Jump to content

Search the Community

Showing results for tags 'balance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 14 results

  1. 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 named "whiskey" in the game. Do I need to spell this out for you? In Kentucky, they make bourbon. In point of fact, Kentucky is one of the few places on the planet where you can make bourbon because the ground water is filtered through limestone - which along with a few other brewing details is a crucial element of making bourbon as opposed to whiskey. Forget the part about zombies - this abomination is the real horror element of your game. I don't think it's hyberbole to say that even zombies wouldn't be caught dead in a part of Kentucky where there is no bourbon. What makes this situation even more aggregious is the fact that the region of Kentucky in which the game is set is right in the middle of the Kentucky Bourbon Trail. https://kybourbontrail.com/map/?gclid=CjwKCAjw2uf2BRBpEiwA31VZj6bpT8zOjffj2EIyZjOD6evp8FHSJgMTRB-xusfNPTVSkID_2zZtRhoC4yQQAvD_BwE I honestly don't understand how such a thing could have happened. You've taken time to add Southern touches like remoulade and modjeksa to the game, but somehow this crucial element slid right off your radar. Someone screwed up, and there is no excuse for it. In order to atone, I feel that the development team needs to spend a few days on the Bourbon Trail in Kentucky for research purposes, so that this gross oversite can be corrected. If you haven't done so previously, trust me when I say that doing so will be time well spent. It's not too late to fix this. It shouldn't take much work to replace the word "whiskey" with "bourbon." You're still in development, so I'm willing to overlook this unbelievable error...once. However, now that I've taken time to bring this to your attention, I hope that you will search your hearts, and make the only correct choice. Thank you. This message has been brought to you by the Kentucky Bourbon Zombie Gang. #zombies4bourbon #kentuckyzombiesmatter #bourbontrailzombies
  2. 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/sims, because there will be not a single zed there. Not sure how it works in B41. The car is moving much slowly through the pile of dead bodies, but it still possible to slash zombies that way. Also i think you can hold S and A/D to make your car twist and kill any zombie that will come closer. I have tried different settings, but it does not affect this moment. You can only disable vehicles completely or make them harder to find, but once you get a car the game quickly turn into GTA and all atmospere just ruins Thanks! PS. Pardon my poor English, it is not my native language.
  3. 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.
  4. 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 professions: fireman, lumberjack. (as a temporary measure).
  5. 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 some hardness I think, if you control that. - Do a point at optiones, what do a jumps at the running, above a walls/fences (At new version) by the holding a button (if we build some towers, we jumped so much from them ) - Do some at game music from a CD-player, what you can heard, whats make your persona little happy. - Fixing a walls or constructions, from the masters on carpetnery. OR make to visible capacity to the masters (make a book or something). This is not fair, than you cant just expect your buildings... and if needed replace that. - Add coffie and tea leafs, how a plants. -Make a blooddrop system? How a anemia if you lost too much blood from the open wounds. And a blood bags next with it, for a blood change if a blood have a infection (but not a KNOX Viruse). That's makes game a little harder, and take a sence with a blood stops ropes... like than you do operation on body, how amputation... -Many pepoles use a redacting a bat file, tham use more RAM, for a get around a lags on a multiplayer servers (More intencive update speed, how a understand from they words). Thanks for your work, we love you. P.s we are awaiting a fix of HAM Radio.
  6. 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 magazine, making it extremely cumbersome to try to maximize XP gain without making use of what is clearly an exploit. Additionally, the fact that Hardcore in particular drastically increases the reload time for a pistol just makes the reloading skill that much more important when compared to the easier difficulties. An Easy difficulty player can trivially reload after each shot, allowing them to gain reloading XP when it is not really needed, while a Hardcore difficulty player can not. Using a shotgun should not be 7-15 times more efficient for training reloading, and players using pistols with Reload Difficulty set to Hardcore should not feel like they have to engage in meta behavior in order to raise their reloading skill.
  7. 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.
  8. "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.
  9. 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.
  10. 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 connect hitting a stumbling zombie when they're falling backwards. It annoys the hell out of me that when I push a zombie into a corner, it's trying to stay standing animation goes into affect and my attacks don't register. Players should be able to hit a zombie with weapons or pushing at all times. When a zombie goes into that mode, it should be very easy to knock off balanced zombies down even when over exerted. And since I'm throwing out zombie fixes, when one falls from the second story it should either automatically become a crawler or on a very lucky chance die from brain injury. Its good that IS added that when they hit the ground they lay on the ground before recovery instead of just landing on their feet and immediately return to going after you. All that's left is to add in the damage zombies take from falling.
  11. 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), has infinite durabilty, and even with standard 5 strength, offers you a crazy high knockdown chance, and enough damage to kill a default health zed with four or five stomps (on rare occasion requiring few more), and doesn't weight anything. Why would one even use stuff like hammers or golf bats, capable of hitting a single zombie, having pretty much the same knockdown chance, barely offering any damage increase, and in addition to that having pitiful durability and exhausting your character, when they have access to a much stronger zed killing tool? Why even sacrifice carrying weight for them? Using said weapons, i haven't really noticed any damage or knockdown increase compared to head stomping and shoving, number of hits to kill one did feel pretty much the same. Ability to damage a zombie without knocking them down doesn't really feel that usefull due to how pitiful and unnoticable damage without the "on the ground" bonus is. I haven't really reached higher melee skill levels to see if they get any better later on, basically due to being able to handle mostly everything exclusively using unarmed combat. Right now if feels that every weapon other than a bat, axe, or knives, is a waste of carrying capacity. Increased exhaustion when shoving zed's away is a must in my honest opinion. I believe shoving charging undead flesh bags would be pretty tiresome. Reduced knockdown chance would be in place aswell, as of right now it is hillariously easy to keep six or seven zeds knocked down, while slowly kicking their brains out. Discuss.
  12. 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 :[
  13. 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.
  14. 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 spend some precious non-perishable food in order to get some animals, sometimes. (could have some hunting skill books as other`s) -Fishing -> This one could be improved. I really like to fish in the game, but I think it`s too easy. What makes it hard is the twine availability and the breaking the rod possibility, but its really easy to maintain a calm life with your day-by-day fish without any problems. With you get a good supply of line, you may have an ''infinite'' food supply. Also the fishes you get, despite different sizes, they all weight the same. Maybe makes more harder to get fishes at lower levels, or just to get really tiny fishes at those, I don't see much improvement when you level up fishing. ------- -About some other skills, I don't know if there`s something planned, but carpentry lvl 5, I don't know what adds on the game, cause you can build everything at lvl 4. -And cooking could be more useful, cause despite all the bonuses, you need a lot of efforts to cook, because power usually get`s off pretty soon and you don't use the skill in the beginning. Yet, the bonuses of cooking, could be achieved easily by eating a little bit more, or reading book and having some antidepressants. Im not saying it is bad, just, could have some differential to make the skill really useful, even with the higher fed possibility. .... Ok guys, I maybe wrote too much. Im not saying it is bad, actually I really loved the game, that's why I want to make some points there. Usually I don't say anything, but as I liked it so much, I would like to help. Feel free to criticize me, and by the way, I did read the ''how to write a good suggestion post'', so if anything wrong or already suggested, please take it easy =)
×
×
  • Create New...