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wanderinbilly

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Everything posted by wanderinbilly

  1. I played a "one week in" game and I felt guilty! Lol Also, it wasn't as fun starting w/ equipment because I enjoy scrounging for stuff and that wonderful feeling when you find a bat or axe. Admittedly, watching a Youtube video by Cromulent Archer (thank you zomboid123) helped me a lot w/ surviving, uh, Survival.
  2. Thanks for the pro tip! Srsly, do we know what the survival chance actually is? 10% blows, but it's better than 3%. ...also, if the game now saves every two minutes, is it now possible to just exit if you're bitten? Not sure that I'd ever do that unless I got distracted IRL.
  3. I'm a fan of the around-every-corner danger of West Point, and I love defending my base daily (http://steamcommunity.com/sharedfiles/filedetails/?id=543026975), so this place would bore me. xD Although I do understand that some people really like to go off the grid and away from the zombies in their attempts to survive, so I imagine that others would find that place to be perfect. I, however, like to remain within the action. Keeps things tense. Yes I'm the complete opposite because I roleplay my survival attempt even when in single player. So I'd do what I'd to in reality too: not stay in the "action" because action can mean death. So I usually shut myself off from the rest of the world as good as possible and try to be self sustaining. Staying in the "action" would just be super unrealistic from a roleplaying perspective I've only recently started using that farm - I was kinda chased out of town. That was cool with me because I wanted to "shut myself off" as well. I can't quite do that yet, though, as my crops are a week away, I only have one axe, no skill books, etc. So, I'll be taking the long trek into town (although I still have two buildings at McCoy to go through) several times. The "village" above me is cleared and picked clean so I'm curious as to if/when zeds will move back in.
  4. Oh cool, *I* thought that it looked like a good spot and did start building a base there. Sadly a sound event triggered a stampede of zeds, who evicted me and trashed the place. Now I am inspired to try again. Lol
  5. I have survived 3 (4?) scratches at once: never a bite. Disinfected bites immediately, wrapped in sterilized bandages, and ate a ridiculous amount. I thought it was 5% survival chance?
  6. Indeed we are not imagining it. I was standing between two zeds (their backs were turned) when a loud/nearby shot rang out and they didn't notice it. I am glad that you brought this up because I had planned to use alarm clocks to disperse a pack...but the zeds probably won't react to them, will they? I guess that I'll find out soon enough. =P EDIT: Hm. Maybe that only happens on the lower levels? I went back to survival and the zeds appear to react to gunshots-as in ambient sounds.
  7. I'm new to Build 33: currently 33.14 and I never played IWBUMS versions. My mind is blown: this build is fantastic! I've looked through this thread and done some searches but can't find an answer to my question. Should I be able to choose the initial scenarios? I only have a choice, survival, and it's obviously not survival: the power is one, horde seems moderate, and I always start in the same house. EDIT: Oh yeah, I initially loaded a saved game from 32 and I *did* come across a boarded up trailer. I think that character was a week and few days old. (May she rest in peace) Is this normal or is a my game being wonky? Thanks! EDIT: Oh dear god. K, that's "fixed." It is a bug, but a very minor one and easy to get around. I love that it forced me to play hardcore in spite of my wishing to try out "normal." Wow, now that I've been able to try normal, it feels like cheating! Lol
  8. I've played the game for a few years and never complained that it was too easy! I was recently thinking that it was just plain "bad marketing" to tailor the game's default mode for players at the top of the curve. Gamers generally don't want to have to tweak the game downwards because the default mode is too difficult. Then I was reminded that you're *supposed* to die. I'm sorry that I don't have the link to the post (by Lemmy I think) stating the developers' goal was to design a game in which surviving even a month was a big deal, and surviving a year highly unlikely. lol I find the ludicrous number of zeds (imo) balanced out by the larger amount of loot. Also, I've noted that my character becomes skilled much faster than he used to because he has to be so mobile and sneaky. Also, correct me if I'm wrong, but there seem to be areas that often stay "safe" for a good while-not always, but usually. I.E. a place to act as home base while you gather supplies. Admittedly, it took me weeks to get used to a different playing style. [Having said that, I've just had 100 zeds visit me at the NW farm w/ a well. Meh. I'm not sure whether I want to molotov 'em (horrible area for it) or just move out.]
  9. Because I'll be gathering a good amount of food and water (I start filling pots asap to store in "safe" places.) a good bag becomes a vital goal almost immediately. Of course I want the big hiking bag asap, but am stoked to find a duffle bag - even school bag - early on. I am a lot more mobile than I used to be and carry much more stuff when I'm looting. I want to be ready to run for my life and know that might mean leaving safehouses/stashes far behind.
  10. Overall, I'm looking forward to the non-zed company-it can be a lonely game. Of course, I'm speaking of the NPCs that I don't have to kill. Now, what does "scare" me is when they're first incorporated into the game because I'm betting there will need to be some serious experimentation and tweaking. That's pretty normal, of course, and I usually have fun anyway. (Memories of psycho blood hounding HORDES and invisible fire come to mind. =) )
  11. Well, who knows-maybe the devs have future plans for them. =) If not, hopefully they'll introduce aspirin...or make painkillers reduce fever. in any case, at least you maybe can make a bunch of smoke bombs and see how they work (if you haven't already). I've read that you can find recipe books to let you do that, but I haven't come across any.
  12. Indeed, 19 days and an insane kill rate seem to be the clue. Do you you get cocky or comfortable and end up letting your gaurd down? Y'know, just open a closet w/o thinking and get jumped? As has been stated, the trick is to be where a large pack or horde is not and, if it is somewhere that you don't want them, then to herd/lure them to a place as far from you as possible.
  13. Yeah, I don't how it could what its name implies-not yet anyway. Check out these recipes for bombs. The author laments ice packs being hard to find, but I found one. http://theindiestone.com/forums/index.php/topic/14670-get-your-engineer-recipes-here/
  14. Taking a shotgun to deal with "a couple dozen" zeds down the road from a base over the water from WP and being chased by 100 all the way back to my base was pretty clumsy. Several breached the base and had to be killed on the second floor. Very fun, but I didn't feel too bright. Worse, today I took the hunting rifle my buddy set up w/ a scope and ammo belts to dispatch some more of the above hoard that decided not to chase me the night before-about 50 or something. It was my first time using that gun and I didn't kill a single damn zed. I led them to the church to mill around (it is Easter after all). I took a break-later my buddy informed me that he took a shotgun and dealt w/ "The Congregation" as he put it. lol
  15. We don't stay in "a" safehouse long anyway; we're methodically (mostly) clearing the map. Recently I headed South from our partially fortified pink gas station base (over the water from WP) and ended up chased back home by a horde. That wasn't my intention but I did have to end up killing a few who got past through the long passageway and up the stairs. It was a blast. Anyway, if you create a safezone, complete w/ wall/gates on the roadways then I wouldn't expect to get attacked very often. As said, the key is migration-hell, I think it would be cool if a horde shambled by while I sat *very* quiety and out of sight watching them go by. Especially as, at this point, they'd likely be headed to one of our other bases/cleared areas-or even an area we were planning to check out. Most likely this would result in us hunting them and hopefully not biting off more than we can chew. Now if they happened to be migrating while I was hammering somthing, even fishing or gardening, it could turn into a different story. For now, these dudes seem to like to hang out-they don't seem to get hungry for one thing. I see smallish migrations move toward a random sound, but never a horde-maybe those sounds/any sounds just to be made louder? I don't foresee hordes randomly zeroing in on a base, just a group getting moving for some reason and (literally) stumbling into your base. It would be interesting if smaller packs or single zombies would "instinctively" join the larger group if it passed close enough...
  16. I was pretty bummed out when a buddy warned me about our rainbarrel water being tainted. It's kind of a pain in the ass *for now* but only because I always start out stockpiling clean water so we have a pretty good reserve. (Part of it down in Muldraugh..bah.) I understand the rationale, and it makes sense but I hope that there's some rebalancing. As stated, rainwater should be OK for a decent amount of time but I think it should be 100% pure when it falls. Now the age/upkeep of the rain collectors themselves seems like it could be a major variable. What about the ability to build a rain collector w/ a lid to make it last a bit longer, i.e keep leaves and bugs out of it? I understand that the game must get more difficult as it's further developed and becomes more realistic, but I could see this making it a hair less fun. I really do a "hair"-I have dealt with teleporting crops, invisible fire, and zeds spawning on my balcony and still had an F'in blast. I do think that this is already one of the best games ever made. Srsly.
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