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RedKrypton

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  1. Pie
    RedKrypton got a reaction from syfy in Better Food & Preperation   
    This is the reason I want to make this mod. The devs have more important things to do so modding has to tackle the problem.I just took steak as an example, another one could be the soup.
    I like my steak medium and flavoured with a bit of salt and pepper.
  2. Like
    RedKrypton got a reaction from sleepyheaddreams in Farming Improvements   
    I wanted to post about this for a while now, so here it is.
     
    Farming currently is very easy, but at the same time tedious. What do I mean? First of all setting up the garden or the fields is very easy and has no real threshold. Just take your trowel and you basically got a field in 2 hours maximum ready to be sown. You take your seeds and sow them and then hope for rain. If you get rain you are set and most likely don't have to do much else. Plant growth is ridiculus for a game that writes "Realism" on its flag and you most likely don't have to water at all as it regularily rains, but even if it didn't it would be too much of a hassle to because of the UI taking you ages to issue order to water each and every plant.
    Then when harvest happens you have too much produce to eat and you can't really store it if you haven't got a generator and a fridge and finding glass jars to store a lot of it is uncommon.
     
    That's how I currently see it. Here are my improvement ideas. Keep in mind that a lot of them are for the time after NPCs arrive.
     
    First of all it should be an undertaking to farm at a scale to be able to live of it. Working on making a piece of land into a field should be a time consuming effort, but also not be click spammy so I have an idea, zones. You know how in most city building games you use your mouse to make farms, stockpiles and such? This concept could also be realised in a load of other ways, but to that later. This would immensly ease the problem of click spam.
     
    Depending on the place you are trying to set up the farm it should be more or less difficult to set up. Digging up the former garden of a nice house a few months after the end? Easy, as there are barely any roots and stones in your way. Trying to cultivise the land you and your groups just grubed? Be prepared to go full pioneer. You have to clear out roots and stones, burn stumps to make it easier for you to clear them and generally spend a lot of manpower and tools to make it ready for use. Hoes will be your friend.
     
    Then the actual farming starts. Sowing is again made much easier by just using zones your character should sow in. The earth then also should have some saved water in it to help the crops to grow. Then the real enemy starts to appear, weeds. Weeds are a pain in the ass especially if you don't have any weedkillers. Guess what you'll often will do? Rip out these weeds every so often as they would otherwise destroy your crop. This also a time consuming work, which means at least one person is gonna care about them all the time.
     
    Fertilising can be done by using commercial fertiliser or better compost from the weeds you gathered, the food waste and so on.
     
    So when harvest comes and you don't have the luxery of electricity or that of canning everything there is a solution, the root cellar. You dig it outside and then are able to safely store your food there, just make sure the rats to get to it.
     
    Another issue for me is the growth period the plants need. You should have realistic growth periods, which would make an infestation for more interesting and could lead to people actually trying to counter the pests instead of just destroying every infected crop. But I know not everyone likes pure realism so here is an idea:
     
    Difficulty of Farming. Likely with reloading there should be an options for you to choose how realistic your farming expirience should be. Going from an arcady feel (current) to full blown realism with you needing a lot of land to sustain your group.
     
  3. Like
    RedKrypton got a reaction from Khun_Poo in Becoming hard of hearing through gun use   
    Guns are loud and using them regularily without any hearing protection should damage your hearing and make the ingame sounds quieter. There should be utensils to avoid this, like earplugs or all around hearing protection. Using them would make you very hard of hearing while using them, but you should keep your hearing permanently.
  4. Like
    RedKrypton got a reaction from Rocco36 in Waffles vs Pancakes   
    I vote for neither.
    The Austrian Palatschinken is the Best!
    Don't even try to argue.

  5. Like
    RedKrypton got a reaction from Magic Mark in Nutrition System: Cravings and being fed up   
    In the recent Mondoid RJ talked about the nutrition system and it's effects on the player, but they haven't got a good way of showing it to the player yet.
     
    How about cravings? The human body always tries to get sufficient amounts of all the stuff it needs and does that by manipulating us through desires. There was once an interesting experiment in which a person tried to survive like a shipwrecked survivor on the ocean. He ate nothing but fish. After one week he suddenly craved the eyes and the liver of the fish as his body tried to get the stuff he was lacking, so why not here too?
     
    These craving of course only happen if there is a bigger lack of certain nutrients.
     
    A counter to craving would be being fed up with a certain food. If you ate cabbage everyday for weeks you would less and less enjoy the food and in the end maybe even despise it for some time.
  6. Like
    RedKrypton got a reaction from Dude4Life in Nutrition System: Cravings and being fed up   
    In the recent Mondoid RJ talked about the nutrition system and it's effects on the player, but they haven't got a good way of showing it to the player yet.
     
    How about cravings? The human body always tries to get sufficient amounts of all the stuff it needs and does that by manipulating us through desires. There was once an interesting experiment in which a person tried to survive like a shipwrecked survivor on the ocean. He ate nothing but fish. After one week he suddenly craved the eyes and the liver of the fish as his body tried to get the stuff he was lacking, so why not here too?
     
    These craving of course only happen if there is a bigger lack of certain nutrients.
     
    A counter to craving would be being fed up with a certain food. If you ate cabbage everyday for weeks you would less and less enjoy the food and in the end maybe even despise it for some time.
  7. Like
    RedKrypton got a reaction from Geras in Nutrition System: Cravings and being fed up   
    In the recent Mondoid RJ talked about the nutrition system and it's effects on the player, but they haven't got a good way of showing it to the player yet.
     
    How about cravings? The human body always tries to get sufficient amounts of all the stuff it needs and does that by manipulating us through desires. There was once an interesting experiment in which a person tried to survive like a shipwrecked survivor on the ocean. He ate nothing but fish. After one week he suddenly craved the eyes and the liver of the fish as his body tried to get the stuff he was lacking, so why not here too?
     
    These craving of course only happen if there is a bigger lack of certain nutrients.
     
    A counter to craving would be being fed up with a certain food. If you ate cabbage everyday for weeks you would less and less enjoy the food and in the end maybe even despise it for some time.
  8. Like
    RedKrypton got a reaction from Rocco36 in Farming Improvements   
    I wanted to post about this for a while now, so here it is.
     
    Farming currently is very easy, but at the same time tedious. What do I mean? First of all setting up the garden or the fields is very easy and has no real threshold. Just take your trowel and you basically got a field in 2 hours maximum ready to be sown. You take your seeds and sow them and then hope for rain. If you get rain you are set and most likely don't have to do much else. Plant growth is ridiculus for a game that writes "Realism" on its flag and you most likely don't have to water at all as it regularily rains, but even if it didn't it would be too much of a hassle to because of the UI taking you ages to issue order to water each and every plant.
    Then when harvest happens you have too much produce to eat and you can't really store it if you haven't got a generator and a fridge and finding glass jars to store a lot of it is uncommon.
     
    That's how I currently see it. Here are my improvement ideas. Keep in mind that a lot of them are for the time after NPCs arrive.
     
    First of all it should be an undertaking to farm at a scale to be able to live of it. Working on making a piece of land into a field should be a time consuming effort, but also not be click spammy so I have an idea, zones. You know how in most city building games you use your mouse to make farms, stockpiles and such? This concept could also be realised in a load of other ways, but to that later. This would immensly ease the problem of click spam.
     
    Depending on the place you are trying to set up the farm it should be more or less difficult to set up. Digging up the former garden of a nice house a few months after the end? Easy, as there are barely any roots and stones in your way. Trying to cultivise the land you and your groups just grubed? Be prepared to go full pioneer. You have to clear out roots and stones, burn stumps to make it easier for you to clear them and generally spend a lot of manpower and tools to make it ready for use. Hoes will be your friend.
     
    Then the actual farming starts. Sowing is again made much easier by just using zones your character should sow in. The earth then also should have some saved water in it to help the crops to grow. Then the real enemy starts to appear, weeds. Weeds are a pain in the ass especially if you don't have any weedkillers. Guess what you'll often will do? Rip out these weeds every so often as they would otherwise destroy your crop. This also a time consuming work, which means at least one person is gonna care about them all the time.
     
    Fertilising can be done by using commercial fertiliser or better compost from the weeds you gathered, the food waste and so on.
     
    So when harvest comes and you don't have the luxery of electricity or that of canning everything there is a solution, the root cellar. You dig it outside and then are able to safely store your food there, just make sure the rats to get to it.
     
    Another issue for me is the growth period the plants need. You should have realistic growth periods, which would make an infestation for more interesting and could lead to people actually trying to counter the pests instead of just destroying every infected crop. But I know not everyone likes pure realism so here is an idea:
     
    Difficulty of Farming. Likely with reloading there should be an options for you to choose how realistic your farming expirience should be. Going from an arcady feel (current) to full blown realism with you needing a lot of land to sustain your group.
     
  9. Like
    RedKrypton got a reaction from Jason132 in Farming Improvements   
    I wanted to post about this for a while now, so here it is.
     
    Farming currently is very easy, but at the same time tedious. What do I mean? First of all setting up the garden or the fields is very easy and has no real threshold. Just take your trowel and you basically got a field in 2 hours maximum ready to be sown. You take your seeds and sow them and then hope for rain. If you get rain you are set and most likely don't have to do much else. Plant growth is ridiculus for a game that writes "Realism" on its flag and you most likely don't have to water at all as it regularily rains, but even if it didn't it would be too much of a hassle to because of the UI taking you ages to issue order to water each and every plant.
    Then when harvest happens you have too much produce to eat and you can't really store it if you haven't got a generator and a fridge and finding glass jars to store a lot of it is uncommon.
     
    That's how I currently see it. Here are my improvement ideas. Keep in mind that a lot of them are for the time after NPCs arrive.
     
    First of all it should be an undertaking to farm at a scale to be able to live of it. Working on making a piece of land into a field should be a time consuming effort, but also not be click spammy so I have an idea, zones. You know how in most city building games you use your mouse to make farms, stockpiles and such? This concept could also be realised in a load of other ways, but to that later. This would immensly ease the problem of click spam.
     
    Depending on the place you are trying to set up the farm it should be more or less difficult to set up. Digging up the former garden of a nice house a few months after the end? Easy, as there are barely any roots and stones in your way. Trying to cultivise the land you and your groups just grubed? Be prepared to go full pioneer. You have to clear out roots and stones, burn stumps to make it easier for you to clear them and generally spend a lot of manpower and tools to make it ready for use. Hoes will be your friend.
     
    Then the actual farming starts. Sowing is again made much easier by just using zones your character should sow in. The earth then also should have some saved water in it to help the crops to grow. Then the real enemy starts to appear, weeds. Weeds are a pain in the ass especially if you don't have any weedkillers. Guess what you'll often will do? Rip out these weeds every so often as they would otherwise destroy your crop. This also a time consuming work, which means at least one person is gonna care about them all the time.
     
    Fertilising can be done by using commercial fertiliser or better compost from the weeds you gathered, the food waste and so on.
     
    So when harvest comes and you don't have the luxery of electricity or that of canning everything there is a solution, the root cellar. You dig it outside and then are able to safely store your food there, just make sure the rats to get to it.
     
    Another issue for me is the growth period the plants need. You should have realistic growth periods, which would make an infestation for more interesting and could lead to people actually trying to counter the pests instead of just destroying every infected crop. But I know not everyone likes pure realism so here is an idea:
     
    Difficulty of Farming. Likely with reloading there should be an options for you to choose how realistic your farming expirience should be. Going from an arcady feel (current) to full blown realism with you needing a lot of land to sustain your group.
     
  10. Like
    RedKrypton got a reaction from fluffe9911 in Farming Improvements   
    I wanted to post about this for a while now, so here it is.
     
    Farming currently is very easy, but at the same time tedious. What do I mean? First of all setting up the garden or the fields is very easy and has no real threshold. Just take your trowel and you basically got a field in 2 hours maximum ready to be sown. You take your seeds and sow them and then hope for rain. If you get rain you are set and most likely don't have to do much else. Plant growth is ridiculus for a game that writes "Realism" on its flag and you most likely don't have to water at all as it regularily rains, but even if it didn't it would be too much of a hassle to because of the UI taking you ages to issue order to water each and every plant.
    Then when harvest happens you have too much produce to eat and you can't really store it if you haven't got a generator and a fridge and finding glass jars to store a lot of it is uncommon.
     
    That's how I currently see it. Here are my improvement ideas. Keep in mind that a lot of them are for the time after NPCs arrive.
     
    First of all it should be an undertaking to farm at a scale to be able to live of it. Working on making a piece of land into a field should be a time consuming effort, but also not be click spammy so I have an idea, zones. You know how in most city building games you use your mouse to make farms, stockpiles and such? This concept could also be realised in a load of other ways, but to that later. This would immensly ease the problem of click spam.
     
    Depending on the place you are trying to set up the farm it should be more or less difficult to set up. Digging up the former garden of a nice house a few months after the end? Easy, as there are barely any roots and stones in your way. Trying to cultivise the land you and your groups just grubed? Be prepared to go full pioneer. You have to clear out roots and stones, burn stumps to make it easier for you to clear them and generally spend a lot of manpower and tools to make it ready for use. Hoes will be your friend.
     
    Then the actual farming starts. Sowing is again made much easier by just using zones your character should sow in. The earth then also should have some saved water in it to help the crops to grow. Then the real enemy starts to appear, weeds. Weeds are a pain in the ass especially if you don't have any weedkillers. Guess what you'll often will do? Rip out these weeds every so often as they would otherwise destroy your crop. This also a time consuming work, which means at least one person is gonna care about them all the time.
     
    Fertilising can be done by using commercial fertiliser or better compost from the weeds you gathered, the food waste and so on.
     
    So when harvest comes and you don't have the luxery of electricity or that of canning everything there is a solution, the root cellar. You dig it outside and then are able to safely store your food there, just make sure the rats to get to it.
     
    Another issue for me is the growth period the plants need. You should have realistic growth periods, which would make an infestation for more interesting and could lead to people actually trying to counter the pests instead of just destroying every infected crop. But I know not everyone likes pure realism so here is an idea:
     
    Difficulty of Farming. Likely with reloading there should be an options for you to choose how realistic your farming expirience should be. Going from an arcady feel (current) to full blown realism with you needing a lot of land to sustain your group.
     
  11. Like
    RedKrypton reacted to RobertJohnson in RELEASED: Build 33   
    Released!
    [NEW STUFF]
    FMOD: New sound engine!Tons of new sounds and ambient! (fridge buzz, water drip, birds...) New random music algorythm: some weird music will start at night to give a creepy ambient! Proper 3D sound! The helicopter will now circle around a player, you'll need to hide (forest or house) for it to stop! Added an ambient volume slider in the option. New randomized buildings:Some buildings will now be burnt, looted or already barricaded. Some will have specific professions loots Made world more alive, some windows/inside door will be open. New main menu!Allowing to custom your difficulty settings easier. You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing) Choose from "The First Day" to "6 Months After the Apocalypse" (hard early game), and don't forget our hardcore Survival (hard late game!) Then select if your character will start with some bonuses, such as items or xp multiplier! New trait: herbalistWith this trait you can find medicinal herbs by foraging. They'll help you fixing your broken bones, your stomach disease, etc. Some will require to be transformed in poultice with a mortar and a pilon! Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn't eat. Not a herbalist? Take care when eating berries Radios TVs Moveable furnitures! (icon is on the left) Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc...) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Added /alarm server admin command to force an alarm to play in the current room. Added farming mag to learn the mild flies cure Added electronics mag to learn how to make and add remote trigger Added way to learn remote controller v2 and v3 in electronics mag PZServerSettings edits INI as well as SandboxVars.lua. Save players every minute instead of every 2 seconds. Active translation mods will be loaded when joining a server. Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel. Zombies that fall from a height fall over and take some damage. Added buttons to enable/disable mods. Double-clicking still works. Added warning about Workshop items not being displayed when Steam is disabled. The URL button in the Mods screen opens the Steam Overlay to a mod's Workshop page if it has one. PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options) The Maps= line in a server's INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories. Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves. [FIXES/BALANCE]Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first) Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed watermelon sliced/smashed weight Possibly fixed multiple copies of other players appearing in multiplayer. Fixed speed of falling not considering framerate. Reduced movement rate when going up or down stairs. Fixed OpeningHours sprite bug. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. ProjectZomboid exe prints any exception after running the main() method. Fixed an exception with footstep sounds when the player was falling. Fixed lighting flashes not working when shaders were turned off. Fixed clicked-on worn clothing not being used by a recipe. Fixed a number of issues with using the bundled Java Runtime Environment on Linux.
  12. Like
    RedKrypton got a reaction from Popsalot in Improvised barricading materials   
    The current building and barricading system heavily relies on you finding an axe and a saw. Without both of these items you are screwed in terms of barricading your house in any meaningful way, as you can't find planks in any meaningful amount and carrying them over from the warehouses and industrial buildings is risky, because of their bulk.
     
    The idea of IBMs is that these are construction materials, which don't fit in the "plank" category. You can either find them, or better and more useful, craft them by dismanteling with a hammer and saw. Smaller furniture (like chairs) through pulling the legs out and larger by sawing parts off tables as such. Instead of planks they should drop when a door is destroyed.
     
    I's like to improve barricading by also using furniture like bookshelves to block windows and doors and then nailing them down in place.
  13. Like
    RedKrypton reacted to Mr_Sunshine in Survival is pretty hardcore and unfair right now   
    I understand exactly how you feel.
     
    Survival does feel like it's very hard purely just for the sake of being hard- which is in no way a bad thing, just I have a slight gripe on how it goes about achieving this.
     
    Rather than focusing on other various crucial survival aspects (Like making food/loot even rarer or forcing the player to use a range of all his skills to survive), it just focuses purely on hordes of zombies that are unrelenting (Which is great!) but in an unfair 'spawning' kind of way (Which I dislike :\ ).
     
    But hey, it's waaaaay better than the old difficulty of Survival, so I'm still all for it. Just could do with a few tweaks. 
  14. Like
    RedKrypton got a reaction from Mr_Sunshine in Survival is pretty hardcore and unfair right now   
    While I haven't died, it's apparent that survival mode feels unfairly difficult, at least with the current means of survival.
     
    Without cars you are pretty much forced into a small amount of locations, because zombie density starts of thick and then increases more and more around former populated areas. Adding to this is that the stealth system isn't implemented. Yes I can walk slower looking around myself, but that doesn't constitute a stealth system for me. Looting anything but the outskirts is suicidal, because of the density and the lack of a good stealth system in which you can really sneak and take down zombies quietly.
     
    Another problem I found was, that the random noise events just played Ping Pong with the zombies around me. If there is an event in the west the next day there is an event to the east and so on. It wouldn't be so bad if the zombies didn't play vandal at every occasion. Noise behind the house?-Fuck it, let's visit the neighbours and let's use the window for entering.
     
    I know you want us to feel challenged, but shouldn't that come with time, like running out of the canned and other non perishables and giant zombie hordes from the city moving along the Highways?
  15. Like
    RedKrypton reacted to BudeRoy in Survival is pretty hardcore and unfair right now   
    You got really good point here, all i can do is agree with you.
     
    That zombie ping pong with noise events was driving me and my group insane since huge packs of zombies were constantly running every damn direction and the best parts was: there could be multiple events happening in one day and before we had our log walls, those huge packs of zombies went always thru our trailer base and trampled all our crops etc. funny things.
  16. Like
    RedKrypton got a reaction from Rabisco in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  17. Like
    RedKrypton got a reaction from Geras in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  18. Like
    RedKrypton got a reaction from CaptKaspar in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  19. Like
    RedKrypton got a reaction from Dude4Life in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  20. Like
    RedKrypton got a reaction from Peetfighter in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  21. Like
    RedKrypton got a reaction from Jason132 in Worn clothes shouldn't show up in your inventory   
    Time and time again, when I want to clear out my inventory I strip myself naked and also unequip my rucksack.
     
    Could you please make it so, that worn items don't show up in the inventory, because currently, if I for example have more than one pair of pants I have to open the stack and only select those I do not wear. Same with sweaters and backpacks.
     
    Couldn't you make a screen just for the armor and clothes you are wearing? All other zombie survival games manage that too.
  22. Like
    RedKrypton got a reaction from CaptKaspar in Becoming hard of hearing through gun use   
    Guns are loud and using them regularily without any hearing protection should damage your hearing and make the ingame sounds quieter. There should be utensils to avoid this, like earplugs or all around hearing protection. Using them would make you very hard of hearing while using them, but you should keep your hearing permanently.
  23. Like
    RedKrypton got a reaction from EnigmaGrey in Becoming hard of hearing through gun use   
    Guns are loud and using them regularily without any hearing protection should damage your hearing and make the ingame sounds quieter. There should be utensils to avoid this, like earplugs or all around hearing protection. Using them would make you very hard of hearing while using them, but you should keep your hearing permanently.
  24. Like
    RedKrypton got a reaction from LeoIvanov in The zombie system is a plain annoyance   
    My issue is that there is no dynamic. Zombies never leave their zone. Why for example would there be thousands of zombies in West Point after 3-5 months? They are looking for prey, aren't they? With time cities should become less crowded and the surroundings should become less safe. If you have your base outside the main spawn area you will never get attacked. You would have to lead a horde to your base yourselve. Currently The zombies just get more and more in the city but stay largly the same outside of it.
  25. Like
    RedKrypton got a reaction from Geras in The zombie system is a plain annoyance   
    Survival was always my favourite to play, but currently the game seems to care for the zombie density map too much and seems to always try to spread them out everywhere equally. I kill a zombie group and the next day or sooner another herd has taken it's place. That's not at all realistic or fun. All the groups also are about equally apart, which makes the landscape boring and looting impossible. It's like the zombies are all standing watch, trying to spot you. They also love to just pick a random house, fuck it up and then leave. There are no sound events which triggered this and I wasn't involved.
     
    The new system also severly limits, what safe houses you can have. Because the zombie density seemingly never is allowed change you are forced into very few locations to be able to have a relativly safe base which isn't constantly attacked by zombies because they randomly walked into a boarded up window and currently never lose interest and not having to walk the better part of the day to loot something. Currently you are basically forced to always reside in the most upper house in West Point because all the others are impossible to defend, even if you never make any noise or give any clue to your existance. In most of my playthroughs in which I didn't use this safe house I have to use half a day everyday to reduce zombie numbers.
     
    In my ideal world there should be a realistic amount of zombies in both Muldraugh and West Point, not a mass we have now. After day 20 or so zombies would spread out into the countryside on their search for flesh. Huge hordes would slowly waltz along the highways out of the cities picking up or dropping off smaller hordes. They would slowly go along the withering roads and  if they see something or hear something, they should come down with all of their force.
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