Showing all 571 replies.
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>>2433485
>Is there any hope with the new dev lead?
Major important changes like NPC's? No, that ship sailed long ago.
Smaller changes to make the game more 'fun'? Yeah I have pretty good hopes that he's going to keep trimming until the game isn't so fucking grossly obese with useless content.
Making it so 90% of traits aren't worthless to pick, making it so 90% of recipes are too fucking hard to create, making it so 90% of weapons aren't pointless to use, making it so 90% of about anything is redundant, would be neat. More choices, more fun.
I can only hope the retard forces Lemmy to add a save-load function for solo play.
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>>2433490
>I can only hope the retard forces Lemmy to add a save-load function for solo play
I think they don't want people consistently surviving too long or it'd undermine their game's image of being le hardcore grimdark souls zombie survival horror
that said, their "vision" for the game is already messy and contradictory, anyone remember the spat years ago when they added blacksmithing and then promptly removed it because they didn't want the game to become minecraft? and here we are waiting for them to finish their laundry list of useless shit literally nobody ever wanted like brewing, pottery, glassblowing etc. if they dropped all the false scruples about it being le classique permadeath romeroverse and added what the game would benefit from the most then the NPC thing wouldn't even matter anymore imo
>save/load
>creative mode/proc gen maps
>wandering hordes
>special infected
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>>2433587
>I think they don't want people consistently surviving too long or it'd undermine their game's image of being le hardcore grimdark souls zombie survival horror
That image is already fucked because the game isn't le hardcore in any real way. It's just needlessly tedious but otherwise a piece of cake.
If the chud in command has as much sensibility as I hope he does, he'll dropkick the 'muh realistic this is how you died!' nihilism and make the game more fun.
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https://steamcommunity.com/sharedfiles/filedetails/?id=3701834205
I'd hope for them to hire this guy but they'd probably put him on reworking first aid or something instead of mapping
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>>2433485
>any hope
After 15 years in development? Nope. Exactly 0. Holy shit, I've been waiting for the stable version of 42 for a year and a half now to do a new playthrough and it's nowhere near being ready. Fuck these snailcat faggots, I'm done with their shit devlog simulator.
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for me? it's
>sprinters low
>infection mortality never/everyone's infected
>reactive sound events
>respawn off
hordes spawn/grow around based on activity to simulate wandering herds while most of your clearing progress is retained, sprinters shake things up and make dense groups more dangerous but not impossible and bites/wounds mean first aid skill is actually used instead of ending the game - you can still die from bleeding out, being dragged down or not having the food to ride out a fever and so on
wish there was an option for NMRIH's lore which has all three zombie speeds as different stages of decay (players turned zombies are always sprinters, old world age sees more shamblers spawn etc)
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>>2435773
it works for me in SP 42.17 so all I can think of is that maybe there's still MP sprinter issues despite them being re-enabled, if you're in singleplayer it's more likely a mod conflict or something being obsolete (the last few unstable updates required repeated punitive rewrites so most modders stopped actively updating and are waiting for B42 to hit stable)
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>>2433308
>tfw this niche sandbox zombie game played by chinks and russians is set in in city I lived in during my childhood years
what makes this even weirder is that I remember this shitty zombie movie being made there and there was a big event about it that creeped me out because I was like seven years old lol
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>>2437358
>>2437359
you should probably not have to spend an hour copying and pasting and deleting bloated save files every time you want to play the game without risk of your progress being lost to a bug
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>>2438175
Oh the horror. Savescumming in my singleplayer sandbox video game where anyone can freely do it already via file copying, in addition to there being ample sandbox options and a fucking debug mode allowing for ingame cheats.
End of the world! Mass hysteria!
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>>2438182
you are clearly retarded so I won't be replying after this
it's a singleplayer game but the devs of those games clearly don't want players to be able to savescum, cheating is whatever but they really wanted to avoid savescumming. in xcom they even lock the rgn, even if you savescum the roll will be the same, need to install a special savescum mod to do it
you can whine and whatever but that's how the devs wanted their games to be played
don't like it? whine to them or make your own game/mod it
whining here do nothing
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>>2438132
>>2438141
In Darkest Dungeon you start the game with like 4 dudes, and you get a minimum of 3 dudes after every expedition. All you lose when someone dies is what they happen to have on them at the time, and only if the whole party gets wiped out. It costs nowhere near as much to raise a character even from scratch, and your town upgrades allow you to recruit characters already levelled up and with upgraded gear. This is not the same thing as Zomboid where you get 1 character where you lose everything when you die and have to start again from absolute scratch unless you manage to find your old base again, but you still have to raise all your skills, train your character's fitness and strength, etc. again. It may as well be a hard reset of the whole save file.
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>>2438132
>>2438141
I almost forgot to mention: in Zomboid taking any damage at all from a zombie is basically a death sentence due to the virus. Imagine if a single character getting hit in Darkest Dungeon had a high propensity to kill not just the entire party, but the entire roster, empty all of your resources from the Hamlet and make you build everything all over again. That's a closer comparison.
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>>2438197
Yeah, it feels like shit and stings, but it doesn't make the game borderline unplayable I guess is my overall point. Darkest Dungeon is designed from the ground up for dying to be part of the experience and for the player to have everything they need to come back from it if they're not a bitch and/or retarded. In Zomboid if you die you're genuinely better off just making a new save file in most cases; meaning the game is still designed for you to die eventually, but there's no mechanism in place for the player to interact with that mechanic. You can't even go kill your old zombified character to get your shit back because because of the culling mechanic to reduce zombie pop.
A great way to fix this, outside of a save/load function, is to make it so that a player's zombified remains never gets culled (via some kind of cull priority check), and for the player to be able to regain some or all of their experience in their skills for killing their zombified predecessor. The way I envision it, it could be something like, the "exp bomb" for every skill degrades the longer the zombie "lives" - mirroring the atrophy mechanic already in the game where players who don't use their skills will over time lose XP in those skills - so the player is incentivized to go kill their own zombie ASAP to get their loot and as much of their XP back as they can. This presents a new fun challenge, potentially, depending on how the player died and also rewards players who get out of a near death situation but are still infected who go back to their own base and wait for the virus to kill them instead of there being virtually no reason outside of dropping off items for a player to continue playing on an infected character.
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>>2438210
>You can't even go kill your old zombified character to get your shit back because because of the culling mechanic to reduce zombie pop.
I have done this many times, even on MP
> make it so that a player's zombified remains never gets culled (via some kind of cull priority check)
I'm pretty this is already implemented, don't gaslight me
>and for the player to be able to regain some or all of their experience in their skills for killing their zombified predecessor
well there's that skill journal mod
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>>2438216
It happens often depending on what part of the map you play on, and what the zombie pop settings are.
>this is already implemented
It isn't, and the fact it happens at all is egregious.
>Skill journal
I do play with that, but I don't believe mods are an excuse for a game to have such glaring design flaws when it's been in development for fifteen years.
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>>2438865
technically you're not supposed to do generals outside /vg/ despite the gacha monopoly so it'd just get the thread deleted when jannies check the board once a month
there's not really anything to put in one for zomboid anyway, you need a completely different recommended set of mods for every version
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>>2438813
>>2437226
>we're buffing nutritionist and polishing jobs in general
>yeah the smoker nerfs sucked we're buffing it
zomboid is saved
it's pretty funny watching atomiccuck ask him 7 different ways "how is the team internally responding to people hating B42" though
what was the feature he kept dancing around in relation to spawning? years ago they were theorycrafting a preset character spawn system, premade characters with existing stories and wounds and narrative hooks (ie cop guy wants to check on his PD several towns away, spawns with his car and gun), maybe it's that finally being implemented while they polish occupations
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>Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs.
About fucking time, still no clue why a lot of milspec stuff was utterly useless given how hard it was to obtain. The last thing I want in the zombie apocalypse is for a shitty plastic fuel can to split from being dropped.
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>>2441439
Holy fucking nothing. Why do they patch this game like it's a competitive MOBA.
>erm we improved this job and then made this job worse for balance :) repeat for each week
Balancing is fine but they do it way too often for a survival crafter game
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>>2441342
>Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs.
Finally, Canteens being half a litre was so unbelievably annoying.
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>People still have no fucking clue that there are two different sorts of fires in zomboid, and confuse the two for each other all the time
Alright, so Zomboid has two sorts of fire
1: Player weapon/zombie fires
These are fires from molotovs, fire bombs, or zombies who have been set on fire and then leave burning tiles behind them
They can spread a little before burning out, but often burn out before creating more fires
This is 95% of the fires you will see ingame, and they are relatively 'safe' in that you can drop them in a town and nothing major happens, the only way for these to spread is basically zombies/animals being set on fire and running around
2: Oven/microwave/nuclear fires
These are fires caused by machinery or fire sources 'breaking' due to having metal/burnt-food or whatever in them for too long
These fires spread like fucking crazy, and burn ANY TILE IN THE GAME including roads, metal fences, whatever. These are the mythical doomsday fires people think molotovs cause, but they never happen unless you majorly have fucked up by shoving tin cans and forks in a microsave.
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I thought the animal zone thing was more of a guideline, or convenience thing for grouping lots of diverse ones neatly than a full requirement for them to work right
dropped some cows in a big built pen with tons of food and water and they ignored it to break through three walls and drink out of the sheep pen
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>>2442220
ACKSHULLY, there a real life differences between fires (like grease, solid, liquid)...
But ofc they didn't implement them like that and just made them retarded. And even if they did, it wouldn't add much to the gameplay. The only interesting thing would be forest fires and wind direction.
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>>2442408
>How the fuck would you ever discover that in normal gameplay?
You usually won't unless you blow up ovens (leaving them on for too long, or with food in them, etc) by accident.
But it causes massive confusion because retards will blow up said oven then assume a molotov will burn half a town down, when it won't even burn a fucking forest.
You can lure a thousand flaming zombies though the woods and it'll be mostly fine.
Blow up a single microwave in the woods and congrats you have cleared a solid kilometer of woodland.
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>>2446798
....you know....that kind of gives me an idea...it'd be pretty effective at clearing out a massive hoard that way
>Fire off some gunshots and draw a huge hoard to an isolated zone
>alarm to keep their attention
>blow up the microwave while running in the opposite direction
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>>2447574
it's a buff to park ranger by swapping a useless skill for something that job will likely use often and get proper XP bonuses from, even if they added both it would give ignorant players the impression a park ranger character should be looking for animals to eat in the worst and slowest way possible over foraging for food or bait
tracking needs to be revamped or folded into animal care because slowly honing in on generated migration paths is pointless compared to driving around and marking/killing animals on the map as you see them, there's no real reason to track anything
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>Normalfags are now finally starting to ask the real questions, like how NPC's could ever possibly work in a game where seasoned veterans of the game get killed by stupid bullshit
About time lmao, guess what happens when you make a cock and ball torture game? NPC's don't fucking work in them!
>NPC's don't know how to eat carbs/fats to fatmaxx like players, result is a handful can devour entire towns worth of food and still be malnourished
>NPC's don't know how to kite zombies properly, even max strength ones die to like 8 zombies let alone the swarms that fill the map
>NPC's don't understand how sound propagates, lutes huge swarms of zombies from all over place by accident resulting in their deaths
>NPC's have no idea how to do medical properly, scratches themselves on a tree and they bleed out because they don't have a bandaid on them
Etc
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>>2449917
Inevitably they'll just simplify the NPCs and make them cheat, because, aside from the aforementioned problems, I can't imagine the devs capable of making actually decent NPCs to begin with.
Now the real problem is when said NPCs are hostile to the player and suddenly all those cheats works against you.
>whoops sorry, you died because a bandit had infinite ammo
>whoops sorry, you died because zombies just ignored the guy shooting at you
>whoops sorry, you died because a bandit could sense you behind a wall
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>>2451389
Cheating NPC's is just going to feel like total shit
>Durrr survivor found in a house 1 solid year into the game SURROUNDED by zombies
Oh yeah that makes TOTAL sense, there's no way they had that many calories stashed in that fucking house, nor hold off the 500 zombies outside
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>>2451473
Not that anon but get real, what you're asking for is Rimworld/DF tier NPC's and that will never happen without remaking the game from scratch with different devs. Its probably that exact delusion that also has made NPC's take this fucking long, the devs painted themselves into this corner they just can't get out of without losing in some way.
Meanwhile objectively speaking the game would already be ten times improved with just some simple scripted NPC events and more events in general.
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>>2451754
>Not that anon but get real, what you're asking for is Rimworld/DF tier NPC's and that will never happen without remaking the game from scratch with different devs
So NPC's are always gonna suck, that's great.
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File: 854564.png (1.0 MB)
NEW
Added new Weapon Reload animations for lever action rifles and shotguns
Added Option to Accessibility section to automatically pause the game when reading maps. If enabled the game will unpause when a map is closed.
Important: this setting is known to freeze the map screen on controllers. A fix will be included in an upcoming patch, but it's recommended that controller users disable this feature for the time being.
Added keybind for "Sit on Ground" action
Updated assets for propane tanks to reflect US standards
Added some new garbage bins to Spiffos and PizzaWhirled
BALANCE
Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking
Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture
Improvised Gas Mask has been rebalanced
Clean rags can be used as Rag Filters in Improvised Gas Masks
Not as powerful as commercial gas masks / respirators, but more powerful than wearing a bandana
Rag Filters with <= 30% used Delta are returned as dirty rags
Adjusted encumbrance values for metal drums and several barrel moveable inventory items
Adjusted a number of fluid container capacities
base.JerryCan - 10L -> 20L
base.Canteen, base.CanteenMilitary - 500ml -> 900mL
base.CanteenCowboy - 1L -> 1.8L
base.HydrationBackpack - 1L -> 2L
base.HydrationBackpack_Camo - 1L -> 3L
base.BeerEmpty - 1L -> 300mL
https://steamcommunity.com/games/108600/announcements/detail/653727478 219539021
You may break your save for these important changes at your earliest convenience
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>>2451592
>nyough i REFOOS to formulate my own opinionmore or less they adhere to player rules. because zomboid is a piece of shit, they still get culled like zombies so outside of very specific npc's made to be persistent e.g. emma in the ark they aren't persistent enough for their dietary needs to ever really matter, though they do drink and cook and forage for supplies, look for guns and ammo from real in game sources which they also drop on their deaths, etc.
go watch a youtube video or something breaking it down in more detail
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>>2451898
I still remember thinking about how fucking cool it was in week 1 that if wounded without real bandages or anything in their immediate vicinity to treat a wound with the npc's will tear up one of their own clothing items to make rag bandages
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>>2438125
>>2438197
darkest dungeon the game where you have multiple characters and it's not unexpected for them to die and before a hit kills them it puts them into a downed state, so you would need a enemy to two tap your character before your turn because you can abandon a dungeon delve even midfight to escape?
>>2441342
What's the buff? Realistically they are better because they're well made but making normal containers deteriorate would be annoying so gameplay wise just lower the encumbrance on well made stuff. This problem also exists with health because for the health skill to matter it would mean making wounds worse and that's no fun. They could actually add buffs but they hate those.
>>2442220
First time hearing this. I avoided fire in general for loot/ thinking it will burn down multiple buildings.
>>2451828
>Adjusted a number of fluid container capacities
Isn't this pointless as the best fluid container is going to continue to be the lightest?
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>>2452109
Some fluid containers have encumbrance reduction on their contents, e.g. hydration packs. Increasing their capacity therefore increases their value, since you can now carry 2L of battle brew for the weight of 1L of battle brew.
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>>2451828
>still cant attach shit to bottom of back natively, have to use a mod for that
>still cant holster sawed off shotguns in holsters, have to use a mod for that
>no second back option via using a sling, still need a mod for that too
I sleep
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took me way too long to figure out that the bizarre noise I kept hearing all morning was a deer yelling across the street and not a zombie stuck under a car or some other lurking threat
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>if they added NPCS they would just teleport into your house, 360 insta noscope you, and teabag your corpse before deleting system 32
why are people trying so hard to get people to not want NPCS lmao, sorry Lemmy, u promised them 14 years ago, now get to work.
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WHAT IS UP survivors, welcome back to the channel, today is the day. The NPC update for Project Zomboid is finally here, and honestly? This is the most chaotic, broken, beautiful thing I’ve ever experienced in this game.
Like, okay, yes, the bugs are insane. My first survivor group immediately walked into a campfire and died. One guy stole all my canned beans, another started panicking because he saw one zombie three miles away, but THAT’S the magic.
For YEARS, The Indie Stone has been building this lonely apocalypse simulator where YOU create the stories in your head. Now suddenly there are actual people in the world, dumb people, buggy people, absolute gremlin people and every single session becomes its own zombie sitcom.
You’re telling me I can recruit survivors, assign jobs, build communities, defend settlements, AND watch Steve accidentally vault through a second-story window because pathfinding had a spiritual disagreement with reality? Peak gaming.
And look, I know people are already mad saying stuff like "The AI is broken", "NPCs duplicate items", "Companions get stuck in bathrooms" and the like, but you don’t just "add NPCs" to a long-running hardcore sandbox survival game like this. These systems touch EVERYTHING: combat, sound detection, base building, vehicles, loot economy, emotions, relationships, pathfinding, group AI, zombie behavior. Every mechanic is now colliding with every other mechanic at 90 miles an hour.
And honestly? I’d rather have this messy, hilarious, alive version of the game than wait another five years for some mythical perfect launch that doesn’t exist. Because even with all the jank, these moments are incredible.
I had one survivor sacrifice himself holding a door while the rest of us escaped through a window. Was it necessary? No. Did the AI realize that? Probably not. Was he actually just bugged against the doorframe? Maybe. But emotionally? CINEMA.
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>>2454550
I'm just gonna say it. Who the fuck cares about NPCs in a zombie survival game? Maybe add some bandits in a few locations to act as a deadly threat but outside of that who the fuck cares about having a bunch of random NPCs you have to babysit constantly?
Spend more time fixing the fucking game and improving what it's already got. Start with the dogshit UI or something.
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>>2454564
Depends what they wanna do.
My dream NPC encounter in Zomboid:
>find survivor home 2 weeks into a run
>break in
>corpse of a man in the livingroom
>hear something upstairs, go to check it out
>open the bedroom door
>naked woman bound and gagged on the bed
>shitstains everywhere
>right click on her
>"Use" option pops up
>she bites that dick right off
>while you fumble to stitch up your new cunt, a masked man runs into the room
>begins hacking at you with a machete
>this is how you died
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>>2456084
Again, this is literally impossible due to Project Zomboid's coding unless you went into custom sandbox mode and willfully disabled enemies not being able to spawn in or around the player and a building they inhabit. Bandits reuses the zombie spawning system so it follows the same rules as it.
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>>2456119
>>2456128
Week One Bandits, like I just explained, appropriates the same spawn system the game uses for zombies. The only way this could have happened is if (You) went into custom sandbox mode and changed the spawn settings from vanilla values to allow it. It is completely, 100% impossible on any of the defaults.
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>>2456167
>>2456106
>big mods on the unstable I-will-back-up-my-save branch would never ever ever ever have unexpected bugs or behavior
all sorts of stupid shit happens when you try to play on saves across versions much less with bandits enabled so it's believable, I've had power come back on and groups of animals dropped in random houses
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>>2456240
>>2456244
>It totally happened chud just believe me
Week One Bandits, like I just explained, appropriates the same spawn system the game uses for zombies. The only way this could have happened is if (You) went into custom sandbox mode and changed the spawn settings from vanilla values to allow it. It is completely, 100% impossible on any of the defaults - this is a fact. I don't care if you don't like the mod or don't like npc's or whatever, just stop making shit up.
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>>2456402
You are so right. These retards cant help themselves but make up lies to slander a perfect zombie survival game. They are probably the same guys crying about NPCs like a bunch of pathetic fatties crying over spilled ice cream haha dumb fatties!
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>>2456402
why do you have a blatter moodle?
>>2453344
i mean they don't produce heat though, shouldn't they at least slow during winter? just a thought really. just doesn't sit right with me.
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>>2456270
>Zomboid is famously a game which works as intended at all times especially in complicated code execution like zombie spawns
Nigga, they can't even get zombies to spawn in buildings properly to this day, resulting in players firing shotguns in the street to find no zombies, only to enter a bathroom and 5 burst out from it.
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>>2457402
>useful garage loot tables getting clogged with random solo wheels and cranks
>bump a mailbox or box and fracture your foot
>15-20 loot capacity in a basket or saddle bag maximum
>vehicle spawns are likely copied over instead of spending 8 months adding new vehicle spawn slots across the map, so actual cars (already subject to engine quality/loudness/model rolls) then become shitty bikes and good vehicles are thus harder to find
>get openly attacked by enemies on the bike in permadeath game where one attack is game over
>despite all of the above they'll still try to give them 'trade-offs' so bikes chug stamina or something annoying (that makes them obsolete next to getting a real car and putting a spare generation at a gas station)
moving containers would be better, turning wheelie bins into early game scav backpacks like cdda until you can upgrade to a shopping cart or flatbed cart, eventually stringing lines of them or building your own gigacarts out of wood or metal. log sleds, wheelbarrows, maybe carriages if they actually plan on horses and that wasn't a scope creep pipe dream
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>>2457739
Any weapon crafting that isn't blacksmithing or carving, is pointless.
And even the blacksmithing can feel redundant at times.
>Wow I made a steel axe!
Yeah, in the time it took to do that, you could've made about 200 stone axes and you're going to die WELL before those 200 axes would be worn out.
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>>2446223
He said "technically" which is true. The trjannies never actually went out and said "generals are okay now" but we've been doing a zomboid general here for literal years
Really they should've just forced all the gatcha shit onto /vmg/ to render /vg/ fit for human habitation
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>>2457402
>Bikes finally added
>Most are in such terrible condition that nudging any object or a single zombie will break it entirely
>Tires need pumping daily unless at 100% condition (they always spawn at 75 or lower)
>10 fittness/10 strength required to ride from one side of town to the other without reaching 100 exertion, normal characters get exerted from about 2 streets of travel
>Due to bug, makes about 50% the sound of a car, attracts zombies very easily
>Takes up car spawn slots, police stations now have shitty bikes instead of police cars
>Rich affluent areas no longer have sports cars, they have bikes
>junkyard has a bunch of bikes instead of junkers
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>still no railway track anvil
>still no electric blower forge
No no no, you don't understand, the ONLY way to blacksmith is using authentic medieval methods!
Technology? That does not exist! IT HAS NEVER EXISTED, OKAY!???
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>>2458257
does the electric version not have functionality yet or have you not found one? I found an electric blower forge moveable on a shelf at a hardware store with tongs and other blacksmithing shit but haven't tried to use it
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the game is most fun when you are engaging with zombies and least fun when you are crafting/building because ???
>crafting/building is soulless
>literally press button; progress bar; thing happens
>every single thing you build or craft works this way, just bigger list of required items
and yet to really engage with the sandbox you will want to dip into both crafting and building, it's just aggravation though, literally NO enjoyment sitting there with 100 tree branches grinding wooden smoking pipes so i can figure out how to make a bigger piece of wood bat-shaped.
the weapon fab system needs work.
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>>2458770
Building is super tedious and has no real purpose because sleeping out in the open is perfectly safe in the middle of the woods, and in the city...Just use houses which already exist?
If anything, building is a hassle as it means zombies can and will start headbutting them to pieces.
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>>2458775
it has utility value, you can build fences specifically to fence fight where you wish for example.
making things like professionally finished walls of lumber and fucking stone destructible by zombies and livestock is stupid though. if i build a stone wall correctly with mortar in a normal temperate environment, it should basically last forever unless they implement vehicle damage or something. zombies should fall apart trying to punch my stone wall down. player-built carpentry walls should function like chainlink in the game; it's basically indestructible unless you get a huge crowd to push it down. these things should be stronger than one zombie otherwise there's not really any reason to build, since as you say there are plenty of buildings that won't get destroyed by zombies. the point of the sandbox is to get value from building (secure areas, block zombie LOS) instead of getting a liability (2 random zombies smacking your fence if you so much as step on a twig, now you must go kill them before the put a hole in your fence making the fence pointless, gg.
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>>2458896
That's entirely my point, they're too fucking imcompetent to make actual NPCs, they'll just steal one of the existing mods, barely do anything with it, and it's going to suck so much dicks the only way to play will be with NPCs disabled.
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>>2458850
they could fix all that by just adding minimum zombies to damage constructions on other buildables, like tall fences needing 30 minimum or whatever it is
not even that high, 5-10 (maybe scaling to skill level) would buff buildables and you could live in louisville without a constant trickle of stragglers busting in one tile of your wooden gate while you're away
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Decided to play online yesterday
>took like 40 min to find a server that didn't have a crazy amount of mods
>finally just say fuck it and go for a server with the least amount of mods
>took almost an hour to download all the mods
>game crashed when loading in
>reload game
>finally get in
>proceed to wander around aimlessly avoiding swarms
>literally cannot stop walking because there are just so many assholes
>this continues for the next hour and a half
>finally break off from them somewhere I have no fucking clue (server apparently added a map mod so I have no fucking clue where anything is)
>find some random foremans trailer on the side of the road
>confirm it is safe
>lock door
>log off
Is this normal online? I ran into one persons house because I couldn't walk onto the property, but it looked overrun given the door was smashed down.
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>>2459747
>getting killed by random people is normal because people are loot goblins
>getting killed by Desync is normal
>Getting killed by a random fag going 50mph on the road is normal
>PVP is normal
>claiming housing and cars is normals, even if they are halfway across the map
what is not normal is PVE
>Getting hit by a random when hes 3 squares away from you is normal
>Getting sniped by a random is normal, hes protecting his property
I like pvp that's the entire experience for these types of games, i just get slightly annoyed when it keeps happening. Either way what's not normal is people helping out each other/ non claims for buildings and what not. you will not find a good soul on multiplayer unless they are retarded and you are the loot goblin
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>>2459747
that's how I remember MP being for the most part
your best option for Interesting Shit Happening is whitelisted soft-RP with nationalists/tranny communes, the alternative is wandering around a clapped-out pub with a bunch of mods you don't like and people hiding across the map while chatting, with no cars anywhere because the regulars took the good ones and stripped the rest. or you could host yourself and get a couple of randoms to join with no longevity beyond killing some zombies for an evening
expanded spawn points and modded maps makes it even less likely you'll consistently bump into anyone in over seeing the trash they left behind. if MP had relaunched in a vaguely playable state there wouldn't be an issue finding decent servers, but now the playerbase is bifurcated on B41 and backporting new content
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Why does zomboid completely ignore the disconnect between IRL practicality and time, vs ingame time and practicality?
In real life, if zombies were around, you could bet your ass I'd wear two pairs of leather gloves over each other to have biteproof hands.
Now this would make holding shit a bit harder, and fine-touch tasks would be impossible...
But I'd also just take them off when doing finer tasks, only to put them back on immediately after, it'd take ten seconds of my 24 hour long day and that'd be that.
Ingame you firstly can't wear stacked gloves which is dumb enough as-is, but to remove gloves and put them back on takes longer than it does IRL. In an already massively shortened 1.5 hour day, plus the number of clicks required.
Fucking abstract these things or your game quickly becomes retarded if you put even 10 seconds of thought into it. It implies our dipshit retard characters would try carving while wearing fucking chainmail gloves or mittens or something.
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>>2459747
>proceed to wander around aimlessly avoiding swarms
>literally cannot stop walking because there are just so many assholes
yeah MP is a shitshow, about what you would expect if you dropped a day 1 character into a world with max pop and zero loot. i'm not categorically against multiplayer, it's jank and i see no reason to play it, plus i hate PVP, but i would at least consider joining a brand new server where everyone is on equal footing. there's just no point when zombie max pop has been reached and the towns are looted anyway; its like starting in mordor, just the worst place to be. late-game starts need to be innawoods or something, like the backpacker scenario from CDDA, one of my favorites.
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>>2461986
It's not even a matter of buffing the player but just having simple QOL features which correlate to how IRL works.
>Wearing armor makes you uncomfortable!
Okay...So give me a hotkey to 'equip preselected armor outfit' so I don't have to spend 5 IRL minutes clicking a fuckload of buttons.
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>>2461423
It is abstracted, retard. You pointed that out already, it takes a few seconds to take gloves on and off, not a whole minute or more depending on traits and moodles. It's just that not all abstraction is necessarily to the benefit of the player, but the game.
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>>2462001
...that's abastraction, anon.
>the process of filtering, or representing real-world, fictional, or complex systems into distilled, playable mechanics in game design. It focuses on modeling the effects of an action rather than the action itself, usually prioritizing the gameplay loop over strict realism.
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>>2462265
That is quite literally not the definition of gameplay abstraction, which I have provided for you. It's not my fault you don't understand english.
>>2462414
The discomfort modifier for gloves except for like, metal gauntlets for example is so low it's never going to realistically effect your moodle. He's just bitching to bitch.
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>b41
>modlist to remedy the Lemmy problem
>random spawn
>sprinters
>schizophrenia trait
>bullet in the head starting trait
>no le chosen one immunity to the airbourne infection
>underwear only, was doing naked but being in underwear makes more thematic sense would have done just a hospital smock otherwise if it was available
>end up in bog standard Muldraugh motel
>fighting off zeds in a wife beater andpantiespraying enough don't show up to drag me to the ground to feed
This game can be kino sometimes it's just a shame it hasn't died yet so the community could finish developing it instead of that hack lemmy
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>>2465297
>Blacksmithing
Lets you make lots of cool shit, but takes such a fucking long time to get into, that you have a good chance of dying before reaching that point. Also requires you to have levels in like 80% of the other skills for some dumbass reason
>Masonry
Useful only for the prerequisites to make blacksmithing and such
>Trapping
Meme skill, technically useful but just use fishing instead. The distance you need to be from your traps is beyond retarded
>Animal husbandry
Do you have animals? Good, then you'll get it passively without trying. Got no animals? Pointless skill.
>Agriculture
Pointless in the current build of the game, between seasons, growth times and RNG, you're going to die before your first harvest, let alone a second or third harvest.
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>>2465297
In b42? Not really, everything isn't worth it, but that's the norm.
In b41 Agri's alright, a bit tedious but it'll supply calories if you aren't up against a lake and Trapping will fill out your protein needs.
>>2465306
>The distance you need to be from your traps is beyond retarded
Did they increase it in 42?
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>>2465306
>you're going to die before your first harvest, let alone a second or third harvest.
Is the game that much harder now in B42? I remember surviving for years in B41 (after a lot of hours and attempts learning the game first)
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>>2465401
It's like 60-240 days (that's about 90-360 IRL hours by the way, excluding sleeping, but servers often don't HAVE sleeping) to harvest your first crop, which will also be your shittiest harvest as you won't have any skills.
90 fucking hours just to start gaining levels in a skill is such total bullshit. You could beat the entire Resident Evil series up to RE5 within that amount of time.
For context imagine needing to play Minecraft for 90 fucking hours just to make stone tools.
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>>2465576
The number is a little inflated because for singleplayer you will be 'skipping' 50% of the day.
But that's still optimistically 45 fucking hours to harvest a basic-bitch crop for the first time.
What the fuck were they thinking? Even at a TENTH of that, it would still be 4.5 hours to harvest a fucking crop.
And 4.5 hours is approaching the length of some shorter yet popular video game campaigns.
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>>2465306
>>Masonry
>Useful only for the prerequisites to make blacksmithing and such
why does everyone shit on Masonry? you can make the best walls in the game. yeah it's resource-intensive and stone is a pain in the ass to source, just like real life.
of course what's hilarious is you could probably just drive around in almost any city and collect enough cinderblock to make a wall without having to chisel individual bricks, ffs. there's always someone having a wall built especially now (because of vagrants and homeless everywhere), but they were popular in the 90s too.
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>>2467488
That'd be something to consider if there was any actual threat to face in the game, like the weekly horde in 7DTD or something.
But since the best defense is to simply setup in unpopulated areas, the most danger you'll ever face will be an occasional straggler, and since unpopulated areas are often full of trees, you might as well use wood, since you'll have plenty of soon-to-be planks in close proximity. (especially since you can't fix structures)
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>>2471833
vanilla pickup trucks have some of the worst physics, turning at speed does the same thing. try vehicle ground guard and it'll stop them doing that or flying around/clipping under the floor upon reload, or you could fully replace them with KI5 cars like everyone else does (I'm running the 42.13+ collection and all of it seems to work on 42.18 atm). with ki5 occupation van equivalents being added vanilla cars are essentially obsolete atp outside of waiting for that damn library to update for unstable when it's needed, vanilla vehicles are mogged hard
>shitty storage, no sidegrades or armor, no animations, looks worse, much smaller roster of cars still missing military vehicles and fire trucks and school busses
ki5 is the front runner for getting hired and poached imo but they won't do it for some reason, just fold it into the base game at this point since they long forgot about adding pic related or even basic door animations themselves
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>>2472293
I once had the entire KI5 pack installed but didn't like how it cluttered the in-game modlist with millions of entries. But now that you mention it, I think I'll install it again. His cars are really polished. Probably the most skilled modder this community has.
>>2474252
I think I'm just gonna ram this hoe with another car.
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>>2467488
Stone walls aren't worth the effort because zombies can break them down, when you could live in a premade building with premade walls that's entirely invincible and if you want to be even safer you can just knock out the stairs and create a floating platform base or just move out in the boonies and deal with a commute.
Masonry is useless because it's a hugely intensive skill to build walls that will still get broken down if you ever actually need to use them.
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>>2476404
Pretty much. It only seems like it'd be useful in a special map without prefabs to take over, and even then, only if zombie damage to player structures is set to low so that having more HP than wood feels like it matters. Being able to repair structures would also go a long way.
Its something that feels like its only in the game because 7D2D had it as a feature.
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>>2468708
I just bit the bullet and deleted half my list since the most of the required mods to enjoy the game were at least upto date. Basements interest me a great deal and I'm personally enthusastic about farming/animals/sim shit but knowing lemmy it will only be realistic when it fucks over the player.
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>>2476404
The whole structure hp system needs a complete rework. Some doors could be broken open easily with just one person others could hold off as many human bodies as you could fit on them. Really what should break is not the door itself but rather the lock or hinge. And of course this isn't even touching on security doors, barred doors, garage doors, sheet metal doors etc etc they'd never fall to anything aside nature and decay because humans on our own can't break them down without tools and last I checked zomboid doesn't have Biohazard superhuman zombies in the lore. Also as you mentioned there is zero reason to ever engage in building a house since it takes tons of effort and is worse than any prespawned structure since they're literally immortal aside from fire. I have no clue why they would ever implement all these sim mechanics *before* revising how the systems work already in game. We need non-cosmetic decay mechanics for the prespawned structures and sensible numbers for them and player made constructions. In the current state engaging any of the new construction and the old construction mechanics is a complete waste of time.
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>>2476787
>>2480333
this is the worst time to update and try b42 if you haven't yet
>everything still unfinished, no brewing or bows or full metalworking or full anything really
>major mechanics like fishing, animals and combat itself are routinely broken between patches and left to sit without hotfixes until the next monthly update
>major mechanics like farming, glassblowing and pottery are an objective waste of time
>MP is still borderline unplayable with desync, bugs and exploits
>current workshop is all player-made fixes for existing bugs, ports of long-existing mods or AI-generated garbage (a LOT of the latter)
go back to ignoring the game, I wish I hadn't bothered until it was ready. maybe if they got 300 players on steamcharts they'd grow a fucking brain
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>>2481101
>no, he means the thumbnails are AI generated
no, I mean everything from the thumbnail to the description to the code itself (even the creator's comment responses in some cases) is AI generated so it rarely works properly you disingenuous faggot
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>>2481739
>source: my ass
Why lie? You could make legitimate complaints like
>I don't like that they use AI for thumbnails
or
>I don't like that most of the mod authors are ESL's who tl their comments and descriptions through AI
Mods that are made for the version of the game you're trying to play them on work just fine, and most that aren't for that game version still retain most of their functionality. Stop being a schizo and complain about real issues instead of inventing ones in your head that sound worse to get mad about.
>>2481125
Pretty much.
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>>2482315
If you're too retarded to check which version the mod is for before installing it (i.e. did not read instructions) that's on you. I'd also be willing to bet you just hit subscribble without checking if the mod has additional installation instructions.
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>>2480376
to be fair there is nothing they can add to the game anymore to make it better, except more menu tedium. they have accepted that crafting should be precisely zero fun, it's just stuff you do to stop your chinadoll-like pc from dying between fights. who gets excited from making a stir-fry or a baseball bat or any of this shit? we just do it because we need the calories or the weapon. the fun in the game is fighting, exploring and looting. even the driving is shit, without getting into how buggy car physics are.
compare this dull shit to something like vintage story where tool is made via a little voxel punching game that requires at least a few brain cells applied to solving a problem, which is rewarding on a deep structural level neurochemically. or making food requires applying a RECIPE with individual steps instead of just baking a pan full of slop for 30 minutes or whatever. it's fun while still giving you the tool or the calorie.
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>>2482474
Zomboid is especially egregious with cooking because it often burns more calories making food, than it does give you bonus calories.
So cooking is an easy way to become malnourished.
Lemmy sincerely believes that the invention of cooking led to mass starvation.
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>>2482484
video game 101 is have food you cooked provide some sort of bonus, whether it's more calories or a stat buff or something.
i think it was like, the first trump presidency when they introduced the nutrition system. where they could have finally provided real bonuses to eating good food instead of just processed stuff. but no peanut butter is still a god food, oil and butter are to be consumed directly, the game will track "protein" and "fats" but there's no implementation for health problems from lack of fresh food or anything, it's all just a convoluted starvation mechanic and it's still a shitshow in the second trump presidency.
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>>2482530
Zomboid's issue is that it disconnects calories from carbs/proteins/fats. When those three things are the source of calories for people.
As far as Lemmy is concerned, you could eat a kilogram of substance without carbs, fats or proteins and it might make you gain three kilograms in weight.
Which is nonsensical.
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container fluid transfer/ratio shit, muscle strain, and calorie/protein/fullness system are some of the dumbest mechanics in any video game ever created.
there is zero point in transfering multiply fluids into a container. stupid pointless mechanic, only abused for le 49%milk/51%water bullshit which no one should be forced to use, cuz food should be fun and interesting with buffs or something instead of lame insanely low calorie foods. fallout76 does this perfectly in my opinion, you can eat random junk food just to not starve, or you can engage with cooking and get buffs.
muscle strain is idiotic, we already have fatigue. it's not even something you play around, you either outlevel it much later in the game or just have to literally avoid playing the game.
it's cool we can turn a lot of this dumb shit off, but it's stupid to know they are wasting development with this utterly unfun and obtuse mechanics.
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>>2482610
to be honest i dont really like the "sip" thing or the eat HALF/Quarter thing. I'd rather food just be 1 time consumables, you know like most games that are actually fun lol.
or make it a slot item that lasts X amount of hours.
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>>2482598
as an avid user of bats, i can say muscle strain stops being a limiting factor at level 7. at that point you can spend almost all day swinging an upgraded bat.
strain is strictly a mechanic to limit how much fighting you can do at any given level, i agree it's very dumb.
noobs won't know any of this, but they should take high fitness if possible, because it affects recovery as well as general fatigue and is hard to level, and a trait or profession that gives a weapon skill. brawler is awesome at 6 points, axes and long blunt are two of the best weapons, along with spears. bushcrafter, if they start with fire hardened spear, may be worth it for spear, i don't think you can get a level in spear at start. it's a underdog weapon. so hard to level but they are pretty awesome already.
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>>2482955
I will reveal eldritch wisdom to you:Strain was actually implemented as part of the giga nerf to the best trait in the game, Obese. This is because one of the "downsides" to Obesity is taking a huge hit to your starting Fitness. Stacking it with other neg. Fitness traits was generally favorable because you could just work out and get fit over time and in exchange buy really good traits like tard strength and organized or if you're a super minmaxer don't even bother with strong since you can do a billion burpees instead. Because of Strain this choice now directly makes your character completely dogshit at fighting, advanced navigation, etc. until you do your requisite /fit/ grind.
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>>2483266
Traits that reduced fittness was always shit-tier because fittness is basically impossible to grind ingame.
Strength however is significantly easier to gain so you can start with middling or even reduced strength and it's not too big of a deal.
You can go from 1-9 strength faster than you can go from 3-6 fittness.
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Why did B42 add a fuckload of crafting but none of it actually constitutes any sort of character/player progression in terms of ergonomic gain?
The only things that are MAYBE sort of useful are the crafted backpacks, but they are so fucking hard to make, you'll end up with a superior army backpack before that time anyways by sheer chance.
Where's the option to sew pouches to attach to belts? Sew extra pockets on clothing? Add secondary pouches to bags? Create specialized pouches for waterbottles, tools, weapons, etc?
Why can't I have my belt fucking LOADED with 20 kitchen knives all in little scabbards I sewed together?
Why can't my retarded player just stuff a waterbottle in their jacket pocket?
WHY? WHY? WHY???
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>>2483269
this; a zero strength start is entirely viable and can be corrected quickly, taking mere days to get the first few points. a zero fitness start would be hell.
i have no idea why they made it so much harder to level than strength. you get far less fit xp than str xp from both combat and exercise.
taking fit or athletic is pretty much mandatory, unless you want to penalize yourself. you'll be dead before you get a level in fitness.
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>>2483346
Fitness also makes your days longer because you get tired slower.
So starting with high fitness doubles as a sleep-reducing trait.
It's retarded because fitness is OP enough by just giving you fuckloads of stamina and combat boosts, but not having to sleep as much? That's a bargain.
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>>2465306
>Lets you make lots of cool shit
Wrong, actually. Most blacksmithed weapons are worse than weapons you can find looting. The two-handed longsword that takes like 8 or 9 smithing to make does less damage and has less durability than the one handed machete. Given the time it'd take you just to set up smithing in the first place, nevermind get to the point where you make the "good" stuff, it's an entirely useless skill.
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>>2483269
I think my first run in build 40? The car one, I made the mistake of doing -10 fitness -10 strength run since I asumed I could just raise it easily like real l life since the game was supposedly sim like.
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>>2483657
>>2483677
No a different one that's specifically only injuries, they're sure as hell not free with a medical mod. Also.
>Remove bandages to replace them
>Healthbar starts rapidly dropping at sanic speed before I can rebandage them killing me.
They're just burns lmao, this reeks of Lemmy but it coul also be the medical mod.
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>>2482430
>the workshop is clogged with AI-generated garbage
<actually it's just the thumbnails you liar!
>no, it's *all* generated and it isn't cohesively documented either because the AI does that too
<wow couldn't check the version? got a problem with ESLs?
I was referring to pages not even saying whether their mod is for B41/B42, though no doubt most of the quickly-shat-out AI mods aren't going to get updated either (I've already seen someone saying they couldn't do it within a month unless someone gifted them more tokens). I get that it's useful and fun and you got it to make you a gate remote or whatever, but when allowed to proliferate at scale it lets retards drown out quality content with low-effort shit that becomes obsolete a week later
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>>2483269
>>2483346
??????
You could level fitness and strength together EZ through burpees. To go from 0 to 10 requires 46,000 burpees, if you're burpeesmaxxing you could do 500 a day in b41. If you wanted to still be able to do other shit, 200. If you did the minmax thing of spending your first week inside watching TV and grinding your skills by dismantling, exercising, etc. you'd start with Fit and Str 0 and walk away with Fit 3 Str 4.
If all you need to raise is fitness, squats gives 25% more fitness XP than burpees, but the same principle applies. Muscle strain was a mechanic implemented purely to nerf this loop.
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>>2484392
it nerfs everything too tho. tailoring and ripping clothes also muscle strains your neck.
so its like if you stay in -> musclestrain from crafting, go outside -> muscle strain cuz you can't reliably pick how many zombies you're gonna have to kill or engage with.
fatigue could have solved both of these with just some better balance. now there's retarded broken numbers for 2 bars and multiple game loops instead of just fixing 1 bar.
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>>2484735
another thing is that it seems to have like delayed onset?? so it's not completely obvious what muscle strained you tho most, and entirely possible to just compound your strain super high. and i feel like it lasts wayy too long it feels like it last like over 18hours...
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>>2484741
Uh, no, not non-stop. That 500/day is optimized for resting, dismantling, etc.
200/day is for going outside and exploring and scavenging.
And yes, 3 months to max out fitness and strength is incredibly fast - especially when the first 3-4 levels come in only 7 days.
I swear, most of you don't know how to actually play the game.
>>2484735
Yeah, I'm not calling it good, I'm just explaining why Lemmy sperged out and implemented it. It was purely out of spite because of how meta Obese was.
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I bump my day duration to 2hrs in the sandbox options and it feels a lot better to play. It makes a lot of fatigue/muscle garbage feel more balanced without having to fiddle with a lot of crap. I guess it makes some actions take a bit longer too but we have FFWD, I would recommend dexterous for sure tho
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>>2486375
...do you just, like, not use the fast forward option for all your busy work dude
Holy shit I would fucking kill myself
Are you the guy who embarassed himself last month sperging out about car condition?
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>>2487497
>sounds like stupid game design
Yeah, it is. But I won't subject myself to the shackels of Lemmy's delusions.
Thank god there's lots of ways around it: Mods (gay), Fast Forward button, Sandbox settings...
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>Boredom increases when indoors
I seriously don't get it, player characters are 100% happy to sit on their ass doing fuck all for days at a time.
But the moment they read a book on the couch, they become manic depressives?
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>>2488215
It's a fundamental misunderstanding of the concept that human needs sunlight.
Do you need sunlight once in a while? Yes.
Do you need to go out every day to avoid being depressed? Fuck no. We would be living with glass roofs over our heads if that was the case.
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>>2488439fort knox is mapped out and playable by their own admission in a news post but they're withholding it for a release with NPCs and electronics systems for 'endgame loot dungeons', so you can't just drive in and grab 400,000 M16s (and it gives bored endgamers a concentrated spot to fuck with redshirts)
this was years ago so I'd be shocked if unreleased fort knox was more than a shitty march ridge copy-paste job anyway, I doubt they've given it a pass since B42 given that the existing B42 map isn't even done with all the crafting sprites and shit they said would be added
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>>2488522
Here's hoping they're just retarded and drew art for a map that will be changed. If it was any other dev teamaside from valvehaving a finished styleised map would essentially mean there won't be any more major changes done to the map. Anyway while I get it can't be 1:1unless they went full retard and reworked the game to not be tile based; I'm hoping they scrap the fictional areas since we have Irvington, Ekron, and Brandenburg now.
>>2488528
The loot balance in this game is horrendous I get houses not having guns (people would take them with them) but why the fuck aren't they in cars or on zombies? Lemmy does know he can just make ammo super rare because you need ammo to fire guns right???
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>>2488528
yeah they gotta redial the balance on some of the POIs
>minimal/useless loot like paper
>pain in the ass to get to
>chock-full of zombies in every game
at least rosewood lab has a bunker now with m16s, a place being ""unique"" is not enough of a draw on its own to make it worthwhile unless there's good shit there or it'd make a good base. wish I could live here
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>>2488636
There's "endgame content" it's just convoluted, boring and poorly implemented sim stuff. And with basements there's no reason they couldn't design some ball buster dungeons for us to go into for lore since Fort Knox is ground zero.
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>shittons of donut steel settlements or le post apoc civilization!
>very few real ky settlements added to the map or updates to make the world seem more chaotic like the LV evac site map edit in the baseball stadium
lame
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>>2489399
Everything goes by faster. Most tedious things in zomboid are only tedious because they take so long. Playing at 3x timescale with a 3x fast forward for progress bars makes everything happen lightning fast, so it stops feeling tedious.
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>>2489665
>Most tedious things in zomboid are only tedious because they take so longWhatever works for you, I'll take having to eat/sleep/etc less with my two hour days with long periods of exploring/fighting zombies over constantly filling basic needs
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>>2489433
Yeah I get why the rest of the map isn't as bad but Louisville should've been way more messy and chaotic. Maybe they're planning to implement something like the barricade and broken windows world decay mod? idk
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>>2489707
I'm not constantly filling basic needs though because I'm not autistic about my moodles, I eat and sleep every irl 20-25 minutes, which is vastly preferable to me than feeling like I've gotten nothing done for hours because most of it was spent in progress bars or exercising or etc.
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>>2491613
I frankly am not even bothered by there being so many failed attempts to remove/repair something.
It's the fact your chimpanzee of a character seemingly smashes the thing with a hammer instead of actually trying to learn.
The game needs a metric fuckload of 'trail skill' recipes.
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>>2489718
LV should have entire city blocks and intersections crammed and blocked with cars, and all of them have 0% engine quality. if you need a lore reason, airburst nuke with the undetonated surface bomb lodged in a skyscraper.
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>>2491617
a lot of skills should just be combined. knapping is kinda cool but is pointless for it being an entire skill.
a lot of the car stuff should be overlapped with maintenance/metalworking instead of a separate skill.
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>>2491995
yeah and maintenance should have nothing to do with melee weapon durability. in fact melee weapon durability should be totally divorced some skills. it's stupid for a crowbar to break after 200 swings. just give it shitty stats so it's not the uber weapon, but if i want to kill 1000 zombies with a sub-par piece of metal that doesn't break, that should be an option.
>weapons have fixed maintenance
>character creator weapon have stats/durability based on level of crafting skill
i'd also get rid of the weapon category skills and instead make more generalized 1H/2H weapon skills that cover most melee. you swing an bat, an axe, a crowbar and a sword all pretty much the same way, it's why we have flexible wrists.
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>>2491793
>LV should have entire city blocks and intersections crammed and blocked with cars
Yes!
>and all of them have 0% engine quality
Hell no, fuck that artificial dificulty shit just add car part degradation and a fuckton of zombies so you can't just waltze in to LV Autoshop without needing to raid Fort Knox armouries for enough bullets to kill them all. Also Zombies in cars when? They're literally just safe zones you can enter anytime you want because you don't need to check if for undead sleeping in them.
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>>2492173
>pick Inventive so I can learn how to make bombs if I eventually find one
Does that trait unlock normally unavailable recipes or something? Might restart my b42 run if that's the case. From the description it sounded like it just made things easier.
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Honestly the crowbar feels the most balanced, it's the other weapons that are shit. I guess they balanced it thinking it was hard to repair or craft, but no one wants to carry around 3 bats
Some of the wooden weapons are also just straight up dogshit and break in 2 zombies
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>>2493219
I usually ran "realistic durability" on 41 since I can't be arsed to deal with how often you go through weapons. Dropped it for b42 to try it out and I'm tempted to just go back, it's so aids carrying around so many weapons constantly. There's got to be a better way to balance them.
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>>2493219
the bat is flat-out better than the crowbar. crowbar has more durability but that's it. bats swing slightly faster and they do knockdown much more often, they also have higher damage than a crowbar.
crowbar is definitely worth in the early game, and it's a great way to train the best weapon class in the game as well as maintenance. but bats are way better as a weapon.
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>>2493235
you shouldn't need to carry an arsenal; you can attach one long weapon and 2 short ones with a belt, what's the problem? grab a wrench or hammer and make that your first backup. i carry a fresh long weapon in my bag if i know it's about the break.
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>>2493598
that just sounds like this (which stalled indefinitely with the crafting tree being unfinished)
https://projectzomboid.com/blog/upcoming-features-b42/
https://www.youtube.com/watch?v=_jk3JMXAcGw
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>Reverses into some zombies
>Thump thump
>Drives away, checks boot of the car
>Capacity has decreased by half
If I went full speed reverse into a concrete pillar it wouldn't reduce the capacity that much in real life, and this was reversing slowly into fleshy meatbags
Does Lemmy think 1993 cars were made out of plywood or something?
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>All events/announcements are auto-locked on the steam forums because announcements can't be moderated by non-steam-staff
Yeah nothing screams progressive and open minded individuals like 'we won't let you talk unless we can (and will) punish you!'
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File: 1748271650046.webm (2.6 MB)
So my friend is trying to setup a server on unstable but no mods actually want to load in, like not even the download prompt when joining a server appear
any info to helo us out thx
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File: boat.png (1.4 MB)
Boat life
You can float away from time
Boat life
For a nickel, for a dime
Boat life
But you better not get old
Boat life
Or you're gonna feel the cold
I play the Boat life
Because there's no place I can go
Boat life
It's the only life I know
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New idea. We can set a house as base. We might need to board up the windows and bedsheets or whatever but it becomes marked a base. If we have the resources and food we can skip time to level up certain skills. What do you guys think?
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>>2497070
i think it's terrible. you can already do all this manually in the game, your are encouraged in fact to do so. you can speed up time while your player makes 60 carved pipes or whatever.
ostranauts has a "fast forward" option but that's because the game time is way, way slower than project zomboid. one second in game is equivalent to one second real time, and the max speed you can set is 16x. and because of lag a minute in-game takes like 5-6 seconds to actually clear. BUT you can also skip entire hours by "fast-forwarding" and the game will just abstract out what occurred in that time.
that's not required in PZ because even with 2 hours day (which i think is ridiculous) you can set max speed and get through a day in a matter of minutes.
if you hate grinding, just don't grind. i mean, you'll probably never max out crafting skills unless you grind, but that's how it goes. take skills you actually want to level up at character creation.
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>>2498315
Are there other reasons why it's terrible besides it already being possible? MP doesn't have fast forward so I was thinking it's a lot easier to get together and skip a lot of time for skills then coordinating smaller fast forwards with mod if that even will be working. To play zomboid is to grind. I just think the grinding needs to be better streamlined because click, fast forward, click, fast forward is not engaging gameplay. Plus setting up a base and upgrading it is fun.
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>>2498377
i agree they should give XP up to a certain point.
also i'm fine with the player doing some sort of grinding-specific activity that doesn't require making 60 fucking pipes. just give me a "practice carving" option when i right-click a log or a branch or something, and then the player does his little carving animation and you get a slow, steady drip of XP. eventually the thing breaks but if you have a container with another of the thing, you automatically pull it out and keep going.
this would make more sense than needing to carve 100 spoons just to learn to make a pipe then carving 1000 pipes to learn how to make a bat.
you could do this for any crafting skill
>practice knapping on rocks
>practice tailoring on cloth w/ thread being used
>practice electronics, tinker with any sort of computer/ham radio/television whatever
and get rid of strain for this shit, it's completely ridiculous.
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>>2498484
>and get rid of strain for this shit, it's completely ridiculous.
>When they added strain for tailoring for no fucking reason
>When people pointed out how fucking stupid of a decision that was, the developers then made a jab at the players for *Checks notes*. Gaining Tailoring in the only way possible, that is to say, using the fucking skill???
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>>2498497
i almost never use tailoring anyway. why would i sew a shirt or a hat or any shit when there are thousands of houses where i can get all sorts of clothes?
another area where CDDA just completely blows PZ out of the water; tailoring is actually useful and leads to some of the best armor in the gameor at least it did when i played, idk if that faggot Kevin has purged all the fun yet
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>>2498516
Tailoring is useful to craft certain armor types (oh whoops discomfort makes those pointless), certain backpacks (you found an army backpack a solid 3 months before getting enough tailoring to make a large framepack) and to upgrade clothes with patches (lol whoops it takes so much tailoring to make it worthwhile you'll be dead anyways)
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I wish sleep was properly implemented, it would be interesting for first aid too akin to dayz or SS13
>lying on the bed and actually getting caught off guard when something attacks you mid-sleep
>higher first aid allows surgery that dramatically hastens healing for deep wounds and fractures
>massive surgery pain debuffs for days straight without anesthetic
>make afro-engineered anesthetic bombs and toss them into enemy safehouses with no zed effect
>practice first aid on hapless vic- cooperative/unconscious patients, with intact corpses killed by arrow or knife as a poverty grind for butchering
Why is it one can smell the shit in a zombie's pants, die of rabbit starvation or duct-tape together a tarp/cloth/trash bag version of any clothing item they could think of but passing out from exhaustion isn't a thing?
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>>2499324
carving is easy to level, strain is minimal, the pipe grind is good to level 10, and resources are basically infinite so just collect knives as you loot and you will have enough. that being said, it will take multiple days of carving to get it to 9 (you want the bat, otherwise why are you grinding carving). it's best to just take a career or a trait that gives you one level, because then you get full xp instead of this fractional bullshit for skills you have no experience in.
long blunt, maintenance, carving, carpentry, mechanics, welding, knapping, even masonry. i consider these all essential to start with at least one level. blacksmith i'm not sure, i don't think it's essential, especially if you are tearing apart cars as a welder.
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>>2499379
Fair enough, just seemed it would be toptier for constantly crafting decent spears and later bats.
>Even Masonry
Are stone walls worthless? If so are there any mods that rectify the problem so I can go full back to nature and not need to rebuild my base everytime a stray shambler starts banging on my walls when I'm away?
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>>2499434
Yeah but unless I'm in the middle of nowhere hordes (modded) will still find and reach me. Just would be nice to LARP and not need to need to rebuild everything because Lemmy is a faggot. I'll just do the same boring base in regular immortal housing if the stats are all undertuned.
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>>2499444
i think they're pretty solid
i think you're hard limited by cement though. unless there's some renewable cement method.
but yeah, ultimately... there's no real point when houses exist.
what i would love to see if houses can start falling apart, and not just sprites that shows them covered in cracks 3 months after the power shuts off. which is stupid. what if they sprang leaks, started having cave-ins, stuff like that. maybe a tree falls on your house, forcing you to move.
squatting should be viable for the first year, after that houses should show wear and tear. they do tend to fall apart especially when services stop.
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>>2499482
The main issue is I want to play extinction with superhuman zombies but sadly that makes structures even more worthless than they already are. I could just turn up player construction HP I geuss.
>>2499478
>
https://steamcommunity.com/sharedfiles/filedetails/?id=2983905789
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>>2499491
Maybe open with 'I play with the mod which makes zombies needlessly wander to your base' for context?
Yeah if you're using a mod like that, just go without walls at all. There's literally no penalty for sleeping out under the stars.
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>>2504274
We don't know, there's many theories about how the universe will end, but physicists theorize that at least one of them will be the next excuse Lemmy will use to explain why the update isn't ready.
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>think about a small QoL feature I wanted for years
>tell claude to do it
>does not work initially, but the base is there
>read the api docs and eventually get the mod to work
>publish it on the workshop
>tfw 15 downloads after a single day
Don't worry guys, I won't sell out.
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>live in the guns unlimited for months
>apparently there were several valuable/rare animal skins sitting right up on top of the camping section's shelves on drying racks
>never saw them until I pulled up a third party map because the cutaway system got worse every time they tried to improve it and everything not on your floor is arbitrarily cut off despite it all being in the same one room
that and 40x ceiling lamps being connected to a generator but inaccessible to turn them off (ground floor switch is a separate light) pisses me off more than it should
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we always talk about the things PZ does wrong, bur what about what it does right?
>music is on-point
>probably the best adaptive music in vidya
>combat is perfectly fine for what it is (you are fighting zombies not ninjas, your character does not need to do roundhouse kicks and fancy blocks)
>animations look pretty good when they're not bugged
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>>2517086
The combat is absolutely not fine. Firstly zombies can't actually 'grab' you, so you can run through a horde and get away with it. That's a little silly.
But your dumbass character doesn't try moving away from a zombie when grabbed by a single one, hell they don't even try keeping a rapid pace while swinging a weapon.
Humans are able to dash a short distance pretty quickly, especially sideways but this isn't possible ingame. When these factors would absolutely be important in a zombie killing game.
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>>2517453
A 10STR character should be able to just linebacker through at least a single zombie, conversely good fucking luck stopping MeatHeadMcLargeHuge from just shoving you away like a pissant midget if you try grabbing him.
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>>2518159
Transmission off=Bites/scratches/etc never infects you
Everyone's infected=bites/scratches/etc infect you just like blood/saliva transmission, but you ALSO turn into a zombie from gunshot wounds, falling to death, drinking bleach, etc.
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>>2518167
walking dead made people even more stupid about how viral infection works. there's no class of virus where an airborne variant makes you a carrier but has no adverse effects, but that same virus is transmissible by blood/saliva and results in rapid-onset mortality.
all in service of normies ooooing when Shane comes back from a gunshot wound.
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>>2518185
Its due to people misunderstanding how Romero zombies work. Romero zombies don't have some sort of virus they transmit, ANYONE WHO DIES FROM ANY REASON becomes a zombie.
It's just that bites from a fucked up semi-magical radiation zombie are probably very hard to treat so 99.9% of people bitten die from regular blood loss and wound infection. Which...Then turns you into a zombie.
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>>2518189
i think you're right, in Night of the Living Dead that is how it works. Ben gets shot and locks himself in the basement, then when Barbara returns to the house he's a zombie. i don't think he got bit.
but at some point bites = infection, that's how it works in Snyder's Dawn of the Dead. idk when that happened exactly, probably before TWD but idk i don't obsessively follow zombie media.
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>>2518194
I think the first 'bite=passes on infection' is from Return of the Living dead. Bites from Trioxin zombies transfers some Trioxin into you, which zombifies you.
Romero zombies simply kill you, which then causes you to zombie.
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>want to start raising animals
>always die before I can settle somewhere big enough to house animals and bring them in
Someday I'll live my cozy life of milking cows and shearing sheep in the zombie apocalypse...
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>>2518664
just start in Valley Station bro, it is probably the easiest of the starts. you will find all sorts of animals and the spread out nature means zombies are few and far between. you will want a car though because it's spread out.
but take it from me you are gonna get bored as fuck rearing animals because it's just as tedious and shitty as crafting.
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>>2518664
if I don't go out of my way to use animals by basing in an existing farm or driving out to irvington for guaranteed trailers I almost never manage to get them, nobody is walking cows and chickens 700 tiles each with a rope
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File: lunacy.png (1.1 MB)
>>2519274
i actually did walk pigs from that farm outside muldraugh all the way to where i was basing in town, only for them to start sledging down my walls from stress. i almost had a fucking melty i was so pissed. fuck the devs for making animals so frustrating.
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>Hunger and weight gain/loss are separate to simulate the character having a full stomach or not
>Drinking diet coke can fill you up
>Drinking fuckloads of water cannot fill you up, even for a short time
I just don't get it. Why not give water a minor hunger value so the player can just watermaxx if their character is bitching too much?
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>drive down a road about an hour away from my home
>find a trailer near the area I was gonna loot
>luckyday.jpeg
>car fucking flips over and now I'm stuck about a full day's walk through the forest and no other car to come back and flip it with
It wasn't supposed to happen to me
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>>2521456
Games which have such bullshit-tier bugs, and no save/load function should have permanent debug tools enabled until the bugs are gone.
There's no excuse to have cars that magically flip themselves, but not have an anti-flip magic spell enabled as well.
The game might as well just randomly give your character a heart attack.
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https://www.youtube.com/watch?v=AZfXmEMfF60
just found this and what the fuck
you can just fucking mix milk/alcohol into your water and have your guy at top shape 100% of the time? what the fuck this is game changing
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>>2522066
>Retarded nigger thinks that sand is remotely convenient to grab when it's limited and never regenerates
>Also doesn't realize fish traps are overtly bugged right now
Regular fishing remains the most convenient method of getting food.
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>>2522275
I outright refuse to use the tedium traits. The game is tedious enough already without having to worry about the character getting depressed over ingrown toenails, or being allergic to dairy, or some other dumbshit restriction.
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File: bingo.png (750.7 KB)
https://projectzomboid.com/blog/news/2026/05/reinforcing-the-barricade s/
>Please translate our game for us for peanuts/free so that we can continue to get income from third worlders that haven't fallen for the scam yet
>We have no fucking idea how to implement gamepads for this game because none of our devs or playtesters use one outside of making trailer gameplay look smoother so just map it yourself
>At least we fixed the features that we broke in the last update
>Also hunter has a mid skill replaced with a useless one and your save will likely break again but we hope not
42.19 hype!
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>>2522523
>They are still trying to make zomboid controller-capable
To explain, they are trying to get this shit out on consoles for extra cash but they can't do it until the game itself works with controllers.
So yes, they are making the UI shittier because they are greedy and are reducing the quality of the product to allow for console sales.
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>4chan gets new jannies
>eat a 3 days ban for random things
>>2521836
They could also just have gone the Unturned way, give a tool like a jack you can find to flip vehicles back up.
The fact this has been an issue since vehicles existed and they never provided a tool really show how fucking retarded the devs are.
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>>2523978
I had this realization back when the original 'new animations' build took six years to hit unstable, then another two or three years after that to hit stable, along with all the blog posts explaining precisely how they had to code XYZ basic feature in other engines from scratch (or didn't know how or had to contract it out to another studio entirely, like vehicles and MP and sound). What's sad is that even their paid-for features aren't reliable: by the time of the B41 stable release it wasn't seriously playable and MP had to be patched endlessly, as duping was so easy people did it on accident by putting bags on the ground and desynced everywhere. Vanilla vehicles look like shit, are a slog to use and almost everyone replaces them. A noiseworks fart sfx from two blocks away sounds like it's right outside the house. Akin to the AI art debacle that got memory holed, it comes across as gullible.
They're like Chucklefish, but too moral not to tell on themselves or leave town before everyone's gotten wise to the scam. The big trees and keychain stuff people make fun of is all they're capable of reliably implementing. Remember melee ragdolls? Or car upgrades? Creative mode, MP ID/disguise system, bowery and brewing, full metalworking, NPCs etc. They're doing "occupation rebalances" with two changes per one month while swathes of the crafting tree remain untouched and routinely step backwards by breaking other features in doing so, that's about their level.
Make peace with it and cope with fresh mods, which are the only reason this game is worth playing. You're going to go crazy waiting for them to do something otherwise, the wait has only gotten worse as time goes on.
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>>2522523
Looking at their screenshot I always wondered how people set up right in the middle of a city? How do you get so much lumber moved to such an exposed area? Do you just station elsewhere while slowly building up what you hope will be your "main" base? I've only ever set up base in areas that already come with tall fences but wanna branch out.
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>>2524782
I don't really see how they built up/secured the whole ekron community center and mysteriously left that large a group to attack the front... with all that stuff out front it isn't 7 days in either, so no helicopter doing it. Blogposts used to pull from the steam community hub for cool screenshots and would credit the user at the end of the post in italics, even if they had a vulgar username. A couple of times over the years they even used some of my screenshots.
I didn't notice until now but it looks like at least in 2026 they've stopped doing that, so I suppose they could be using debug tools to fake interesting announcement pictures like RimWorld and every AAA game. A race car from Irvington/Valley Station being there makes me think it's faked, but it could also be a real player screenshot pulled from their discord, though still liable to them using cheats or debug themselves. Filenames on the site don't indicate where the image came from anymore either.
Actually, that broken glass in the parking lot is in a really weird spot. He didn't place it there on purpose as a proximity noise detector or something because there's just one, but it isn't aligned with where any of the cars would have spawned in the parking spots. He'd have to have towed the car out of its spot, *then* broken into it - or perhaps he simply spawned a taxi, shot the windshield out on the spot to approximate crash damage and rammed it into a nearby tree as set decoration. Just look at the scene: garden, unique tools, some gas cans all where they 'should go'. Like a Denny's commercial showing fluffy pancakes drenched in syrup when it's actually glue for cinematic viscosity. The real thing wasn't good enough for them anymore so they're frauding. The ""Indie"" Stone my ass.
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>>2524940
I have Zombie Autism but if you've found a half-general for a zombie indie game (15+ years indev) on one of 4chan's smaller boards then you do too. The fever hasn't set in yet, but you already have it. Prepare accordingly.
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>>2524922
I was going to say the picture is very obviously faked.
You don't really make walls like that picture unless you're rather close to supplies of wood (because it just takes too fucking long)
The building already HAS walls, no need to reinforce it outside of barricades which will give you a lot more protection anyways.
Zombies also don't really come in hordes like that, unless there's maybe a helicopter. But building a wall of logs that large would likely result in the deaths of zombies in a huge area around this location over time.
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>>2524248
>as duping was so easy people did it on accident by putting bags on the ground and desynced everywhere.
I remember when I was playing with a friend in early B41 MP, threw a pipebomb, killed them, then when I tried to pick up their body, I just kept accidentally duplicating their corpse.
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>>2524782
You don't.
It takes a ton of time and resources to do it, and if you're set up in a building, you're gonna be using the INVINCIBLE walls of the building instead since zombies aren't gonna randomly start banging up on them.
Exception being a building in the middle of nowhere, but that's mostly because zombies aren't usually gonna show up to bang on your fake perimeter.
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>>2525141
>But building a wall of logs that large would likely result in the deaths of zombies in a huge area around this location over time.
Log walls are also a big giveaway.
>log walls - 4 logs
>wood wall - 2 planks for frame + 2 plants for wall = 4 planks, or 1.25 logs per wall
Why would you ever bother carrying 4 times as many logs in an area where trees aren't accessible?
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I find it deeply amusing that the 'best' way to play is to ignore most of the intended mechanics because they just become needless tedium.
>Corpses can kill you, even though the zombies themselves make no stench?
Just turn corpse sickness off, save yourself the trouble.
>Wearing clothing/armor makes you uncomfortable and depressed
Reduce the uncomfortable setting to 0, armor is already balanced by weight/temperature/lack of effectiveness, etc anyways
>Zombies break your walls/doors
Just...Don't build any? Live in an existing house, or a fucking tent in the woods, there's no penalty to living like a caveman and the flu/rain can't kill you anyways
Basically every aspect of the game is just dumbshit tedium and the game becomes considerably more reasonable when you realize you can just ignore most of it.
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>>2525963
>Just turn corpse sickness off, save yourself the trouble.
To be fair, when does corpse sickness even matter?
The only time you consider it is when staying in one place for an extended period of time.
But then you're never gonna fight a horde inside a building or within the reach of your own base (since they'll fuck up your stuff).
All that's left are singular spawns, like indoor spawns, but then if it's your base, you'll be removing the corpse anyway because it's ugly.
So realistically the only time it might be an issue would be if you decide to sleep in the same room as a corpse.
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>>2525983
>To be fair, when does corpse sickness even matter?
When you do large scale zombie clearing, such as gunstores, the checkpoint, etc.
It's mostly easy to ignore in most scenarios but the scenarios it becomes a hassle, it's an overly tedious hassle. If it's such an insignificant feature, just drop the fucking thing entirely.
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>>2525994
You don't always have a choice in some areas, unless you intend on spreading the corpses in an even wider area which just means more area is off-limits for a few ingame weeks until the corpses disappear.
Because the retarded zombie cell system only allows so many zombies at a time, you can fire a shotgun in an area that has '3000 zombies' but they'll show up in waves of 500 each time.
I have 'cleared' the Guns Unlimited store 5 fucking times and more zombies are pouring out of the building. They'd have to be piled on top of each other to fit inside lmao.
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>>2524794
>as you can see that guy has a truck
>a truck that can move 15 logs if you're lucky
I installed the KI5 vehicle pack and stumbled across a fucking Big Rig with a capacity of 700. Now that's what I'm talking about.
Fuck the vanilla cars. KI5 makes TIS look like amateurs.
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Genuinely feels like they're just doing this "hiker now has +1 trapping and foraging" and "hunter has +1 trapping" just so they have something to put in the patchnotes that isn't "uh yeah we're letting you guys do the translations again"
What are they even doing over there. Adding a +1 to a trait isn't even a full days work
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>>2525963
where is the fun in removing every challenge?
i actually started enabling corpse sickness for living zombies too. corpse sickness is easy to manage if you're not a total retard. just walk away from all the corpses lol just don't breathe them bro. even stepping inside a house works.
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>>2526968
They're not challenge, they're tedium.
Challenge is when you get your ass kicked by some monster in a game, so you have to figure out what it's weak to, it's attack patterns, etc.
Challenge is not when you shoot some zombies and your character dies of a disease they're canonically immune to in the first place.
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>>2526627
>Adding a +1 to a trait isn't even a full days work
it's about 5 seconds of work, it's modifying a text file
it's really laughable, and as >>2526717 said no one uses tracking anyway. i doubt anyone picks hunter.
the only worthwhile professions are carpenter, DIY, electrician, mechanic, vet for densensitized, MAYBE fitness instructor... anything that gives you points in carpentry or maintenance and maybe a melee weapon skill. more than half of the professions are a joke and a noob trap, no one would pick them except to be funny on stream or intentionally challenge themselves with a bad build.
i'm just astonished how tone-deaf and ridiculous TIS is. the changes to guns and ammo were a positive but now i'm back to wondering just wtf they are doing. i dropped this to play Vintage Story or Ostranauts since those are much better and fun games. even Ostranauts with is alpha jank.
TIS need to get it together or they'll bleed players until the game is dead. i wonder if they'll have the respect to open-source it if they go bankrupt. probably not.
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>>2527042
Fair enough, it's still a stupid tedious mechanic they added for no reason.
If the mechanic was so massively important they had like 41 fucking builds to add it instead of adding non-finished cars to the game.
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>>2527053
they added it to reflect that a pile of hundreds of corpses is bad for health.
though it's unfortunate they added it without adding a backhoe and a tractor with a shovel so you can dig a big grave and push all the zombies bodies into it... just imagine a cooler game where you could do this.
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>>2526990
I'm sure I've harped on about this hundreds of times here but TIS work on Zomboid like they're making vintage story. No one got into this game because of the indepth crafting mechanics
PEOPLE LIKE FIGHTING ZOMBIES. PEOPLE LIKE LOOTING COOL LOCATIONS.
Work on the fucking zombies not "duhhhh you can now perform surgery on cows"
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>>2527998
the desire to have crafting isn't the problem; the problem is the crafting is all grindy menu-based bullshit and it's not even thought out well.
in CDDA the totally free game made by a bunch of chucklefucks, you don't have to carve a hundred of the same fucking thing to level up, in fact that doesn't work because when you level the shit you used to make no longer gives you XP. you need to make newer, more complicated stuff to improve. there's also proficiencies and stuff to complicate things a bit.
in PZ you just carve one thousand pipes and bam you are a master carver, it's stupid and boring. it's 100x worse in MP where you can't just speed things up to get through the boring fucking grindy bits.
also CDDA has a lot more variety in craftable weapons, there's some cool shit, including bows and crossbows that are completely lacking in PZ of course, and you know when bows/xbows are implemented (if ever) it's gonna be a huge mess that will take months to get working well.
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>finally git gud and start surviving long enough to drive around more of the map
>notice that, even with a truck full of guns and ammo, clearing other towns is still hard
That's it, I'm starting a fresh run as an engineer this time and just carpet bomb these assholes.
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>>2522535
they wont get the game on consoles for years mainly beacuse it actually costs money to update the game on those systems. I could imagine they would only drop "stable' updates on it but even then with how little care they have for controller players i doubt theyl ever put that shit on a ps5 or xbox or switch.
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>Zombies can now crawl under burnt/destroyed cars
How? There's no wheels/tires so they should be touching the ground.
Unless zombies can somehow squeeze through a 10cm gap like a fucking cat or something, that makes no sense.
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>OUR GAME IS REALISTIC UNTIL IT HELPS PLAYERS! AT WHICH POINT ALL REALISTIC FEATURES WILL BE CUT OUT AND REPLACED WITH GAMEY TEDIOUS ONES!
>ALL REALISTIC FEATURES THAT ARE NEEDLESSLY TEDIOUS AND ANTI-PLAYER IN NATURE WILL CONVENIENTLY NEVER BE PATCHED OUT HOWEVER
Thanks Lemmy.
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>>2534634
>Barricades that would stop IRL romero zombies...Were OP ingame!?
Yeah that's the idea, a realistic zombie game.
Realism can often mean OP shit.
The balance changes were bullshit, making fabric rolls takes way too long now, and the hunter rebalance was nonsensical.
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>>2534634
I for one am SO glad they made me have to watch green bars fill up four times as much to make a pair of pants
Before this update I was constantly metagaming tailoring and getting OP items like t-shirts and socks well after I had already found mountains of the same shit in a wardrobe
Thanks, TIS!
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>>2534497
One of the most interesting gameplay mechanics they added albeit unintentionally got removed. Something that rewarding using the mechanic they added in, that's mostly useless. Something that buffed the player through exploration and ingenuity rather than grinding.
Can't say I'm surprised since you can't auto drink any other liquid for some reason. Hell I bet they hated having to put auto drink water in the first place.
Still going to have hope for Vein, Zed Zone, and maybe God Save Birmingham.
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So you teling me they break all my mods so they can make some starting occupation cost slightly more or less?
I mean, if starting occupations actually offered unique bonuses for picking them and weren't just worse than unemployed then maybe I could understand it. But who the fuck has ever started as a hiker? I didn't even know that shit existed until they broke my fucking mods to change it's cost.
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>>2538050
>So you teling me they break all my mods so they can make some starting occupation cost slightly more or less?
No, even worse
They broke all the mods, to remove a feature which many players were enjoying and made for an efficient way to use up non-water fluids ingame.
They broke mods to make the game objectively a bit worse.
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I don't know what makes me laugh more
>game doesn't have a proper framework so any update, as minor as changing a variable, breaks mods
>pushing balance patches on an unfinished game where mechanics are prone to get reworked on a whim
>pushing new mechanics that don't interact with anything and provide nothing of value when there's already dozens of untouched mechanics that are completely useless
>changing two values takes 3 months
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>>2536945
And of course, every normal post gets a few hundred updoots, meanwhile every single woke shitpost gets thousands upon thousands, very believable, totally not israeli bots. Don't pay attention to the fact anytime israel is attacked, the BBC spam on b completely stops.
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>Game has insanely long grindfests for skills
>Usually a game would balance this by allowing the end-tier craftables to outcompete the stuff you can find laying around in the world
>Be zomboid, be needlessly contrarian due to spiteful mutant developers
>End-tier crafting not only takes far too long for no reason, but also is inferior to shit you can find on the floor day 1
Lol, lmao even?
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you know a big unprecedented content update is going really well when half the playerbase doesn't even bother testing it, because they want mods and have either frozen an obsolete unstable version to use the new content at length or are back on a years old stable build
b42 hoype, stable soon!! they're gonna finish metalworking and add and polish brewing and bowery and all the other shit it's supposed to have in one update instead of slashing the scope and calling it finished, trust the plan
>>2543681
90% of food items are pointless atm for anything other than satiety but the good food will shoot your weight up on command, here are your options for not rabbit-starving long term:
>live next to a body of water and fish, simplest one with campfire temperature cheese and a large enough body of water to not worry about depletion
>find sheep or cows to milk them and make butter with a churn, deal with animal bugs/annoying stress behavior from zombies
>scavenge lots of dense nonperishables like oats, cereal, lard or ride the day-1-of-quarantine wave (if present) to get fat on steaks and ice cream before it rots, but even then you're eventually picking butter or fish when it runs out
farming is a joke and foraging is more for bait + plucking propane tanks and saws out of the deep forest or staying satiated on berries/happy from herbs in food, rather than keeping weight stable. hunting/trapping are "supplementary" gimmicks and can't handle it on their own despite butchering a cow irl lasting one guy like a year's worth of calories; I think they want to encourage playing farmville over killing animals on sight but most people are going to take the 2 poor cuts unless it's a sheep/cow and move on
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The complete and utter lack of documentation or player-friendly information ingame sort of pisses me off. Good example is the fishing skill.
The game outright should just tell players 'Oh yeah unless you're at least level 6, you're going to have a bad time lmao' to prevent frustration.
Or, you know, just make the skill more fun. I don't give a fuck about balance I just want to have fun.
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>EVERYONE LOOK, WE'RE WORKING ON THE GAME
>WE MADE MINOR BALANCE CHANGES FOR THINGS THAT'LL BE REMOVED/REWORKED LATER
>LOOK WE DID MINOR FIXES
>LOOK WE IMPLEMENTED SOME MINOR MECHANIC THAT DOESN'T INTERACT WITH ANYTHING (ignore all the already existing pointless mechanics that haven't been touched in a decade)
>SEE WE'RE TOTALLY WORKING VERY HARD ON THE GAME
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>>2547677
>Fishing before level 6 sucks and isn't worth it
>Just make the skill fun
>then go into Sandbox settings and either tune the fishing abundance and quality under the advanced settings or give yourself free fishing levels so you can start at 6 or free points so you can take the angler profession and take other traits you want or any number of other ways to solve this specific issue for yourself
>SHUT UP
lel
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>>2547803
>Fishing quantity: poor, normal, abundant
Captain didnt play the game strikes again
>>2548201
>changing options in the sandbox settings of my sandbox game is le cheating
Alright have "fun" playing a game you hate then
>>2550395
It gets tiresome reading the same schizo seethe every single day.
>>2548892
I agree but also keep in mind that "people" and I use this term loosely were bitching here and on goytube about
>muh used to update REGULARLY now we barely get updated at all i dont care WHAT you update just UPDATE
So now we're finally getting that. So the monkeys paw curls.
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>>2550796
fishing abundance necessarily massively increases your chances of getting large fish instead of shitty small fish
stop being a pedant nigger - oh wait, you don't play the game...so you wouldn't know that
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>try out guns of marz mod because it sounds amazing
>now have to juggle between a million guns and different ammo types
>never find a good amount of certain ammo types to actually go and clear areas
That mod unexpectedly sucks ass.
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>>2550429
>devs are notorious for updating once in a blue moon
>people complain about the glacial pace of development
>devs now update regularly
>it turns out it's because they do jackshit
>WHY ARE YOU MAD YOU GOT WHAT YOU WANTED STOP COMPLAINING
TIS cocksuckers are something else.
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>>2554425
I work as an enterprise dev, an let me tell you this:
The actual devteams are bored out of their fucking minds, waiting for all the higher ups and "more important" roles to do their fucking work so you can finally start implementing shit.
Just last week I got called up by my boss to code a service that grabs 2 excel files from 2 different fileshares, crossreferences them and saves the cleaned up result to a database for further processing. Apparently it took 2 years for a bunch of people to decide that this is what they want to happen.
I coded that shit in 4 days, including devops and documentation.
If I didn't want to write good maintainable code, I would've been done in 1 day.
If I had used chatgpt, I would've been done in a few hours.
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>>2482474
>>2554425
>>2556874
One thing they could add is fucking map changes. They have multiple team members full time employed who are meant to be doing mapping and adding new buildings/areas which is the easiest thing to do there's like ten minute youtube tutorials on how to make changes and there's been no fucking map changes in a whole year. Not to mention there's no compatability issues or bugs they could possibly introduce by improving parts of the map and adding more variety it's arguably the easiest return on time investment they could have for improving the game. WTF are they dong there's no reason to not be touching up parts of louisville and releasing a nice pretty reworked buidling every update on steam.
WTF HAPPENED TO THE SUBWAY SYSTEM?
I'm sick and tired of the shitty louisville buildings everyone is.
Why are there no three floor houses in an enitre fucking city apart from the dogshit 'mansion houses' which have always been and looked like absolute shit not to mention every house is essentially just a copy paste in a whole city no variety at all hence why one of the 'unique bases' is just a normal fucking house with a large garage with fire station doors lemmy needs to be kept in a cage
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>>2554425
>>2555690
>>2556874
These fucking devs lack Discipline and are completely directionless, wasting months or even years on adding whatever random half assed features that some intern happened to think up that afternoon, instead of focusing on just wrapping up what they have already and pushing the update out. Keep in mind that it took these fucking idiots almost 5 years to get B41 out, and it's entirely because they don't know how to manage their time and prioritize shit.
Considering that it took them almost 5 years to push b41 out, and b42 unstable only came out like 2 years ago, we likely still have 3 years to go to wait for b42 stable if the pattern holds.
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