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2792 The Ultimate Question!
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1. Which is better: pancakes or waffles?
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PANCAKES
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WAFFLES
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Hope it gets fixed soon.
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By ShroomSnail · Posted
Still a problem in 42.19. My character just broke his legs and almost died falling off a balcony because I was messing around with trying to throw a corpse off the edge. Also I don't know if its related but when stacking up dead bodies sometime the zombie would come back to life walk around for a sec and die again. -
What a great server to learn B42 as it continues to develop, looking for team mates, hit me up Â
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TL;DR my answer would be categorically SMGs. Which exact model doesn't matter to me. I do think there should be some hard limits on weaponry, though. RPGs are probably too much. I suppose it depends on how they're managed. Even LMGs might mess up balance too much but again.. depends on how it's balanced in the game.  *** Kentucky has long been known as one of the more gun-friendly states. In the 1990s Kentucky still practiced a more traditional form of carrying firearms. Concealed carry was heavily restricted but open carry was allowed, without permit, in most places except sensitive areas like courthouses. No permits were required to purchase or own firearms. According to some statistics from the time, it appears that roughly 50% of Kentucky households had at least one gun.  The casual player already doesn't see nor have to be concerned with precise weapon stats. For gameplay purposes, nothing would need to change in terms of displayed information. The player would see the name of the gun and the type of ammunition it uses, the usual meters for Damage, Range and Condition. Maybe more information could be unlocked as the character's knowledge and skill levels increase (like an Accuracy meter or something) like how Nutritionists can see exact nutrition stats of food. Exact stats are already obfuscated anyway. The displayed meters/gauges are just approximations of numbers "under the hood" so to speak. There is no need to change that.  Neither would the categorical interpretation change. A shotgun would still be a shotgun. A rifle would still be a rifle. This is all the distinction a new or casual player would need to understand a gun's intended purpose versus another, as they do in most any other game. If it has a detachable magazine, it would be named in a way that made its compatibility clear, basically the same as it is now.  This is no different than any of the other products in the game. Everything is a fictional, in-world brand. None of the cars are exact copies of real world analogues. We don't have Chevrolet and Ford. We have Chevalier and Franklin. We don't have McDonald's and Pizza Hut. We have Spiffo's and Pizza Whirled. It would be strange for guns to be the sole exception to this rule.  Well IRL I believe most interpretations of a "Trapper" gun would be a lever action or maybe bolt action rifle? It appears the Trapper Carbine in PZ is a semi-auto but whatever. Marlin sells a lever action called a Trapper that comes in.. wait for it.. 30-30, 45-70, .357 and .44 magnum.   I think I understand your point regarding an absent baseline example here and there (like the example of having no SMGs or LMGs at all) however for the most part everything is already in place. From a functional, gameplay standpoint, there isn't a lot of difference between a bolt action rifle and a semi automatic one. They're both rifles intended for longer range than a handgun. The player doesn't have to understand any more than that to distinguish between a rifle scenario and a handgun scenario.  Given that the devs have steered away from exact real world gun names, perhaps the question is not about an MP5 specifically but about SMGs in general. If that is the case, that would be my answer. If I were to vote for another type of gun to be added next, it'd be SMGs, but I'd want them to be realistically uncommon. That is not to say there wouldn't be a gun that essentially looked like an MP5 and maybe even had a recognizably similar name. We now have the JS-14 rifle which is implied to be analogous to the Ruger Mini-14. This is good world building because we now have a fictional brand taking shape. We already had the JS-2000 shotgun. What does JS stand for? What does their logo look like? What other guns do they make? This is better than simply calling it a Mini-14, or for that matter, a Glock 17, SIG P210, etc.  The exceptions here might be the military designations that they've already used as placeholders. The M9 is a Beretta 92FS, the M249 is a modified FN Minimi, etc.. but ultimately I think they should steer away from these as well and simply come up with more fictional names. Maybe the guns you find among actual military locations/personnel would still carry the military monikers. That could be a cool distinction. That's all I mean about establishing fictional brands and models. Not making fictional technologies like directed energy weapons or lightsabers. Like just because we aren't calling the cars Ford and Chevy doesn't mean there are fusion powered flying cars.  But for a moment let's put that aside and consider the MP5. There are dozens upon dozens of variants of just that one gun. Different barrel lengths, calibers, firing controls, grips, etc. So let's say we have a gun in the game that essentially represents the MP5. Sure, a single type would be fine but why not have a few more? Obviously you don't need 50 types of MP5 but a handful of variants wouldn't hurt and it wouldn't be something that you would necessarily always find. That would be part of the fun. One of the things that makes a game like this get stale for hardcore players is simply finding the same things over and over again. It's the casual players who are least affected by any of this.  Understanding any deeper nuances is part of the satisfaction and reward of the learning curve. Casual players would not be required to accumulate deep understanding of model differences. They would only need to understand which ammunition a gun takes. The same as it is now.  The current selection of firearms already demands that the casual player infer some basic information about which has higher damage and longer range, or which ones have detachable magazines.  The idea behind adding excessive numbers of guns and calibers is multifaceted, but for casual players not a lot would change. Think about how generators are currently organized. They all do the same thing. The casual player doesn't need to understand that the "Premium" generator makes less noise. All they need to care about is that it has fuel and powers their refrigerator.  What I am proposing is substantial redundancy for firearm categories and calibers. So using real world examples again for the sake of simplicity, let's say we have SMGs. Why would MP5 be the first choice? It's just gamer familiarity. These are statistically some of the least common models of SMGs to find in that time period of the US. You would more likely find MAC-10s, MAC-11s, Uzis and even WW2 surplus Sten guns. Most of these either use 9mm exclusively or predominately (category/caliber redundancy) but their qualities are quite different and they use different magazines (nuance and complexity). The MP5 would probably be the most "Premium" type with a more sophisticated firing mechanism, finer manufacturing, etc where the Stens and MACs are more unwieldy and more prone to jamming. Uzis would probably be somewhere in the middle.  However I have derailed your topic too much and I apologize for that but thanks for entertaining the conversation. 🙏🏻
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By RealPhanatek · Posted
I am not speaking for The Indie Stone, nor advertising for other platforms. They are referenced only for topic clarity, and this is 100% my view on why kids are hardly ever used in full releases. Games like Project Zomboid avoid kid zombies for a pretty simple reason: the second you let players harm something that looks like a child, the entire tone of the game changes and you walk straight into a controversy that most studios don’t want to deal with. It doesn’t matter that it’s a zombie, or that it’s fictional, or that the game is already violent. People react very differently when the violence involves anything resembling a child. Ratings boards like ESRB and PEGI treat violence against minors as a huge red flag. Including child enemies can push a game into a rating that hurts sales or makes it harder to get on certain platforms. Steam, Sony, Microsoft, and Nintendo all have their own internal rules, and anything involving harm to kids gets extra scrutiny. For a small studio like The Indie Stone, that’s a headache they don’t need. Whenever a game does include child zombies, it usually becomes a talking point whether the developers wanted it or not. Dead Space 2 had those child‑sized necromorphs and caught a lot of criticism for it. Dying Light originally had child zombies in development but removed them before release because they didn’t want the backlash. Even The Last of Us, which is already a dark game, avoids letting the player directly fight infected children. Fallout technically has child ghouls, but they’re non‑hostile and can’t be harmed for the same reason. So for a grounded survival game like Project Zomboid, adding kid zombies wouldn’t just be a visual change. It would shift the entire tone of the game and open the door to a level of controversy that most developers would rather avoid. It’s not about realism. It’s about the line between “violent game” and “game that lets you kill children,” and that’s a line most studios don’t want to cross.
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