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Found 19 results

  1. As in the title, I want to know if I'm alone in this opinion, but I've had far too many runs finished on day one due to a single missed swing. What happens is you swing a melee weapon, and there is a 1.5-2 second period where your speed is reduced to near 0, which makes missing a single swing a little bit TOO punishing, especially when there is more than one zombie. I personally love the challenge this game offers, but in Survivor mode I find it near impossible to enter houses because even if I lure the bulk of the zombies away, invariably I'll still need to kill 5-6, and that latency period w
  2. As it is now, if you start a new world, you've got a fresh new character, starting from scratch. You work real hard and spend many days building up that character's skills (and gear), building a base, leveling carpentry. You're at Level 7 carpentry now, and you're 45 days in. Annnn' ya bit. So, this character dies, and we spawn a new character into the same Sandbox. They start, timeline wise, after the first character died-- makes sense-- but their skills are default. That is, they only get the same chance for character points that the first character got, but, lore-wi
  3. Issue: I enjoy playing 6 months later and Apocalypse, occasionally even CD DA, and well, getting a lighter/matches or even a saw from the first house before getting overwhelmed in 2 minutes from a zombie hearing your footsteps isn't too feasible, and running out into the woods being chased by 30,000,000,000 zomboids without any fire starting will leave you a bit cold/hungry/unhappy/in the dark in no time. I love the difficulty, and how impossible it is to really get back into cities once you've left, let alone main roads and pockets which surround houses out of the way. With the fact you can g
  4. The challenge of "The Last Frontier 2" is extremely unfinished for the following reasons 1. You may feel thirsty during a test, but you will not be able to quench your thirst. Impossible to drink. 2. The zombie counter may break. When the wave ends, some zombies may still be alive. 3. Bonfire - imba. You don't even have to fight the zombies, they will burn themselves. It is enough for the player to walk away from them. 4. There are very few goods in the store, and leveling skills and buying perks are extremely expensive and useless. There are a lot of firearms and melee weapons in buil
  5. So, when you block way by car- zombies do not destroy car doors and dont came through to kill player- they just stay at the place- i can't not use this exploit, but this made bases indestructible, and you can sleep in any place and time just be blocked by car, or sit on the seat side car which blocked by wall. also suggestions: * the short jeans protect as good as full length but dint deal run penalty. * pullover( sweater) with decollete protect neck as good as without decollete. * maybe add damage by feet (stomp) when you wear hard boots (army boots) ? *add
  6. Dear Developers, DISCLAIMER: I've written this letter with a certain degree of humor, but please understand this is a very, very serious issue. You've created a lovely game, and you've done a great job of adding in realism for the sake of immersion. I'm really proud of how far you've come & what you've been able to accomplish thus far. However, today I'm sad to report I've discovered an immersion breaking bug that threatens to unravel the entire game, and invalidate all the hard work you've invested. Your game is set in Kentucky, and you have liquor bottles name
  7. Don't you think the vehicles are way too overpowered. 1st point is using any vehicle as a weapon looks too powerful and unrealistic. As of build 40 you can easily drive through the horde at low speed and make the meat steak out of them quite well. This allows you get around 500+ zombie kill literally in 10 minutes, cleaning whole quarters of town, without any significant damage to your vehicle and without any expansive materials. The second problem is even you decide to avoid zombies, you can easily escape town, and just live at nearby farm, playing some stardew valley
  8. Whether a tile is forageable is determined In the files Java/media/lua/client/TimedActions/ISScavengeAction.lua Java/media/lua/client/ISUI/ISWorldObjectContextMenu.lua by the line if getGametimeTimestamp() - zone:getLastActionTimestamp() > 50000 then Even on the lowest settings you're likely to only exhaust a handful of tiles before they begin to replenish, so you never have to journey far to find new materials. It would be cool if that static 50000 was instead influenced by the nature's bounty modifier.
  9. I remember the last zomboid and an unbalanced knife. A lot of water has leaked, but there are still frankly unbalanced weapons. I think from the name you understand what I will write about. Why are axes unbalanced? - many variations (fireman, pickaxe, one-handed, made for trees, crafted ax; - high dps (in this balance it is high); - the possibility of manufacturing; - professions: lumberjack, fireman. (These professions are also unbalanced). I suggest: - Strengthen other weapons; (more professions, perks) frankly weak: crushing, spears. - Increase the cost of professio
  10. Hi there! I little bad at english, and I hope you can read next what I write. I here to say something: - You can do hard system of the alchogol distilation: like a making mors from berries, or vodka from potato - and next a distilated some pure desinfectet liquid. - You can do some more addictions how coffe, drags, alchogol or important needs at insulin. And if be so nicley, if that addictions can be if you take many of that... How if you many takes of trauma and takes a painkillers... and if you can pure from addictons with a very many time (and with manys debugs). Thats take at game s
  11. Enabling Normal/Hardcore reloading causes XP gain for reloading pistols to occur when inserting the magazine. Additionally, the magazine can be ejected/inserted repeatedly for continued XP gain without using any ammo. Despite this, XP gain appears to only be 0.33 per eject/insert cycle which is laughable. If the pistol were to be used realistically (let's assume you average half a clip before reloading) you would have fired 1710 rounds before finishing THE FIRST LEVEL. (And this is with Fast Learner) This is especially problematic as the "Reload" keybinding only ejects/inserts the mag
  12. I think the sheet ropes should be overhaul with the purpose to difficult of using, because it's the easiest way to have a completely secure base. For example, it would be logical that we can not use them in any way when we have damaged hands. Also we are unable to use them, when we have overweight or underweight traits. The same for when we are heavily loaded. It also would be nice if zombies could break them when hitting from below.
  13. "37% of Americans say they or someone in their household owns a gun" according to a Pew Research Center survey conducted in February, 2013. A 2007 study by the U.N.'s Office on Drugs and Crime found that the United States, which has 5% of the world's population, owns 50% of the world's guns. Another Pew Research Center study found that people living in a rural area were twice as likely to own a gun as those living in an urban area. I'm just saying, while searching through houses in a rural area of Kentucky, it doesn't feel like I'm finding a proportionate amount of 50% of the worlds guns.
  14. When playing single player there's almost an excess of items, but as soon as I go multiplayer, the items get stupid hard to find. The warehouse had 120 cigarettes and NOTHING ELSE. Empty shelves in the spawn location where in every single player game they were full. We've tried changing this servertest_SandboxVars.lua with Notepad++ , and there was no difference. Changes to temperature and locks worked, but item frequency did not noticeably change. If anyone knows how to balance this, I would greatly appreciate the help.
  15. I find it unrealistic that I can push a zombie hard enough to send him 2+ cells away and he still has enough coordination to stay on his feet. I know our characters lose strength through exertion, but the zombies in PZ have better equilibrium than a Flying Wallenda crossing a tight rope. I don't mind if zombies getting knocked to the ground have their rest period shortened if this is added. Zombies that I've knocked down should recover quicker anyways, because they don't suffer from pain or any other standard weaknesses from being pushed to the ground Also it would be good to be able to co
  16. TL:DR for those that don't feel like reading: Unarmed combat feels way too strong compared to majority of weapons, excluding those that are capable of hitting multiple zed's like a bat or axe, and insta kill weapons like knives, and in OP's honest opinion, could use a solid nerf. As of right now, unarmed combat allows you to shove up three (might be more, correct me if i am wrong) zombies, doesn't tire you (again, correct me if i am wrong, but just minutes before writing this post i've gone through killing 150~ zed's in WP school with just my hands and the exhaustion moodle didn't show up),
  17. I have noticed that, at least in multiplayer, some people have a nasty habit of undoing your hard-made barricades. I know for a fact that, in build 31, TIS made it so that a player may only interact with curtains from the inside. I feel that the game would become much more fair and immersive if looters were made unable to interact with barricades unless they accessed them from the side they were barricaded from. P.s. I am tired and writing on a phone, plz no judge :[
  18. I Was thinking that is unrealistic that a zombie can stay years walking , so my idea is that when the zombie spawn it start like a internal clock that it Will die in 2 weeks or more time (you can change it).Whit these we can have a balanced population of zeds , because whit migration they can go to the city and repopulate it.
  19. Hello everybody! I`ve been playing this game for a couple weeks, and really loving it, so I hope I can help with some suggestions to it. I'm seeing that somewhat, the food gathering skills looks a little unbalanced, and now with the sea fishing maybe overpower towards others. Making other skills useless cause of the needs they have. Let`s see: -Farming -> Provides a good amount of food, but it needs a high amount of water, need something to protect from zombies, diseases and also takes much time to harvest. In the end the food will rotten really quick. -Trapping -> You have to
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