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Axiomatic

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  1. Axiomatic

    Snack Attack

    My crowbar says otherwise.
  2. Axiomatic

    Church on Zunday

    Farming: please please please highlight the tile when RMB is held to make the process more accurate. Clothing: please please please make sure that any run speed and action speed modifications on clothing actually impact the player.
  3. Build 42 is going to be such a massive, improvement update to the game. Really looking forward to it. Actually curious if the devs would rank this as the most substantial / most work put into any update in the games decade + history. In any case, the wait is becoming interminable since the last update, hoping its ready sooner rather than later!
  4. OP has a valid concern and point and its driven by love of the game. I also have very similar concerns. I understand that we of course don't know everything in the works behind the scenes, but I have high hopes, given the great and passionate history of development of the game so far, that our concerns are ultimately not warranted. There is a lot of development time and effort going into systems/art/etc to flesh out late game survival in the wilds which helps makes the game more realistic and opens up options that a lot of people would likely take IRL. While that does have its own difficulties, what we've gleaned from the thursdoid is primarily logistical and time management in nature. The hope is that playing PZ in that style doesn't just turn into stardew valley / riftworld where the core narrative and game play functions of having to survive ZOMBIES doesn't just disappear. There are many ways to deal with this including things like more in-depth migration, events, and antagonistic NPC interactions that reintroduce this core element into gameplay with some regularity. There are other challenges like robust sickness/injury/weather systems that would provide greater difficulty surviving in the wilds also. Bottom line, OP, myself, and certainly other players just hope that all this time/effort by the honestly fantastic dev team at Indie Stone on these systems will help address keeping the mid to late game not only more fleshed out but also just as risky and dangerous as early/mid game but in different ways.
  5. As much as I hate to see the great protective composter become thumpable, it was a needed adjustment. Bit confused about the corpse rot progression and becoming fake dead. Is this applied to ALL corpses, even ones created by a player destroying a zombie? Or is this only corpses the gameworld generates?
  6. Axiomatic

    Milky Milky

    The animal system looks amazing! Hopefully animal sounds will be attracting zombies too and zombies will kill animals if they catch them.
  7. Axiomatic

    Holy Cow

    Holy cow indeed. The vastness of scope this update hints at is tremendous and really exciting.
  8. I know it must seem thankless to put out huge updates and then have a lot of criticism from the player base, but honestly love how this dev team takes it all in stride and continues revising/updating based on their own internal roadmap and the feedback they get from the community! Looking forward to testing out this new version and hearing the sound adjustments!
  9. Another issue with the new sound system, if there is a zombie thumping on something directly to character left (looking straight ahead by say a zombie at a door directly to left), it plays in both left AND right headphones. Granted the right headphone is lower volume but its also slightly delayed so I hear a loud thump on my left THEN immediately after a quieter thump on my right. This is confusing and unrealistic and will lead to a lot unnecessary player death.
  10. The heart shakes so much that you can actually miss clicking on it as it swing so far left/right. A UI element should not require that much precision, esp in a game where one misclick can spell your doom. Please reduce the amount of shake. It just needs to vibrate a little or scale up then back to normal a little. New sounds are really hit and miss. Some are great, some sound weird and not in relation to the old sound just weird on their own, some are much too quiet, some are much too loud, and others simply seem to be missing or don't differentiate enough. 1. Outdoor nature sounds, esp animals, have too much reverb/echo on them. There should literally be 0 unless you're inside a canyon or a tall alleyway. 2. Hitting a standing zombie with a car sounds like almost nothing at all has happened. Rolling over a body similarly is almost no different than the already too quiet hitting a standing zombie sound. 3. Killing blow to a prone zombie sounds almost no different than any other hit to a prone zombie. Players rely on the obvious sound that the zombie you're stomping or swinging on has received a killing blow, which while weird sounding in the old sound system, was at least very obvious so you knew you could switch your attention to something else. 4. Car engines just don't sound right. Hard to describe but they now sound buzzier, like an flying insect. 5. Jesus the jumpscare sound is turned up to volume 100 compared to other noises. Overall, another pass at mastering sound levels seems to be needed across the board....or give us more options under Sound tab to fine tune the levels.
  11. Ah your right, item weight and weight reduction are improved, but lowering capacity from 3 to 1 makes it pretty bad.
  12. Awesome, thanks devs! Its really helpful to be getting updates again and breathe some improvements into the game. Happy to see all the changes/updates though I don't fully understand the diabolical hate y'all have for fanny packs. They were already pretty bad weight/reduction ratio, and now even worse.
  13. Water is likely off. Right click on any sink and hover over Drink Water. If it doesn't say unlimited but #/20, then you know water is off. And then yes, you are using up the water left in those fixtures. Try to avoid cleaning things in your own safe house and do it out in the world. ANd keep a look out for water dispensers out in the world, they hold a great deal of water and comically weight only 5lbs when picked up.
  14. Axiomatic

    MP Status Update

    You all keep doing what you're doing. Quality is paramount. The mod community keeps the game fresh and happy to see that at least SP updates will be released while the huge MP overhaul gets ironed out and made amazing.
  15. For me, and I would assume for many people, the fun of the game comes from the risk and terror of the fight and flight to survive. That's why late game, if you survive that far, starts to become a bit stale. It all becomes a little too safe and you have the option to just play it as a base building/farming game. No real challenge. So my solution is to make the game much harder so that surviving to late game is quite unlikely, and while you are alive, there's more challenge, more fear, and more problems. Putting zombie type onto random so you never know if the zombie near you is shambler, fast shambler, or sprinter is one way to keep things exciting. And then play with house alarms and car alarms on thus making even zombies not attracted to you sources of second degree danger. If you're especially masochistic, play with the helicopter event as Sometimes. Since there isn't really a robust event system (like in Rimworld), this will absolutely remove any complacency which increases fun and interest.
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