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Found 66 results

  1. So, I play Solo most of the time, and let's just say that i suck at this game and die often, i do have the cheat menu etc installed so i CAN use god mode but i find that too booring, so instead i tried the "prevent death" option, which only heals you up if you ALMOST die, when the health reaches 0 it heals you + removed any damages etc. What I want, is a modification that does the same as "prevent death" BUT instead of healing me back to normal, i want the health to freeze at let's say 1, i.e I won't be able to die, but i still need to heal every wound to get back to full health, is this possible? If so any file i can modify? Cheers!
  2. There seems to be a bug in the IWBUMS vehicle build where there is a invisible zombie in that shows up every now and then when we are fighting off big herds. We manage to take out most of the herd but then one of us ends up getting scratched by a non existent zombie/invisible zombie. Both players see NO zombie at all and when we walk into or swing our weapons in a certain spot, we get bitten/scratched by a zombie. I'm hosting LAN Gameplay via steam for my brother and I. Is this a known bug and is there anyway to avoid this? It seems to happen a lot when we kill off a lot of zombies that are being attracted to cars. This is really annoying because we don't want to die to something that can't be avoided and turning off infection makes the game too easy.
  3. Not sure if this one was already suggested, but here goes. When a player dies, they drop their weapons, I think. Correct? ( Haven't really died enough to be 100% sure. ^_^' ) Anyways, what if there's also a chance that, upon dying, they wind up KEEPING that weapon in their hand(s)? Doesn't necessarily mean that the zombie will be able to USE it, though, as... y'know... ZOMBIES. No "Learning". Only "Eating". (Though a pistol-holding zombie's finger pulling the trigger COULD be a threat, though mostly because guns are freakin' LOUD...) But what if y'all made it where, instead of dropping their weapons, survivors' zombie forms hold onto said weapons, at least until they start "Reaching" after the living survivors when close enough, to which they THEN drop the items, instead? This way, we could easily spot the "Dead Survivors" who may very well have valuable loot, as well as add a bit more variety to the zombie hordes, without necessarily making things that much more difficult to deal with, and yet, also make things simpler for "Loot Priorities" when it comes to looting a dead horde. Perhaps in addition to that, the zombies that DO spawn with weapons could also be holding onto them, so that we don't "Magically pull an Axe out of a zombie's arse" when looting the dead bodies... and besides that, it could also add a bit of variety to the "Survivor Zeds" whenever the backpack updates roll out, so we see a bit MORE variety between the "Bag Carriers" as well. Anyways, just a small idea I had. Didn't see it in the "Common Suggested" thing, so figured I'd throw it out there.
  4. Changing zombie lore during a game

    Hi all, First time posting. I was wondering if there was a way to change zombie lore during a game? Is there a lua table for this? As an example lets say I wanted to change zombies from fast shamblers to shamblers depending on an event in game, is that possible or is it something that can only be set at the beginning of the game? If there's no global table that effects all zombies in real time then does each zombie have it's own settings table I can potentially loop through and change? Hope that made sense. Thanks for any responses.
  5. I started my own zombie apocalypse survival site that uses modern d20 D&D skill set and dice rolls, but I was thinking of adding more to it, or changing it up. I wasn't terribly sure if I should have used the ability score range as well, so I left it off during the soft opening. Anyway, I was looking for a few more players to join the game - or even input from other players and DMs to see what they think! We have a fully loaded shop for purchases, many ways of earning XP, lots of quests and missions, and the option to create your own location and group. Any and all input and creative criticism is encouraged, since I can't always see things from a new comer's point of view. ->Time of Dying - A Zombie Apocalypse Survival RPG Forum<-
  6. Hey i just wanted to say that with the introduction of metal and metal working, would the Devs eventually put in canning your own food? It seems like a simple process... I even found a video about it xD There can be canning machines found, (rarely) through out the urban areas, they require electricity so with the addition of the generators and gas it would make a great addition to the game. You would have to start farming early on and then you can make your own food storage for late game. Also i'd also love to see a way to create a makeshift fishing rod from nothing but what you find in the wilderness. That brings up a new way of making string or rope, from vines or just from zombie's clothes. Anyway i'm sure these ideas have been posted before but i'm just bringing it back up.
  7. aZombie Dead City download : GooglePlay Kill all the zombies or they will kill you. It is a question of life and death. And there is just one step between life and death. Don't be on the other side. Be brave, save the humanity and stop the apocalypse. You can do that, you must do that, you are the last hope for this fallen city. All depends on you, all the people believe in you, don't fail them. You don't have other brothers in arms that can help you. You are all alone in the city of death. Prepare for the real zombie tsunami. It won't be easy, but you have to be brave. Remember, you are the only hope for this city. Do not let that walking dead people rule the city. There is no other way, you must become a true zombie killer if you want to stay alive. There is no time, you are in the dead zone and you must start your mission now. If you don't want to be dead then pull the trigger and start shooting your enemies. Death is all around you, dead people are all around you and you are the main target to zombies. There are a lot of them and you are, on the other side, all alone. But you must fight to the end and you need to stop zombie outbreak. Choose the weapon and get ready for zombie waves. Start playing this zombie shooting game for Android and, you can be sure that you will have great fun, like never before in your life. Choose the right weapon for you, start shooting and stop the dead enemies impact. Great collection of weapons we have prepared for you. Here you will find a pistol, shotgun or sniper, assault rifle or submachine gun or knife to choose from. But, these weapons are not free. You must earn money or gold to buy them. A lot of missions, a lot of weapons and a lot of zombies are waiting for you. All of this you will have with one of the best zombie games for Android ever. Now you know what you can expect from this zombie shooter game. And we think that there are enough reasons to start playing it. So, download now aZombie Dead City and start your mission. Pretend that you are the real commando and that you are staying at the frontline all alone. Now, with this first person shooter game, it's easy. Features of aZombie Dead City: - a lot of missions to accomplish - a lot of zombies to be killed - a lot of weapons to choose from - a lot of items to be unlocked - realistic sound effects - high resolution graphics - stunning game music You can visit us on: Facebook Twitter Instagram Google+ and write some suggestions and your impressions about aZombie Dead City. Contact us on e-mail: ©2016 eWeapons™ aZombie Dead City application has been created for entertainment purposes only.
  8. i can't figure out how it works. Do zombies even have HP? or each attack has a certain chance to kill? zombie:getBodyDamage():getHealth() will return 100 even if i first attack the zombie several times. And I don't see anything Health or HP like in the actual IsoZombie class. So where is the zombies HP stored? or do zombies even have HP? getOverallBodyHealth() always returns 100 aswell
  9. Hi Spiffo's Community, I have a problem when I tried to open the server settings at the build 33 of Project zomboid, when I opened the pz server settings from the folder "PZServerSettings", I opened the .bat and this problem appeared "to could not load the class zombie.PZServerSettings.MainWindow" I want an aswer as early as possible Thanks for you interesting on this topic.
  10. Zombies dont spawn on the map

    I did all the action as it was in this guide ( But, zombies dont spawn on the map and they rarely spawn in the houses. I have ZombieSpawnMap.png, objects (nav, farm, forest, etc...), everything is ok... What is the problem? If need, I will make screenshots. Thanks. UPDATE: I fixed it. Problem was with ZombieSpawnMap.png, it was at a lower resolution than would be.
  11. 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.
  12. Intro To The Idea: My friend and I were talking today when out of nowhere he came up with an amazing suggestion for Project Zomboid. I am sending it out to y'all for him as he isn't the greatest zomboid fan (having only 5 hours in). His idea was the possibility of finding back-up generators scattered throughout muldraugh. If TIS (The Indie Stone) does end up adding negative zed levels, ie basements, then there will have to be something occupying these spaces other than a garbage can or a couple of spare nails. Imagine you have spent several weeks on a new character, preparing for the oncoming winter months of starvation, when suddenly the power goes out. You don't worry about it as you have stocked up on canned goods. Just moments later you hear a low humming coming from a near-by home. Running in to find the noise, you see a staircase downward, at the bottom: a backup generator. You rush to turn it off but know the zed have heard and are already on their way... This would add so much to the game as it would influence the player to loot nearby houses as some people (like myself) don't do that in fear of an alarm sounding. These generators wouldn't be too common but not too rare, just over the frequency of alarms. The player staying in a nearby home would be tempted to raid and check for a backup generator just to make sure hoardes wouldn't flood their area once the power went out. The Backup Generator Details: To prevent the misuse of said Generators, they will only be able to be turned off. Due to the utter gamey-ness of so many players, this will be beneficial towards the game. It wouldn't be able to be moved as it would have been welded or attached quite snuggly into the house with a Co2 filter. They would; however, be able to be siphoned from to fill up your own gas tanks. Other than that they will do nothing else. This may seem like a bummer but combined with the rest of the game it is quite potential. Conclusion: I would love to see what y'all think and hope to see this along with many other things added to the official game. Thank you for reading this and comment below on what you think.
  13. Zombie slaves

    If I've got a lot of stuff I want to take with me, too much for me to conveniently carry, I might want to get somebody else to help me out. The problem, though, is that everyone else is infected with a disease that means they don't care about me anymore. It doesn't matter what I say, all they do is follow me and try to grab and bite me. But wait! Whatever mind-altering ailment they are affected by means the zombies will follow me whenever possible. There is no need to ask them, nor to be polite. The only problem is what would happen were they to get their hands on me. So here's me idea for how to recruit my sickly neighbours as porters. After picking out a fast, strong-looking zombie, I catch him in a trap, or use a Y-shaped stick, or use a "martial artist" trait, or a "policeman" trait, or good armour, to wrestle him down and tie him up. I then wrap his hands and make him wear plenty of mittens to stop him from scratching anything, but leave him with the use of his arms in case he falls over or needs to climb. It might make things easier to tie his hands together in front of his body actually. I then make it so he can't moan and attract other zombies, perhaps by bunging up his throat, and prevent him from biting by doing whatever is sensible with my materials, maybe I tightly wrap his head so that his jaws stay shut after removing the teeth, or use leather straps and a mouth-cage, or something like that. I then make him wear distinctive clothing so that I know it's him easily. Finally, he is given a hiking backpack and made to follow me on a leash. I can then tie him to something while I am looting things or cutting wood, and untie him once I've given him his load to carry. A few slaves like this wouldn't be too hard to manage if they were all tied to each other like slaves, perhaps each tied to a long pole by their neck to keep them together. Without governmental interference there shall no longer be any law to prevent slavery, and zombies would make ideal slaves. They never need to be fed, and will even follow you if they lose both their legs. I don't know if they age, but if they do eventually die of old age then that'll be more good news that bad news, because the zombies'll be mostly gone!
  14. Zombie-reanimation Sandbox Option

    Hello remaining few! How do you like reanimation as a new respawn method? The Option 0-100% respawn rate in the Zombie Options would be cool. Zombies lie down for 2-3 days after a kill, and then stand up again. The only way to kill them is by fire, so better be cool with that matches and gas. As in RL, your life depends on gas. :3 I know devs doesnt like reanimation, but i think its an simply and intelligent way to make the lategame interesting and unpredictable. Also a nice way to turn the early game into a nightmare.
  15. Zombie Shaming

    Here I go... "I banged the door. Others saw me doing it and we... gang- group-banged the door and broke it" I moved my safe house because of them T__T -----> Clarifications here <----- ... It's a discussion... It's not a game... ... or is it? O__O Your turn... not your turn... not a game... O__O
  16. I've lurked here and on the old forums pretty much since PZ began. Never felt the need to make an account until now, but I need to get this off my chest. Zombies in PZ used to terrify me. The days of the tutorial, baldspot and Kate, the looter... The first time I left my oven on and the house caught fire, waking up to a hundred zombies at my door. I freaking sh*t myself. I barricaded myself inside my house and inside my room. They eventually got in. I've never been so excited to die before. I'd never experienced anything like it. I was hooked. The next time I thought I'd steal the looter's shotgun, better weapon right? Oh hell no, every shot attracted more zombies until my measly rounds were all gone. I was eaten again. It was amazing. I was so scared to just go outside. But the more you play the game, and the more in tune you become with the meta, the weaker zombies become. They're not even a threat anymore, they're a joke. It wasn't long before people were one-shotting zombies with the fireaxe and surviving for over a year. Just Youtube anyone that plays PZ, you can rally a thousand zombies with a shotgun and just run rings around them. Just one example: I propose a revamp. My first small change - make the zombies lunging speed slightly faster than your character is able to walk backwards, to prevent the ability to just kite and shoot. So when they're within 5 metres of you, they suddenly get faster. Note - I am aware they already do this, but their lunging speed is still slower than you're able to back-pedal, so it's not scary at all. But my biggest change would be to implement a more Walking Dead style of zombie: the more zombies that are grouped up; the faster they become (but only when they see you). Just 1-2 zombies? Shouldn't be a huge problem to deal with. 5-10? Starting to speed up, a fast shuffle. 25+? They're almost breaking into a run. But you should still be able to out-sprint them. Second big change would be the distribution. Again taking Walking Dead as inspiration, zombies need to be fewer, but the horde needs to be massive. I am aware you can change the settings for amount of zombies, but it's either tediously empty, or unable to breathe. It would be nice to have both, the feeling of relief and desertation, with the constant worry of a huge horde just suddenly appearing. Coupled with the new speed mechanics I proposed - this would always be a threat. I want to feel like I have to run or hide from huge groups of zombies. Not moonwalk away without a care in the world. As far as I'm concerned, this is the only way to bring tension back into the game. The most stress I ever have is finding a nice home-base. That's about it. I want a horde to scare me again, I want to hide in my base peeking out the sheet-covered windows, worried that they'll see me. Not loading up my shotgun to tediously lure them away. I love PZ, it has the potential to be the ultimate zombie survival simulation ever made. But right now, it's just pac man wielding a shotgun, with crippled ghosts.
  17. With Build 32, it's virtually impossible to burn corpses without destroying the entire known world. So I'd like a fix to this. Maybe something that just takes the sheet of paper, lighter and gas and uses them appropriately, but just transform the corpse into the ash pile, skipping the fire part altogether. Or perhaps just a right-click and "delete corpse" option. Really need this for my role-playing game I'm doing. Thanks to anyone who shows interest!
  18. I would love an option that add photophobic zombies in sandbox mode. That would be awesome with the combo Sprinter + Photophobic! I am Legend - zombie like, if you saw that movie.
  19. Zombie-survivor loot

    I think it'd be good to have zombies drop items useful for survival (and it's pretty easily explained, since survivors die away eventually, while probably carrying supplies on them). So they might have food cans, tools, basically anything that a player would carry around. I have never found food cans on corpses yet, and rarely they had some tools on them (if ever). What I tend to find is useless stuff like lipsticks, medalions, etc. Of course, it'd have to be on rare occasion, since majority of guys died during the beginning of the Apocalypse, I guess. Maybe some of them could carry hiking bags full of that stuff... Also, that'd help them MP players a bit, because screw the respawning loot =\ What do you think? Edit: BTW, you have to risk your avatar's life to cut through a horde before you find something useful, which would be pretty balanced, wouldn't it?
  20. I'm very confused about how zombie attacks work, and am very curious about the exact code involved here. The wikis don't answer this at all, and I'm not sure how to find the code involved here... 1. Is every zombie hit a chance of a punch/scratch/bite? If so, what are the percentages of each? And how do the body parts work for that, are they random? 2. According to this wiki page: guard skill can limit the chance of a scratch, so can max 10 levels into guard prevent scratches? It's annoying that wiki only lists up to level 5, so I'd love to find out the values all the way up to level 10, because it doesn't seem to always be incrementing by 2. Or, with the thick skinned trait, can it prevent scratches? 3. Also on that wiki page: > There is always a 25 percent chance of being bitten. Wtf does that mean? Just some basic testing of this, there definitely isn't a 25% chance of being bitten on every zombie hit. So either that fact is entirely false, or it's missing a lot of info to it here. ------------- I just started this game with some friends, and so far I really like it. It's kinda slow (seriously cabbages take 14 IRL hours to grow?), but it's a great survival game. But if I spent a ton of time getting to end-game, and die due to a single misclick that makes me take a single zombie hit, which ends up killing me due to pure RNG, I think that's ridiculous. I really would like to know if that's the case before I continue playing this game.
  21. Server Settings. Respawns.

    World: Is the loot respawn and zombie respawn real life days or in game days? Cause if its in game days don't think its working correctly. Been several months and no loot has respawned. And i have it set per week. Thanks,
  22. Hi guys! Been a while since I was active, but RL is taking it's toll! Fortunately I found I Shall Remain (ISR) on Steam and was able to play it quite a bit. Yes, I have abandoned PZ as it's to addictive for me and disables my real life. About this game, even if it's an early access, the team does a great job, constant updates and fixes, are very active and a guide has been posted. As a zombie, post-apocalyptic , RPG fan, I Shall Remain caught my attention, but I was a bit skeptical about it being early access. There are very good examples (wonder ), but also very bad examples (releasing "final" game just to catch a holiday sale), but I gave it a try! I wasn't disappointed at all! You got zombies (d'oh!), progressive skill gain, great story, weapons from bare fists to sniper rifles, you can play solo or pick up teammates as you advance and even the graphics are really good. As for the mechanics of the game, those are pretty complex and get even more complex if you choose harder difficulty setting and/or to play alone as there's a lot of micromanagement involved. As for the story, some people may get offended as it's about the end of WW II and the Germans managed to release a deadly virus (z0m81e) in the US, but I'm not giving any extra spoilers. There's some balancing to be done, but they are constantly working on that; if you get the grip of the mechanics it may become easy, but some people admit that even normal difficulty is to hard. PZ did a great job and has a great community; I still remember the first time I played it on that tiny map and dying to much. But, from that tiny map, we ended up having multi player! From my opinion, I Shall Remain has great potential, but lacks the awareness and I really want to see this project thrive and, maybe, just maybe, evolve to a state where we'll have multi player as well! So, if I got your attention, at least take a look at this game and share some thoughts about it! If you have doubts or questions, feel free to ask; I managed to finish the game and I have some knowledge of the game's mechanics! Cheers and, together, we can survive the apocalypse!
  23. First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great. So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever. Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado... Step 1 Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want. Once you made it in game, save and exit. Step 2 Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it. Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are. Step 3 I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file. Copy that player file to your new world you created, and replace the other map_p.bin file. You've successfully transferred your player to a new world! **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.** *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!* But wait, I had stuff on the ground, stuff in storage, a fort! Where is that? Well, for that you need to do one additional option Step 4 From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me) Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged). If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character. This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start? Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  24. My fellow zombie killers, PZ is a great game. The risk of getting an infection from a scratch even when you are geared up and cleaned most of the map is always keeping you on your toes. The hardest part of the zomboid is the beginning of a new game. With no decent weapon, low weapon skills and no pre-cleaned corner to back up can seal the deal even on your first day. Using fire to clean an area was a viable method, before the IWBUMS branch hit build 31, example As you see, fire did a quick work of a horde in previous versions. You could even loot the corpses after the fire was over. But the change; Build 31 -> Reduced a lot the dmg of fire on zombies has made this approach obsolete. In my current tryouts, zombies take minimal damage from fire. I've even seen ones burning, went to a 6 hour nap, went to check and seen them still standing there, burning Also in earlier builds, finding a frying pan or rolling pin did save your life. Unfortunately, those weapons are not "that" good in the new versions, because of the new skill/stamina system and zombie behaviour. Build 30.12 -> Zombies now clump together into groups more. In other terms, zombies now not only react to the player made sounds, but also to the other sounds zombies make. The sounds they make while chasing you, when detecting you, and while being killed by you can quickly gather a horde around. A group of 2-3 zombies can easily ruin your first day, if you are not wielding an axe / nailed bat. The hard-part here is; while dealing with multiple zombies, you cannot deliver high-damage ground hits, simply because there is always some zed on their feet chasing you. And longer the process goes, more zed are attracted to the point. So, with the fire out of the question, and the inferior swing weapons (plank, nailed plank, frying pan, hammer, baseball bat) not closing the deal fast and effective enough, what to do? The answer is; butter knife, kitchen knife, screwdriver and hunting knife These weapons are risky weapons to use indeed. They have no knockback, even inferior damage compared to swing weapons. But they have an alternative attack, called in the game code as ** "CloseKillMove = Jaw_Stab" **. This is an instakill move, and performed appropriately, is even more effective then wielding an axe in the beginning of the game (low skills, low stamina). Long story short, here is my "how to" and "rules of engagement" while using those closekill weapons. 1-) Stand still, hold aim. Let the zombie approach you. When the zombie attack animation begins (the zombie head will bob towards you) , hit your attack key while facing the zombie. DO NOT MOVE BACK, AND ONLY ONLY ONLY BEGIN YOUR ATTACK AFTER THE ZOMBIE STARTED TO ATTACK YOU. There is a half a second window you need to attack, before you take damage. Check your health panel afterwards. When correctly performed, you stab before the attack is complete, and you shouldn't be damaged (health=OK). After you get the hang of it, you can start to practice on multiple adversaries or while on the move (move in & stab). Thick skinned and construction worker (previous versions) will help you during your practices. 2-) Kitchen knife = approximately 15-20 zombie kills, butter knife = 5-6, screwdriver = 50-70 and hunting knife = 150-200. Plan your cleaning accordingly. 3-) When engaging multiple adversaries, do not attempt to stab unless there is "at least 1 body length distance between adversaries". That distance will allow you enough time to prepare for the next zed in the queue. 4-) Do not sneak in and stab one, if there is another zed next to it. Instead, try to seperate them by your footstep sounds, or getting yourself in the desired target's cone of vision. 5-) Beware of the change of motion speed some zombies have. While walking towards you, they may raise their hands towards you and have a speed burst. This type of zombie can catch you off guard, if they are next in the queue. If you are not sure about the following zed's speed, try to have at least 2 body length distance between adversaries. 6-) In some point, you'll have 2-3 zeds clumped together, and they have the same movement speed. In this occasions, try to seperate them. Jam them around a tree to slow some of them down, get close and check if one of them is the "arms ready to grab, speed burst" type, sneak around the corner of a house and approach from the other side. Usually, letting them chase you a bit will spread them in a nice, stabbing queue. 7-) Another tactic may be equipping your swing weapon with "1" key, take a swing to pushback / knock down some of them, in order to seperate groups. You can equip your stabbing weapon back with "3" key and contine the fun. 8 ) Collect every butter knife, kitchen knife, screwdriver and duct tape you can. Hunting knives are very rare. You cannot repair screwdrivers. You can repair kitchen knives using duct tape. Only repair when the kitchen knife is broken (for max durability restoration), and do not repair a knife 3rd time, if you are not desperate. 9-) Feel free to ask anything if you didn't understand something I've mentioned here. English is not my native language, so there may be some grammar issues TL;DR: Common blunt weaponry lack the effectiveness to deal with zeds in the beginning. With a little practice, results of using butter, kitchen, hunting knives and screwdrivers with "closekillmove" is an effective and easy to reproduce method. Note to game producers: We need some craftable/forageable Jaw_Stab weapons. A wooden stake comes to mind PS: I made a mod that adds crude stake, wood stake and fire hardened stakes in the game. Feel free to try/give feedback or suggestions about it Link updated for my wooden stakes mod. Here you go!
  25. My First Zombie

    Hi guys I've spent 2 days playing and I love this game so I thought I could make something for you so here it is (I'm pasting the URL)