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2791 The Ultimate Question!
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1. Which is better: pancakes or waffles?
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By Griffin264 · Posted
It still does not fix the issue. The game still crashes. You can see saved file, when you relaunch and go to the Load option, but this is what it looks like (see attachment). -
1. Kill The Brain I'm not sure that the in-game lore ever explicitly states that hitting the brain is necessary. I believe this is probably just implied lore carried over from source material like Night of the Living Dead, in which they do explicitly state and demonstrate this. I would say it's 1 of 2 things. Headshots are not actually necessary in PZ lore. The method of killing undead is therefor similar to killing a living target. Headshots are necessary but we as players are simply seeing generalized animations that are not reflective of actual hit locations. However, I believe the game mechanics do have a Hit Location variable.. someone more knowledgeable can correct me on this, but I believe "headshots" do have higher damage, under the hood, so to speak. Does this mean that the final blow is always to the head? Probably not, but I don't know. The only lore reference to this that I can think of is this bit from KnoxTalk Radio: 2. Feeling Pain I mostly referenced my take on this in your previous post "Why can't we throw punches?" in which I suggested that perhaps the zombie stun-lock we see in the game is not necessarily the zombies reacting to pain but is simply, as you stated here, the result of physics rather than their nervous system. I think the middle-of-the-road idea would simply be that their nervous systems have a minimal amount of function. So maybe they are having a minor pain response but not enough for prolonged reaction? This is ultimately one of those things that boils down to the game needing to function in a particular way to be playable. If the zombies had no stun-lock at all, it would make combat and movement difficult to reconcile. There needs to be some base level predictability. The fact that there is no concrete explanation for how all this works biologically is just part of the vagueness that we as players must accept and for better or worse, does contribute to the setting. Sometimes having too much explanation could be bad for story atmosphere. It's a tough call. 3. Bleeding, Organ Function, etc Making me feel a bit narcissistic, like some of this was instigated by my "explaining zombie longevity.." post? I won't dive back in to that whole topic, but I do think there is valid reason for the developers to remain intentionally vague about this, while also stating clearly that certain things aren't going to be added to the game. For example, extraterrestrial explanations would lead down a path to crazy monsters, special types of zombies, mutations, etc.. On the other hand a strict pathogenic explanation has players demanding antidotes, vaccines, etc. Supernatural explanations (Hell is Full, Necromancy, etc) lead toward a setting in which we're fighting skeletons and ghosts. Despite all this, while there is room for the lore to be tightened up a bit, the uncertainty and vagueness of how the zombies actually exist, persist, etc does serve some purpose. As implied by my other suggestions, I believe the compromise here would be for them to give partial explanations where appropriate but always leave something unexplained so that there can never be a complete, definitive answer to what happened. As with aforementioned source material, a great part of the audience intrigue is simply from endless debate and conjecture over the lore. Explaining too much risks killing some of that charm so the writers must tread carefully.
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By SPNKELSPARCE · Posted
Version: 42.19 Mode: Singleplayer Server settings: N/A (No server) Mods: None Save: New Save Description: The multiple tiles that make up the "Welcome to West Point" sign are gone Coordinates: x: 12201, y: 6881, z: 0 and the several surrounding tiles starting from y= 6881 to y= 6877 that make up the full sign Tiles: signs_one-off_05_528, signs_one-off_05_529, signs_one-off_05_520, signs_one-off_05_521, signs_one-off_05_522 Reproduction steps: Launch the game in Singleplayer with no mods enabled. Start a new save in West Point. Travel to the far east end of town until you reach the decorative train car. Expected result: The train car should have a large sign painted on it reading, "Welcome to West Point" Actual result: The side of the car is completely blank of any sign. Additional information: The sign also cannot be replaced using debug mode's brush tool. It can be found under the category "[DECOR] signs_one-off_05". Once placed, the sign will visually appear normal, but cannot be removed with debug mode's destroy tile function. After leaving the save and returning, the sign will be gone again. Issue occurs with no mods installed or enabled. Other players I asked to test this out confirmed that this happens on their game too. Tested on a new save and on an older save after I converted it to ver. 42.19. The problem appears consistently after changing settings in the Options menu. No multiplayer server is involved. (Picture showing how the sign looks on 42.19) (Picture showing how when right-clicking after adding the sign tiles back with debug mode's brush tool, the sign tiles act as though they are not there) -
The lore works pretty much the same way as in many other zombie media. You can explain it to a certain point, but in the end it comes down to zombie magic to make it work. As for the gap between the player and the character, I personally think that's one of the game's strong points. The lack of control in certain areas really helps build identity around your character, turning the sandbox into an almost story-like experience.
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