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Blair Algol

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Everything posted by Blair Algol

  1. Okay less food, but also not too less food. got it.
  2. I encourage anyone who believes that too much food is spawning in the build 42 beta, when it is available, to make that known. We've known that too much food spawns in vanilla apocalypse for a while now, and have attempted to address it in b42, so hopefully it will be in a better place for you.
  3. I would say that players should expect to find less food spawning, as well as less gas in gas station pumps, including some completely empty pumps, in default b42 play. Food spawns have been drastically reduced, and there are two different procedural systems for eliminating food over time. The sandbox settings will provide more fine-tune control over loot spawning and gasoline spawning. Farming and Fishing have both been reworked, and should be more challenging as food sources. We also have more dev and debug tools for tracking exactly how much stuff spawns, so we can see exactly how many of what food items are spawning as loot, use that information as a tool for adjusting loot spawns, and will be using that for further fine tuning during the b42 beta period.
  4. "That’s the unfortunate conclusion of “making it realistic” in terms of variety and quantity and has gotten to the point that it’s just too easily to acquire" Just chipping in, as one of the devs, in that I agree with that estimation; hopefully it will be in a better place in b42. One problem is, as we've all basically said here, is that many people in general think they want "realistic" food spawning (even if they find themselves feeling bored or unchallenged later in a savegame); implementing game balance spawning of any item in the game is always problematic with people's expectations and feedback.
  5. It's probably on account of the "wroldX" here, but there may be other misspellings.
  6. It's important to keep in mind that videos, like the ones you posted, ultimately consist of opinion pieces or other content that is published to YouTube in order to generate engagement and ad revenue, and, as such, they can and will make all sorts of claims, ones that people will agree with in the comments. That doesn't mean that they're factual or accurate; they're not journalism or a peer reviewed study, or really held to any standards aside from the basic YouTube community standards. There's many examples of inaccurate videos on YouTube that people have watched and agreed with. I can publish an entertaining video about how Birds Aren't Real and get a 100,000 views and hundreds of comments supporting it's position, YouTube isn't indicative of reality.
  7. A lot of those things in those mods, and I mean a lot, amount to a difference of opinion between us, the developers, and the people who use the mods about how the game mechanics or interface should be. A lot of those things will not be added to vanilla. In some of those cases more has been, and will be, done to improve the UI/UX aspects of the game, but also there's other stuff being worked, or that will be worked on that may be a higher priority. In aspects to general "interacting with the world and items", in the fashion that many of those mods address, build b42 already has a lot of features, many of them that would be considered QOL, in that regard. It's not everything, and I'm sure not everything will be done to everyone's preferences, but it is something that is being addressed in an ongoing fashion. However, I would say that our approach, in regards to "adding mods to vanilla" has been to approach the matter in a more holistic fashion, where we look at addressing the issues that mods may address versus just "adding the mod to vanilla". Some of those mod may even use vanilla assets for stuff that we are planning on adding in the future. We've also hired many modders over the past couple of years, myself included. We just take a more thoughtful and long term approach than plugging mod content into the game. This isn't a slight against modders, considering it's modders who are doing a lot of this work. I would also say there is a lot of new content and mechanics in b42 already that hasn't been featured in the blog posts. We're saving a lot of the cool, fun, new stuff for people to discover when they play the beta or b42 itself. The blog posts aren't everything and a lot of stuff has been added to the game for build 42. And also, with a lot of the new b42 content, I'm sure people will use many, many mods to change the mechanics, balance, or interface of those features to suit their preferences.
  8. Loot doesn't respawn in every location of the map, and this is deliberate on the part of the map makers and not a bug.
  9. Yes, propane torches are now 10 capacity.
  10. You can also refuel more torches from a propane tank. A propane tank crate was added to procedural spawns. Propane tank spawns were increased across the board. There are also tons of propane BBQs on the map.
  11. The good news for you is that is a mechanic that is already in the game.
  12. I know that The Walking Dead occupies a huge space in many people's imaginations, and a lot of PZ players are very passionate about that show, but we're also trying to tell our own story with our own zombie apocalypse here, and recreating specific stuff from the walking dead could serve to dilute that vision?
  13. In addition to what Pandorea says, this is indeed a known issue for some users with the mod that has the clothing you're using with the rolled up options.
  14. A zombie apocalypse just happened. The ammunition was for a shotgun, sidearm or backup gun that the police officer lost before dying. Or, as a zombie apocalypse was happening, it was ammunition they grabbed, just in case, despite not having a gun that uses it. Maybe the reason they still have that ammunition is that they used up all the ammunition for the guns they do have.
  15. "- As corpses progress in rot stages they have a chance of becoming fake dead." This isn't a bug; sometimes the zombie corpses reanimate over time in vanilla PZ .72+
  16. Blair Algol

    Liquid Zedball

    There will absolutely be server settings to disable liquid griefing when the liquid system is added to PZ.
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