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Sadeyx

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  1. the only problem is the predictable nature of zombie re-spawns. The old system was boring because you could clean out an area by your base and never have to worry about it again... no point making a fortress because no zombie will ever see it, let alone test it. Now zombie respawning is predictable enough that it just becomes routine, clearing out the area after a looting trip is just routine now and when something is routine, its not more difficult, its just more time and tedium. I used to set daily zombies but now I just set weekly because I want to get on with the game, not take out the trash every time I return from a looting trip. Whats needed is some kind of 'random respawn' option thats similar to the electric and water. One thing I like about the electric and the water shutting off is that you cant predict it, sometimes its early sometimes its late, sometimes both go off sometimes one a time. I tend to pick 0-2 months. Maybe zombie respawn options can be changed to 0-3 days, 0-7 days, 3-7 days, 7-14 days or maybe just 'completly random' I just dont like the thought of being able to configure respawn options. Maybe it could also be linked to 'time played' so that the first month there is no respawning, 1-3 months its 7 days, 3-6 months it becomes daily... so that the game becomes more difficult the longer you survive.. not easier, which is still the current status.
  2. I suspect this will be down to the time per day thing not scaling correctly. If you have 30 minute days, which is default, stamina drain will appear to be very fast. Try 1 hour days, might elevate the problem
  3. and yet... STILL no cooking trait.. Cmon man, been waiting for this update for ages and you leave out the only one I was actually interested in :/ Ppppppfft... Ok... I'll add a "French" trait then... Why, are french good at food or something? I knew they made pretty good wine.
  4. and yet... STILL no cooking trait.. Cmon man, been waiting for this update for ages and you leave out the only one I was actually interested in :/
  5. Yo! Need a trait for cooking yo. Just need one that gives the 100% cooking learning pls To the adrenaline junkies wanting to be constantly panicked with Agoraphobic and Claustrophobic... you seem to forget that being panicked has quite a severly negative effect.. Aiming! so sure, go ahead and be constantly panicked to get the speed buff, then spend 30 minutes trying to kill a zombie because you're aiming is so bad. You're sacrificing the ability to kill things quickly for the ability to move quickly. Being able to move fast is of little benefit imo But to be fair, maybe being panicked should have an additional effect of causing more stamina drain, or getting tired quickly like the trait that makes you need more sleep
  6. ummm, where is the cooking hobby?
  7. I think its worth a special mention to note that regular and consistent dev blogs makes a huge difference to how any dev studio is perceived. A game can even have very few actual updates, but if there is a regular dev blog on a certain day, like the Mondoids, it makes all the difference to how 'in touch with the community' people feel. Even if im not playing the game in question there are several games out there who regularly and consistently post a 'blog' of some form on a certain day which I always look forward to reading.
  8. It very much depends how exactly they are going to manage the whole transferance to 10 skill levels instead of 5. Either way, with there being a lot more character customisation it will offer more opportunity to test different combinations of traits and proffesions so that you can personaly establish which ones are important to you and which ones arnt. Remember.. Your not always looking for "The perfect build" because... well, the perfect build just makes the game easier, right? and in recent months I for one have been testing various handi-caps and negative traits so see exactly how bad they are, and to see exactly "how good at Project Zomboid" I actually am lol Like for example, recently I have chosen to NOT pick 'Construction Worker' :o and yea.. that 'thick skinned' makes a big difference I've also tried 'High Zombies' + Uniform... and thats just a bit too hard for me with Extremly rare loot, although High Zombeis + Uban Focus, is just about manageble. If you find that some skills are making it a bit too easy or boring.. just dont taken them
  9. Tiswas!!! http://www.tiswasonline.com/forums/ lul
  10. Awesome! Since the notes are up presumably the IWBUMS isnt too far behind, im very much looking forward to playing testing it !
  11. Zombies are not interested in cook meat anyways, I think you mis-understand. Its not about them being attracted to cooking smells because it makes them hungry, anymore than the sound of an alarm indicates food. When they detect noise they arnt able to differentiate if that noise is coming from, a source of food, or if its just rain, or an alarm or a gunshot, they just head towards it all the same because it just provides a direction. presumably in hopes that it indicates human activity.. and nothing in the world indicates human activity more than the smell of cooking food lol Since you cant 'smell' blood in real life, yet zombies can.. seems to me they have perfect smell sense. But as I said, the lore doesnt matter, the Devs have already made it so that Zombies are attracted to themselves! there is no zombie "lore" where zombies attract themselves, its just an added 'attraction mechanic' for gameplay reasons to make it so that they bunch up organically. You could say that Indie Stone are developing their own zombie lore, no reason why smell cant be added as an attraction mechanic to overcome the problem of walls and defences being entirley pointless. Im not arguing that this should be the mechanic they use, but something needs to be done, and this is one possability that I can think of.
  12. Pretty sure most zombie lore don't have zombies who can sniff out fruits and veggies.......now the light from a campfire might attract them, but general zombie lore doesn't have zombies with a super sense of smell. Yea, it is a stretch to say that they could smell growing veg! lol However, in my mind, Zombies with a great sense of vision is far more inplausable than a strong sense of smell. Hunger is usually what drives a zombie and since they are normally blind they depend on smell and sound. Especially the smell of blood. In anycase, what specific 'lore' zombies follow doesnt matter, in PZ those settings are all adjustable, for gameplay reasons there needs to be something which moves zombies from a greater distance in your general direction. Random sounds are soon forgotton, and seeing movement is just fleeting, but a strong smell that wafts over constantly from a campfire cooking rabbit stew.. a bit more plausable in my mind
  13. I dont know.. building a base should attract attention, I think 7days has got that part right at least, the only issue is how predictable they are and how easy it is just to surround your base with spikes. If PZ were to do something similar I would hope for something a bit more organic and maybe something more related to smell. Zombies right now have vision and hearing but I dont think there is a smell mechanic yet. They should be able to smell cooking food, animals caught in traps, smoke from a burning camp fire maybe even the smell of certain growing fruits and veg.
  14. It has been answered in the link Enigma provided. There will be other water functions added, but you know.. early access, beta.. things not done yet? In anycase, since when has water ever been such a pressing concern? Never!.. so what, suddenly getting water might now actually pose the slightest, smallest possibility of being a challenge? *gasp* lets take to the forums and rage about it! ¬.¬
  15. oh this again? lol look, its only a 4 point trait to get carpentry, you will not need to take the carpentry 'proffesion' The profffesion gives you 3 points in carpentry AND faster leveling, which means your going to have carpentry 5 within no time if you read books as well. - what a waste! you would much rather points in other things. I think people will quickly realise that the 'proffesion' will be very undesirable one to take. since the 'trait' will do just fine.
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