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Thar

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Everything posted by Thar

  1. I imagine that players who are more oriented towards multiplayer will see things differently, that's why I pointed out that I'm someone who usually plays PZ in singleplayer. And well, it's not really a complaint, I think it's great that they're working on a new crafting system, they know what they're doing. I'm just giving my point of view, since maybe it can be useful for them, who knows? I'm sure that over time, maybe with NPCs, the game will gain more depth, which is what it needs as you said. To be honest, the development of the game has been taking them many years, but they are steadily making progress. I trust the devs will continue to improve the game as they have done so far.
  2. 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.
  3. "Oh, thank you very much for the mods. Actually, I play without them, so I don't know what's out there available. I'll take a look, who knows, maybe I'll try one. I didn't know about the children. I come here from time to time, or read the news on Steam, but it's impossible to keep up with everything. I guess it's to avoid possible criticism and legal issues. We really live in strange times, almost as if a zombie apocalypse would be more normal, right? Regarding the cure, I didn't say there had to be any cure or any kind of victory. I agree with the game's philosophy, it's the story of your death, so "game over". But that doesn't mean that while you manage to stay alive, there can't be other objectives, like investigating the disease, repairing a helicopter, searching for a lost family member - maybe one of the inmates - restarting a radio facility, I don't know, these are examples that come to mind at the moment, which may not be the best ones. What I mean is that as the game progresses, it becomes routine. Having additional, optional objectives apart from surviving the apocalypse would mean that the character has to move around, obtain more items, do more things, take more risks, and ultimately have more fun.
  4. 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!
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