper cars. Might have a generator. Working on chosen skills. Basic farming, foraging, and fishing. Rarely needs to go on food runs. Securing huge area for future base expansion. Late Game) Best gear in the game. High level combat/agility/fitness/strength skills. Building your own base either completely from the ground up, or walling off cleared out prefab areas. High level security and almost no chance for hordes to get you. Multiple good vehicles, generators, and lots of fuel. Maxed out in chosen skills. Self-sufficient/surplus farm with a few traps and no need to scav food. No real incentive to leave your safe haven or do anything further other than watch the days rack up. End Game) ??? Imo, the game is really fun, but there is no real purpose to your playthrough other than RP. There isn't a goal other than indefinite security. The interesting thing about this game, and the pull for me, is that the actual goal is death. It's the only game in the world where you are meant to DIE. That's the only way to end the game. The fun for the player comes from trying to die in the most prolonged, epic, badass, awesome way they can. Will you die on Day 2, cowering in your shack with a spoon in your hand as one zombie takes you out? Or will you die in the mall, blasting hundreds of undead with a shotgun knowing you've done everything else you can. That's the appeal to most of us, I think. This doesn't, however, exclude the game from having an end-game. We just need to get creative. The end-game of Project Zomboid should be to essentially confirm the extinction of humanity. To ensure that, no matter what you do in this game, everyone and everything will die. The goal of the game should be to fight against death for just long enough to strengthen the last bastion of humanity, and watch it get wiped out. Maybe you can survive from there, but you would be alone. The last human hoping for just a few more days or years. The current update schedule seems to aim at furthering the game in this direction. Build 42 will bring in animals. Hopefully this means companion dogs, livestock farming, hunting game, and even feral animal enemies. This update alone would add so much variety to the game that it would extend playthrough lifespans by a lot. These features will definitely fill in more of the tailoring, farming, combat, base building, and survivalist aspects too. Mostly, this will just be adding more fun content and laying the groundwork for more advanced AI, without really addressing the late game problem. B43-45 will supposedly bring NPC survivors back with quests, stories, events, groups, and factions. This is the real meat and potatos of this topic. Suddenly, you have stories and events to diversify gameplay. You have your group to help you survive and develop relationships with. You have raiders and feral animals to attack your base. They could have different strategies than zeds so you would need to prepare for all different kinds of defensive situations. Ally and enemy factions could even give you a reason to build different bases. To secure certain resources or buildings, or to have a more strategic position against an enemy or trade partner. If quests are done right, they would be the perfect middle ground between the bigbrain goals you set, and the micromanagement survival stuff you do on a regular basis. Quests could be little things like making 10 spiked bats or collecting 50 logs or finding a 6 pack of root beer for someone. Small things like this would give players a break from the day to day monotony and the intimidating lofty goals they set for each playthrough. This would essentially pose the game as so: Day One) Trying to find weapons and food, looking for a bag. Clearing out campsites. Moving furniture. Watching lots of TV. Maybe finding an animal or human friend if they're around. Early Game) Decent loadout and good gear. Semi-permanent base with relatively good security. Scouting out buildings for other survivors. Building up a small, tight-knit group. A decent mount or one crap vehicle. Scaving food from urban areas or hunting and foraging from rural areas. Maybe working on some skills and crafting. Preparing for winter. Mid Game) Good survivor loadout and gear, decent group loadout and gear. Difficulty finding enough for for everyone through winter. Permanent base with good defenses. One good vehicle and/or mount. Maybe a few part/fixer-upper cars or some pack animals. Might have a generator. Reading beginner books, disassembling things, and basic crafting. Basic farming, foraging, and fishing. Regular food and supply runs to keep up with higher demand from bigger group. Securing huge area for future base expansion. Might have a specialist in group. Defending from zombies and raiders as more people means more noise. Late Game) Decked out PC. Probably a few decked out NPCs and some lame redshirts too. Several specialists in group (doctor, mechanic, soldier). High level combat/agility/fitness/strength skills. Building your own base either completely from the ground up, or walling off cleared out prefab areas. High level security and almost no chance for hordes to get you. However, strong raiders and enemy factions provide a way larger threat. Multiple good vehicles, generators, and lots of fuel. Multiple good mounts and pack animals. Working on chosen skills. Good food industry from farming/fishing/trapping/hunting, but still need occasional supply runs. NPCs automate a lot of monotonous work. PCs can focus on bigger picture goals and special ops. Bitten NPCs can turn and kill everyone in group if not careful, so no one is ever safe. End Game) PC has best items in game. Lots of high level, decked out NPCs in group. Network of outposts and bases all under one faction. Multiple vehicles, mounts, and pack animals all supporting trade and travel between settlements. Massive walls and traps and defenses protecting humans from zombies and animals. Opposing factions diminished in strength as to no longer pose a threat. Maxed out in all chosen skills. Massive network of industry and agriculture completely handsoff for players. Self-sufficient society means no need for scavenging. Only threat is a group member getting infected and spreading the disease, but this will not be a restart if there are multiple base locations. No real point to continue on other than to push civilization to its absolute limits. At this point, we have extended and expanded the game a lot. Although, we still have the issue of no real conclusion point. No moment you can say, "I WON!" My dream "win condition" that fits the lore and themes of Zomboid is this: The Megahorde. The Megahorde will be the ace up the sleeve of the Sadistic AI Director. If you managed to survive all the hordes, surprise bathroom zombies, feral animals, raiders, faction wars, internal infections, the winter, and all the other survival threats; you would be granted one final challenge. This event could not occur until some threshold like population, faction dominance, time limit, or some combination of the 3. Essentially, once you hit that point it would just be up to RNGesus. It might be the next day, it might be a whole year, but it will come. The Megahorde would be a wave spawning horde of zombies that would keep coming until you were dead. Think Last Stand Mode built into Survival. You could probably get yourself to total safety with some cheeky ingenuity, but there's just no way to save everyone. You would have to watch as everything you've built and everyone you know would be destroyed. No point in adding special infected when you can literally have zombies decked out in the awesome gear you gave them. At this point, you would essentially have a New Game+ where veteran players would see how long they can survive in the Megahorde. It might even develop a cool meta of building up your settlements strategically so you can survive longer after the Megahorde. Eventually, the waves will become super intense meaning there would be a hard cap on how long you could push it. This would essentially be the Ender Dragon of Project Zomboid. The place everyone wants to get to, and then start a new game after.
  8. Lol I meant that you can right click outside when it's raining and wash your clothes but you have to stand still while doing it haha my bad
  9. 1. Devs have said "who washes their car in the zombie apocalypse" but perhaps rain washing would be nice. I'd say, they're looking into it 2. Unreliable 90s cars i guess, it's also just the AI messing with you 4. You can already wash clothes in the rain you just have to stop to do so.
  10. Things like this will probably be added when the Health system is revisited for amputations, psychology, and diseases. Devs have given tentative yes's to deep, realistic systems for all of these things. I would expect Diabetes to even be a health condition you could gain by being overweight and having a high sugar diet.
  11. Would also be fun in sandbox settings where Zeds are more active at day or night. Imagine you're on a scav run and all the sudden the sky goes pitch black and the zombie horde starts coming for you. No warning, no prep, nothing. On the flipside, imagine you're trapped in a house with zombies on all side. The sun goes dark and they all go passive again, giving you the chance to escape. The Sadistic AI Director could definitely have fun with eclipses and horde events at your super secure base.
  12. Definitely will need lots of balancing. Like I said, these are all just ideas based on what we know to be coming soon. I've said for a while that I hope we can't farm "normal" animals. While cows and pigs would be fun, it would fit more with the games atmosphere to farm things like rabbits and pigeons. I like the idea that zombies have all eaten the big animals and we only have small game left. High effort for low reward is the name of the game, and farming rabbits would fit that. Although, I expect fully that we will get sheep and horses because that just fits the game's direction the best. Hopefully, they will be extremely rare. Either way, I think they will be more useful for food with minimal usage for other things. I would expect leather armor and fur coats, but cobbling shoes or knitting homemade yarn seems pretty out there forsure.
  13. Devs have said they would look into Amputation somewhere down the line. Most likely in whatever build brings Diseases/Psychology. A total Health Overhaul maybe. I imagine the general idea would be that if you got bitten on a limb, you might have 10-20 seconds to amputate before infection spreads. Maybe you could have longer if bitten on hand or foot. Obviously, surviving this would be incredibly difficult and blood loss would be extreme. You would need days to recover, and weeks to get back to normal. Pain would be awful and risk of infection would be very high. This would also need to be predicated on cauterizing wounds (also confirmed), since I can't imagine being able to survive this in SP without it. More than likely, though, this wouldn't be used to save you from a bite. PZ zombies are based on Romero/Brooks lore. Even though, in WWZ, a limb was removed after a bite to save the survivor, I don't think this fits Zomboid. It would be fun, but I would rather a less cheeky system be put in to possibly prevent death by zombification. I think MP servers would quickly fill up with amputees and it would just look weird and would instantly break immersion. If anything, amputations would probably be used to save survivors from frostbite, necrosis, blood rot, really bad infections, etc. These health conditions and more are likely to come to the game at some point, and I imagine that forcing players to amputate their limbs to survive a little longer fits the atmosphere of the game to a tee. That said, I like the idea of prosthetic limbs being added to the game. I think the mod Hydrocraft has them spawn on random zombies and you can use them for scrap. That alone is a fun idea. But if we can take prosthesis from corpses and use them to replace our amputated body parts, that would be pretty grotesque and definitely fit the games mood. Maybe even craftable peg legs or hook hands like you said would be nice. Idk about chainsaw hands, even though I love the Evil Dead and playing a PZ playthrough as Ash is now on my list of things to do LOL They did say chainsaws were coming at some point and thats good enough for me! I would say a hunting knife hand attachment, a la Sgt. Four Leaf Tayback, isn't unrealistic and could definitely be on the table.
  14. Exactly how I felt coming back to Vehicle Update after not playing since 2014. This Build has been the best probably ever. Each minor update to it has been so jampacked with new content, bugfixes, and balancing changes. It's been so awesome. Can't wait for B41 to finally have a stable release so we can have it all there in MP
  15. https://steamcommunity.com/games/108600/announcements/detail/2675590778917592354 Posted this in another thread the other day. Devs have confirmed vehicle modifications and enhancements are coming. Same with military vehicles, firetrucks, and maybe big rigs. So hopefully having a firetruck with a turret and plow some day could be a reality.
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