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So are they gonna start working on the zombies now? They've been left kinda stupid and basic. What's the point of all these systems when there isn't a real threat?
They should add the odd smart zombie that can throw a wrench into your plans.
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>>2211052
It's just feature creep caused by a decade of just slapping shit on top of an engine that desperately need to be redone from scratch at this point.
Nobody at TIS want to work on anything that matters because it'll means that they'll have to trudge through whatever spaghetti code is happening under the hood, and it'll inevitably mean undertaking the gargantuan task of reworking huge portions of the engine.
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>>2211052
>They've been left kinda stupid and basic.
You can already give them the option to open doors and use (more) advanced pathfinding in vanilla, there's probably a mod out there that can make that a random chance per zombie.
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>>2211052
There are already a lot of options to spice your zombies up, like randomizing their stats, randomizing their HP, randomizing their behaviors, or setting all of the above to max. There are also mods that I'd like to see maybe incorporated as base game options, like the reanimation mod that makes it so that zombies that aren't burned or have their heads caved in or blown off have a chance to resurrect.
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>Sorry goy - I mean, guy, you are too absolutely fucking retarded to figure out how to nail together three planks of wood to make a feeding/watering trough without several levels in carpentery and a skill magazine to teach you the recipe
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>>2211488
>What were they thinking?
"7 Days To Die did it like, 6 years ago or something like that. Let's do that too!"
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>5 years into the making of a gun revamp and we still lack...
>5.56 civilian rifles
>.223/5.56 interchangability
>20 gauge shotguns
>.22lr weapons
>Actual ballistic simulation/projectiles (Homeworld did this in the fucking 90's BTW)
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>>2211513
Most of the mods are legacy mods maintained by autists, B42 killed a lot of mods.
A lot of the retarded troons unironically nearly killed themselves because normalfags kept pestering them with "B42 update when? Mod broken!"
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>>2211516
I don't think so. Modders basically enjoy stability in the games they mod. Because they don't want to actually do hard work, they want to just nab some asshole's code, use blender/photoshop for an hour and rake in thousands of 'donations'.
Having to patch their mods every month or so? They hate that.
B42 stable will have less mods, and B43 will have even less and so on.
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>>2211517
...????
That's not how it works. "Stable" is the final patch for a branch before the next round of beta development begins. It took four and a half years for them to release the first B42 unstable patch. We've been through this before with the B40 to B41 transition. B41 had way more mods. B42 will likely have a similar amount of mods as B41 considering that it has way more unstable mods than B41 unstable did one year into its lifecycle.
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>>2211496
>7 Days To Die did it
Oh god, does that mean we're to expect Lemmy removing the clothing system to sell us skin DLCs?
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>>2211517
>Having to patch their mods every month or so? They hate that.
Of course they do, and do you blame them? For a mod friendly game, PZ is pretty retarded. Its crazy it went from a pretty decent place with B41 (multiplayer implemented and mostly working, tons of mods made to fix and finish your shit game) to absolute clusterfuck with B42 (multiplayer still barely working again after being outright disabled for a year, most mods not updated because of modders getting Lemmy fatigue).
What do we have to show for it? The new map is cool, but its come at the price of a game that is STILL broken and will remain for at least another 1-2 years. If this happens again in B43 I can guarantee you it will kill off any remains of the modding scene.
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>>2211545
Bro...don't look....
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>>2211503
Its why you absolutely need a gun mod to play, if you're at all interested in guns. The vanilla gun assortment is beyond retarded (never mind the default ammo/gun loot distribution).
Luckily both Firearms, Guns of 93 and Rain's are all still going, and all more or less fix this.
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>>2211560
stop doomposting you faggot newnigger. b41 came came out with a gajillion more mods than b40 did and b42 unstable has almost 1/5th the mods b41 does despite being out for a little less than a year and updating constantly to the extent those mods need constant maintenance
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>>2211562
Calling it 1.0 and leaving it at that after B42 would be the best thing that could happen to the game actually. Modders would be able to fix the game in a year, tops. Shit, you could leave it in current unstable state and modders randomly applying patches on top of each other would probably get better results than the 1-2 years of TIS development.
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>>2211567
you're the retard if you think b42 stable is killing the modding scene lmfao
go bitch at lemmy about real problems instead of ones you made up in your head, he actually deserves being told to rope for removing context menues
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>>2211570
Ain't happening. And honestly I would be made if it did happen because the game still isn't feature complete after, as the other anon joked, 15+ years of devtime.
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>>2211573
again you prove yourself to be a newnigger, this EXACT problem happened during b41's beta. b41 unstable's modding scene was complete dogshit. b42 has more mods than b41's unstable did in the same timeframe.
again you're straight up retarded if you think b42 stable isn't going to have just as many mods. it's going to be at least five years after b42 stable before b43 unstable comes out.
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>>2211562
>free build 43
>free
MASSIVE REMINDER: There are NO "free" updates when it comes to Early Access, any content that was promised when you purchased the title is part of the deal with buying early access. This is content you paid for and you're in your full right to complain about it if it doesn't meet expectations. Calling an arbitrary update 1.0 doesn't abscond developers of their obligation either.
(You) paid them to make a product, so NEVER let them weasel out of it.
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>>2211576
I'm nta but B41 had over four years of even waters once the stable release hit. There's really no reason to assume B42 stable won't have a similar calm period. I also think that the surge of B42 mods despite the difficulties is a good sign for the modding scene.
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>>2211574
Would you be happy if what they added to the game after those 15 years amounted to the Week One mod? Because I can guarantee you that is the extent of what they're capable of. You're not going to see some fucking deep simulation Dwarf Fortress NPC's in this game. It shits itself handling a major horde right now, and now they're adding ragdoll physics into that mess, and you want to add a bunch of NPC's constantly being simulated going around and acting on the world in a realistic fashion?
So if all they amount to is copying a mod anyway, then fuck it, just leave the game alone and let modders do the rest.
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>>2211578
Someone should remind Lemmy this is the case
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>>2211580
I just want them to actually release the feature complete game they promised me when I was in highschool. I'm almost thirty. I hate this eternal development cycle, I don't care how they implement those features anymore, I just want them to finish the fucking game with everything they promised and then release it so the modding community can shore it up like a bethesda title.
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>>2211578
>There are NO "free" updates when it comes to Early Access
There's no such thing as 'free updates' in the first place, it's either DLC or an update. You don't have to send Microsoft 20 bucks to fix the security issues they made in the first place.
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>>2211578
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>>2211713
Basado.
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>>2212192
>Monday- Jerked off, added another if then cluster fuck
>Tuesday- Got drunk, raged on reddit removed if thens from yesterday
>Wednesday- Took the day off for mental health
>Thursday- Spent all day respond to youtube and reddit comments
>Friday-
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Why do so many zomboid players pretend to have girlfriends?
We all know they mean girlfriend(male)'s.
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>>2212192
There's a game I play that does weekly updates but the vast majority of the updates are literal useless shit that does fuck all for anyone who actually plays the game. The game maybe gets 8 actually important updates each year, and they're spread out across the entire year. Yet still, the playerbase of that game still praises the devs for doing weekly updates, even if most of the updates are useless.
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>>2214680
Armor doesn't matter. A zombie bite will go through any armor no matter how many layers or what it is. So the best defense is to just not get bit, and no armor is best for that.
Armor just make you depressed, hot, slow, and get exhausted quicker.
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>>2214680
Considering there are no run speed penalty anymore, you should wear the best armor, unless it causes a combat speed penalty or you overheat because it also causes a combat speed penalty.
That being said, DO NOT count on your armor to save you, the way damage is calculated in this game, an attack will keep rolling through each layers until it fails or go through, which mean unless you're wearing 100% protection over your entire body, you're never safe from a bite just completely ignoring your armor because lmao
That's right, zombies in PZ can apparently bite through 50 inches of concrete with ease.
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zomboid armor after 1 lucky scratch be like
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>>2214715
>That's right, zombies in PZ can apparently bite through 50 inches of concrete with ease.
No no no no, 50 inches of concrete would have 100% resist ingame.
What zombies ingame can do is even dumber, they can bite through 50 spaced out 1 inch layers of concrete in a single bite.
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>>2214194
>pistols are TEN times more likely to spawn inside ARMY STORAGE than actual standard issue rifles
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Havent played in a long while, been messing around with b42, feels like car keys are so rare now, I'm sure im just missing them but I went through most of rosewood and only found 2 car keys, didnt even find 1 in a residential area
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>>2214778
What did you expect from noguns?
People think that everyone in the army has a fucking handgun, missing the point of 'SIDE-arms'.
>Huh I could carry a handgun and a couple spare magazines, or a couple more rifle mags that might actually kill somebody...What to choose
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>>2214885
All he had to do was add glorified reskins of existing weapons with boosted stats while calling them the military variants.
Lazy fucking prick.
I went to the lousiville checkpoint and there was no assault rifles but instead DOUBLE BARREL SHOTGUNS.
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>>2214881
>Bite Defense lowers your chances of being bit when attacked.
No, it lowers the chance that a bite goes through a layer of armor/clothing, not the chance of the attack being a bite.
Hence why, unless you have 100% protection, getting attacked is still a major risk, because it's entirely possible for a bite to successfully go through 3-4 layers of armor and hit you.
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>>2214778
The 1911 also isn't the most common handgun actually used by civilians despite that and and 357/38 revolvers being the most common handguns in circulation at the time due to the magazine restrictions making civilian glocks or M9's basically just bougie guns. Really, you should be finding M9's and Shotguns from police, .45's, Revolvers and Hunting Rifles from civilian loot/gunstores, and Assault Rifles and Machine Guns from the military. This still isn't really accurate but it would work as a more rotund abstraction for gameplay purposes. If Lemmy were willing to actually make weapon tiers then you could basically find improved shotguns from the police as opposed to hunting shotguns from gun stores, and improved snipers also from the military.
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>>2214888
Game is basically unplayable to me without Firearms B42 kek
>>2214890
Yeah
>>2214895
At least jamming is still in the sandbox options even if you need to toggle it back on. There's no real penalty to using a gun with low durability anymore otherwise. You can still rack the gun via the weapon wheel, but I kind of prefer that your character automatically cocks or racks the slide, it was kind of annoying doing it manually before when reloading.
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>>2214888
Before B42 I'd honestly agree with him, but now that we have like a billion different camo patterns and tactical gear (for the legions of military roleplayers, I'm sure) I don't see why we don't get any firearms to go with them. An SKS to go with the Red Dawn camo at least, because that would fill a role the other guns don't.
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>>2214916
In reality the only camo pattern the military should have been using was DCU ("desert camo") which was the standard in the 90's. SWAT also was using urban camo patterns, so they should have had that instead of those tacky blue and black uniforms. Surplus stores should have had the others like the woodland "green camo" etc. and an olive drab bdu. I don't have an issue with the officer uniform distribution.
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>Guns jamming was so fucking dogshit at B42 release that fully repaired guns would literally jam before magazine emptied every time
>Instead of just making this far less common, or make jamming only happen at low durability they outright removed it as a mechanic
>A year later, still hasn't come back
LOL
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>>2214983
...what the hell are you talking about?? If you start a new or multiplayer game the first thing you're asked to do is select your sandbox settings. So it's "not the real game" if it's not in the default preset? Does that mean you don't think selecting other difficulties in other games are "the real game"?
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>>2215007
The 'actual game' is Apocalypse mode and whatever settings are used for that.
Sandbox is just fanon nonsense as far as the game is concerned.
Although of course you'd have to be daft to play on anything BUT sandbox.
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>Fence Lunges still make your character do a unique and weird 180 spin backwards towards the fence
They did this literally just to spite players who dare to use the environment to their advantage. Fucking mutant devs.
Just turn lunging off, it's a dogshit mechanic.
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Zomboid's setting sort of fucks up it's longevity for ingame goals.
A better game would use a fictional setting or atleast semi-fictional.
The game can handle boats and islands, why the fuck isn't this exploited for gameplay purposes?
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>90's American giga surplus store doesn't have a single ALICE belt/harness system laying around
Calling horseshit on that, Australia isn't even known for it's surplus market and you can regularly find them around here.
90's American stores probably were selling them to children like candy.
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>>2215446
milsurp stores were basically at their best back then and had fucking everything and they had lots of it
imagine a walmart sized store but its just full of surplus military gear from guns ammo survival equipment tools bdus body armor etc.
you could dive into a pile of canteens like scrooge mcduck does to his gold vault. i had like three of them as a kid because they were just a few bucks and i liked taking a bunch of different drinks with me while i hiked with my sister
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You'd think from the setting of the game and certain aspects of it that its made by a yuro with an eternal erection for American culture, cars, classic zombie flicks, guns, survivalist culture, but its in fact made by the most limp-dicked species of yuro possible, a fucking bong. Not even the rare based bong, but a real latte sipping, city dwelling, gladly paying his loicense fee to exist, gay anal dildo sex having kind of bong. Grim.
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>>2216529
In fairness with the rise of the internet I can get almost any piece of milsurp I want delivered straight to my door, even stuff that's kind of rare. But there was a fun aspect to just going down to the store and seeing what interesting stuff came in.
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>>2216567
True, but you also pay a premium for those things now instead of having regional pricing like back when. And as you said, going to the surplus store was just an experience that you can barely get anymore. Sovless.
>>2216536
Its an amalgamation of fast food chains like 90's McDonalds, Waffle House, and Wendy's.
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>>2211052
I wonder what zombie stripper sex would be like bros. Like imagine Day of the Dead type scenario except instead of some ex-military redneck that you teach to shave and use a gun, its a stripper and you slowly teach her how to be a slut again.
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>>2216811
The only thing 7dtd does better than zomboid is sex appeal
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>>2216900
you're lying... right?
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Dial back the skill bloat, theres far too many crafting skills that will never be fleshed out or are far too tedious to use most people get bored not long after getting their base setup anyway, something like blacksmithing should be left to modders.Get npcs working well and make the 1st in game month a solid experience.
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>>2217056
Making industry ingame feels like total shit.
>Okay I want to make a furnace/forge!
>Whoops sorry you need carpentry!
How the fuck do I get carpentry?
>Nails!
Can I craft nails?
>Nope! Find em in town!
Great so survivalist builds outright don't work lmao, got the nails, now what, I can make industry?
>No! You need pottery!
Fine lets do pottery!
>Nope, can't do pottery yet! You need masonry to make stone wheels!
HOW DO I MAKE MASONRY FROM SCRATCH!?
>Go...Find rocks and bash on em into smaller rocks, and do this about 100 times on default settings without a book
How many large rocks are even in the woods in this whole fucking area?
>Maybe less than 100, they're not common lol
Okay smashed the rocks now what?
>Well now you can collect like 100 fucking clay, and you better have all the pre-made tools or haha lol this is going to be 'fun' for you!
EUGHHHHHHHH
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>Be me, master mechanic of regular cars
>Literally have taken and put together entire cars a couple hundred times without breaking a single part
>Step Van needs fixing
>Literally not a clue how to work on this eldritch machine, truly beyond my comprehension
>Until I read a small magazine then suddenly I know everything there is to know about vans as if I just plugged into the fucking matrix
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>I've always thought they should double-down on the starter traits limiting what skills you have access to. They are kinda trying to do this with the XP multipliers for already learned skills, but IMO it's not enough, there has to be a hard cap of something like "2x starting level + 1" for all skills because in reality, during a zombie apocalypse, if you had ZERO training in medicine there is no amount of time spent studying that would be enough for you to become a master doctor (think House). How would you know which medicine to use to cure disease X if you have nobody to teach it to you? How would you even diagnose it?
I want to kneecap niggers who say shit like this, holy fucking shit what is wrong with these people?
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>You gain a bonus to strength gains between 50 and 300 protein
>Protein is lost at about 70 a day but it's rather comically easy to eat more than this a day, so you'll rapidly reach the cap of 1000
>Eating MORE protein makes you weaker somehow
Gay game.
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>>2217268
He wants there to be a real reason to pick a class instead of using custom occupation. You also would agree with him if Lemmy didn't butcher levelled lists and XP gains. It'd also be more multiplayer minded, since then there'd be a real point in a bunch of players diversifying their skillsets e.g. combat oriented characters not raising their medicine levels beyond what would be needed to perform basic in the field wound treatment. It'd be a flat downgrade to solo players who have to be able to do everything though, so it should be a sandbox option.
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>>2217302
Limiting options based on occupation choice was the worst fucking idea the game ever had and I'm glad it's gone.
>Whoops only an 'engineer' would know how to make pipe bombs and firebombs with waterbottles!
90% of the game's content is already gatekept behind shitty balance or RNG, why the fuck would we want even more of it to be off limits?
There's whole lists of items that most players have never seen because they're outright unobtainable outside of a couple locations or skill levels.
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>>2217302
>He wants there to be a real reason to pick a class instead of using custom occupation. You also would agree with him if Lemmy didn't butcher levelled lists and XP gains.
On vanilla settings there essentially already exists a soft cap. You're realistically not going to level any skill without any starting pips (and possibly Fast Learner) beyond 2-3 in a typical playthrough, with default XP (and default options like no deconstruction XP, and limiting VHS XP).
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>>2217331
What doesn't make sense is that they chose to put so much focus into remaking Minecraft with stone age skills, when in reality you would scavenge materials to make a ghetto forge pretty easily. Its like much of their attempts at realism, its not actually realistic at all. Unfortunately this is the shit they've spent many blog posts talking about in the past and are locked into as the vision of long-term "endgame" so its only going to expand.
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>>2217359
>You need to collect 40 rocks, and then have pre-existing masonry skills to make a forge by turning them into stone blocks
Why can't I just use bricks? There's like 200 on a pallet here
>STONE, BLOCKS
Okay fucking fine how about I sledgehammer a brick all down and use the rubble with cement to make one?
>STONE, BLOCKS
Go fuck yourself!
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I'm not sure if I'm fucking something up, but my double barrel shotgun will sometimes need to reload after only one attack.
Either my character is shooting both shells every now and then, or he's only loading one despite the animation being identical. Any idea what's going on?
Idk, aside from that one issue, it feels more reliable than the JS2000 just because it will never jam and the reload is fairly quick.
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>>2217360
The only good news is that once they're done fucking around with B42, and hopefully don't make too many more changes to the modding API or file structure, modders can actually fix/rebalance most of this shit.
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>>2217268
Meanwhile, the "professional" Carpenter with years of experience under the belt when he builds literally anything
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>>2217302
This isn't a MMORPG where you have 6 gorrillion players to share the workspace, the whole "skills can only be used by specific jobs" will inevitably end with the game becoming unplayable unless you have 20 friends who can consistently log in at the same time because the instant one of them isn't there, the game grinds to an halt. And that's not counting dying just instantly deleting 6 months of grinding.
>whoops sorry, your carpenter isn't there, can't build anything
>whoops sorry, your cook isn't there, you're going to starve
>whoops sorry, your doctor isn't there, time to reset
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>>2217351
I could have understood if they reduced deconstruction xp and increased construction xp but completely removing it is just lemmy being a spiteful faggot. You absolutely can learn about something by taking it apart.
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>>2217402
This is retarded, though. You could still build things without being a carpenter by profession, you just wouldn't be able to max your carpentry and build super duper max level 10 carpentry exclusive items. Ditto for food and medicine. Alternatively, give those professions unique bonuses for doing tasks related to their profession, like an increased action speed so you get it done faster, I feel like that'd be a powerful and valuable incentive to take a profession over just doing Custom Occupation.
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>>2219054
For some dumbass reason people didn't play Fallout 1-2...Or any older RPG really, where you could in fact do just about everything if you weren't a retard.
But because they're retarded in both video games and IRL, they can only gitgud at one skill brushing their teeth or counting the wheels on trains.
So they don't believe that other people can do DIY shit on their own.
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>>2219033
>because as is one person can do everything by themselves
Yes, you absolute retard, skills can be learned, and as it turns out, necessity is an incentive to learn them. Do you think people are just magically born as doctors or electricians?
Just because you sit on your ass all day crying about being useless doesn't mean a normal human being can't learn new things when they need it.
>>2218993
Ultimately, locking players out of doing something still comes down to the same problem: The game grinds to an halt the moment a player is missing, and you just turned PZ into some autistic clan game where the only way to play is to have enough players to rotate manpower.
Occupation bonuses would be nice, but in reality all it would require to create a need for specific occupations is to cut the grind and just have an occupation start you with near maxxed skills, again look at this >>2217393 it's so fucking retarded, why does a professional Carpenter only have 3 levels in Carpentry?
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>>2219211
> and im only level 3
I envy you, that means you've spent your whole career doing nothing but riding bikes...
When I tried getting on a bike it just crumbled into ash, I'm going to need to buy 100 more bikes just to sit on one properly.
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>>2219036
your lack of reading comprehension is impressive, im saying its bad game design that one person can learn all the skills in game
>>2219057
>whataboutism
if your occupation is doctor or park ranger then you shouldn't be able to become the worlds best mechanic or the worlds best blacksmith nigger the same way a rogue shouldn't be able to become the world's best wizard. specialization should come at the cost of narrowing the practical application of your abilities and broadening your horizons at the cost of diluting your ability to apply those skills
there is no reason to ever pick anything except custom occupation because you can just read books and grind until you have all abilities maxed out
you're a grindmonkey btw which is why the concept of not being able to do this upsets you and you cant really explain why you think its a bad idea
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>>2219278
Being a 10/10 ingame isn't being some master fucking artificer of the gods. It's 'vaguely competent at the skill'.
There's literally 95 IQ people in their back yards who do better metalsmithing than ingame 10/10's.
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>>2219285
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>>2219057
>Fallout 1-2
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>>2219370
>Zomboid is currently like X
>NOOOOOO ZOMBOID SHOULD BE LIKE Y, WHERE YOU NEED 20 PLAYERS TO DO ANYTHING!
>No, it should be like X, like other games
>Heh, what a dumbass, saying Zomboid should be like other games which it is currently like!
Get another booster shot you fucking melon.
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I was a short blunt man for the longest time but long blunt has really grown on me. Thought it'd be a grind to get Carving to 9 but it was surprisingly easy (assuming starting as Carpenter with Whittler) and then you just get to have an infinite supply of a good weapon (sheet metal covered bats). And before you hit that point a single crowbar can probably carry you for hundreds of kills.
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The entire crafting update just seems completely pointless. Nobody asked for caveman survival and rebuilding society from the beginnings of man.
It feels like they just saw how popular the 10 year later mod was at the time and tried to lean into that and completely change the feel of the game. This is complete dogshit. Want to give players weapon options for late into the game? Just add some carpentry and/or metalsmithing weapons, not an entire terrible industry with 15 skills. As time goes on increase the chance for foraging to spawn handmade weapons. Fix farming to not be absolute complete dogshit so long time survivors wont run out of food.
There was plenty of shit they could do BESIDES add this truly terrible crafting bloat. They said that crafting your own ammo was beyond the scope of zomboid a few years ago. Crafting your own fucking metallurgical industry is way more absurd and TIS has forgotten the scope of their own game.
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>>2220271
Yes
And funnily enough RIGHT NOW they are opening sign ups for another closed playtest which will happen on Feb 19 (which I will also be ignoring the NDA and posting clips of like the first one)
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>>2220276
So.... how is it? This is the first time I've looked into it past the trailer and it looks okay I guess. The setting is kino but how's the actual game? Is there any building or real reinforcement/refurbishing, like can I nail a door shut or just put furniture in front of it?
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>>2220280
There was pretty much only furniture barricades in the first alpha test. The next one has expanded crafting and they will start letting you fortify buildings. Dont know what it will look like just yet, but I know the devs said when it comes to making a base the idea will be that the player fortifies an existing building and makes it his home, there will not be any custom minecraft buildings.
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>>2220280
Here is two old posts where I posted some of the answers from their q and a
https://arch.b4k.dev/vm/thread/1914009/#1975837
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>>2220288
Physics like these are good for streamers to shout and goof around for their barely sentient followers (at least for 5 minutes, until they move on to the next thing), but it doesn't make for a fun game that you want to replay. Combat feel should be a solved problem, there's a lot of good examples for it, but instead these people spend probably years implementing physics like this for no reason.
And then I'm reminded PZ retard devs are trying to add ragdoll physics to a game that can't even handle hordes without it.
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>>2220717
>Combat feel should be a solved problem
If you went back and time and told kid me that 20+ years later, game developers would still be struggling with the most rudimentary video game concepts like combat in gameswith combat that's even more basic bitch than fucking ocarina of time and phantasy star online's 3 hit attack chainsand menus/UI then I would have called you a liar and probably kicked you in the nuts for saying something so unfeasable. How naive I was.
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>>2220717
Physics based combat is interesting and something I'm excited to see them expand on. I'd also like to see something similar to Kingdom Come 1's weapon combat where you can strike from multiple different angles with different weapons to make full use of the ragdoll physics, like making a zombie trip over another zombie by hitting the first one in the knee and making it fall over so you can get at the heads of both of them, or crushing a zombie's head under a bench you picked up, etc.
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>>2220969
>it's nothing special
This is untrue. FEAR's AI is so good because the AI uses an internal feedback system between its actors instead of treating them as independent entities. But each actor also has its own proclivities which factors into the overall team awareness and coordination. FEAR's map layout and level design is catered to take maximum advantage of how its AI operates, which is like a scalpel precision version of L4D's director with more complex individual enemies. FEAR unironically has some of the best AI ever developed by the industry in general, but especially for FPS games.
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>>2221175
Yeah, between AAA crashing hard after a decade of making garbage, hardware getting more and more expensive thanks to the AI bubble, AI slop beginning to fill the market with liquid shit like it did every other markets, and tech companies trying to push for cloud gaming, it's pretty grim.
On the bright side, indie and AA are still somewhat reliable.
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>>2221193
>Check out the indie side of gaming
>It's mostly a bunch of games that are still like 5 years deep into early access on top of a mass-grave of dead indie games that had potential but never fulfilled their dreams and promises
Honestly bring me back to better days where I was allowed to be naive.
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>>2220854
The thing I wouldn't have believed was that the rate of hardware advancing would turn out to be a bad thing. Leading to ever more bloated and unoptimized engines, because why should you care when you can off-load that concern to hardware manufacturers and ultimately the consumer having to upgrade their shit every other year (this even goes for things like web development, and why almost every modern site is a bloated piece of shit).
Turns out developers being forced to autistically hyper-optimize their games for aged hardware was ironically a driver of innovation. We didn't know how good we had it in the early 2000's.
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>>2221246
This is also a casualty of lifting the constraint of disk space; why give a shit about the medium's storage size when you can just make them use a quarter of their SSD for your game? Fitting RE2 on a fucking n64 cartridge without compromising hardly anything was unironically peak. All unshackling developers from hard limits on game size did was allow them to stop optimizing textures and cutscene bloat, which also made games worse by rewarding moviegame sloppers.
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>>2222351
The foraging rework is nice, the fishing is alright, in the frame of long term sustainability a rocket stove would be immensely useful as a way to cook food without a lot of prep since chopping down a tree would provide most of what you need (A log, twigs for tinder) and the only other thing you would need would be idk, a drill or a chisel or whatever to punch the holes needed into it + a way to light it
Or heck you could do a dirt stove too with a trowel, tinder and something to light it all with
It puzzles me why things like renewable source of fire to light things with or a long term solution for cooking that doesn't rely on a gas powered generator or a heavy grill hasn't been implemented
I'd much rather see things like a rocket stove, or the ability to heat canned food with a cigarette lighter than whatever the fuck the blacksmithing autism was
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>>2222344
The average 90's rural American would not know of the rocket stove
>Larry Winiarski, Technical Director of Aprovecho, began developing the rocket stove in 1980 based on a VITA stove, designed by Sam Baldwin, and rediscovered the principles of the systems developed by the Romans in hypocaust heating and cooking systems
Oh...Well okay maybe the 90's American probably should know of it then lol
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>>2222811
The rocket stove basically works in principles understood for hundreds of years by that point.
The player should be able to create one just by understanding how fire works well enough.
>Firemaking skill added
Oh god no
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>>2222812
I made a mistake in my post, I meant to say they were 2000 years behind in intelligence and understanding of how things work. For example only a skilled artisan or rich noble would how to nail boards together into the shape of a box.
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>>2222812
Like anon said though if we got firemaking instead of blacksmithing, keeping the survival focus on the character's needs instead of wanting to be 7D2D it would've been kino
but I also think lemmy would never do it in a satisfying way
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HumanitZ is hitting 1.0 this month, so I vill be pirating and eventually buying if it's good. Urban Strife seems to also be heading towards 1.0 soon-ish for TRPG/cRPG enthusiasts.
In other news Lemmy just added ballsack itching mechanics.
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>>2223166
Even worse when its neither very realistic or a good simulation. The game also couldn't handle NPC's in even the simplest simulation right now. When they add NPC's it will 100% be purely scripted and probably not well done either as they absolutely suck balls at storytelling in general, the entire current story of the game being told in a way where most players will never discover it as that would require sitting around for the first 7 days passively listening to the radio and TV.
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Why havent they split cooking into sauce making, baking, microwaving and organic meal prepping?
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>>2223633
>tfw I burn my house because my Water Pouring skill is only level 2 and my Pasta Boiling only level 3
>get an major laceration trying to pour salt into the cooking pot because my Salt Shaking is only level 8
>accidentally kill myself because my Drinking skill is only level 9 and I chocked to death sipping some water
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It's genuinely amazing how abandonware the game is, nobody is even expecting updates anymore, we get 3 hours of work per update and one update every couple months at best. It's been 14 fucking months and NOTHING has changed from the first release of B42, which barely changed anything from the release of B41 3 years before.
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>>2223659
>It's been 14 fucking months and NOTHING has changed from the first release of B42, which barely changed anything from the release of B41 3 years before.
What do you mean, they added back multiplayer (never mind that they broke things to the extent they had to remove it in the first place, lmao).
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>>2223664
And it's just as if not more broken than it was before, to the point the consensus when they released it is that it's not even worth bothering (and it's painfully obvious they released it in December, just like B42, so they can technically say they weren't yet another year late, they're such petty bitches they do jack shit all year, work for 2 hours on December 13th and release that shit to say "see, we did work that year! The chuds are just lying").
And in any case, I don't even give a shit about multi, I only play solo, I want my bows, I want the lighting to not be retarded, the crafting to not be retarded, the calories to not be retarded, the animal interaction UI to not be retarded, and rats to not utterly wreck your car when you run them over. Also I need a firing squad live broadcast for the moron who invented muh fluid system that servers 0 purpose.
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>>2223659
I was thinking about Lemmy rant when people accused them of working for a month and him screeching they actually spent 3 years working really hard, and you know what?
I think Lemmy wasn't lying. I think they really did spent 3 years working on updates.
But not because they actually worked hard or anything, the updates themselves have very little content, but rather because the engine is such a clusterfuck that doing anything really just take that long.
Their engine must have reached its limit a decade ago, but rather than redoing it like they should have years ago, they just kept jury rigging solutions and slapping more shit on top of it. And now nobody want to go through the tremendous task of actually reworking the engine and rather spend 10 years implementing something that would have taken a week in optimal circumstances. If Lemmy wasn't a spineless faggot with a massive ego, he would have seen the writing on the walls long ago, but instead he does what every massive faggots does: Blame the customers.
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>>2223676
Boy I can't wait to also take the new perk so that driving 50 meters gives me a lethal fever. Having 15 negative moodles and only 1 positive one (which goes away entirely in 1 hour in-game) is so fun, I can't wait for every single positive trait to cost 10 points while every negative trait gives you 1 or 2. I LOVE that to have the equivalent of an afternoon's IRL fishing experience, you need to be an insomniac obese agoraphobic deaf weak chain smoker.
>>2223686
They already supposedly reworked the entire engine ages ago, and we still see jack shit as improvement. Shit like CALORIES being fucked for a decade is nothing but utter spite or the most extreme laziness, there is no excuse for why this is fucked, it's literally just fucking integers or float values, there is no way in hell there'd be any issue with just spending an afternoon correcting the values. None of those are bugs, they're just retarded numbers and everyone knows it. This is the equivalent of if the Scout's pistol in TF2 did 500 damage per bullet and it stayed like that for 5 years. There is no excuse for this.
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>>2223669
>And in any case, I don't even give a shit about multi, I only play solo, I want my bows, I want the lighting to not be retarded, the crafting to not be retarded, the calories to not be retarded, the animal interaction UI to not be retarded, and rats to not utterly wreck your car when you run them over. Also I need a firing squad live broadcast for the moron who invented muh fluid system that servers 0 purpose.
There's so many things the game should have by now its mind boggling. All this time and the meta event system in the game is still a helicopter, some gunshots and a random scream now and then. Even without NPC's you could make the world feel so much more dynamic by just adding a bunch more similar type of events, simple things that cause something to happen. Add a radio station that warns of some of these events ahead of time, or which indicate for you to go somewhere at a certain time. For example after x days there could be the possibility of a crashed chopper event, and have it always crash smack dab in the middle of the most piece of shit infested places like the sanatorium or the prison or Louisville mall. For a typical developer you should be able to shit out something like this in a few months. Same thing with many of your examples (some of which should just be simple bug fixes, like animal damage calculation for vehicles).
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>>2223633
semi related, but Subskills would be a good feature if it was a competent company, but I shall not advocate since TIS is not
but Ive played with the idea a few times in my head
>Woodworking, whose level is determined by your combined level of carving and carpentry. Having a Higher woodworking skill due to alot of carpentry levels should give you a boost to training carving / earlier recipe unlocks in said skill
>metal working, composed of blacksmithing and welding
>stone working, composed of knapping and masonry
>fauna, composed of husbandry, fishing, trapping and tracking
>flora, comprised of agriculture and foraging
>tailoring, comprised of leatherworking and sewing
theres more but you get the point
I suppose that this is mostly grouping skills logically more than adding subskills
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>>2223676
>bad-smell mechanic too
>tfw standing around a bunch of zombies for a few minutes a literally dying from the smell
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>>2223789
If they had some actual design chops, then maybe, yeah. But we're talking devs that have left skills like First Aid and stealth skills in the game for a decade, without even adding a real purpose to those skills at all. Never mind most skills having very little incentive to level past a single specific break point. Electrical is a good example of that, would anyone basically ever care about it past level 3 for generator use (and that was only a recent addition, before that you never needed more than level 1). What's the point of Carpentry past level 6? Why do these skills even have 10 levels? Does a skill level system like this even make sense for every skill/action in the game? These are questions that should have occurred to them ages ago.
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>>2224420
>What's the real life equivalent of level 3 Electrical anyway?
IRL 'level 3' would be someone who knows how to do simple re-wiring of shit, switchboards, etc. Nothing too high voltage and no making radios from scratch and shit.
In zomboid, level 3 is 'dude who knows how to press a button on a generator'.
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Why does the game still lack a simple 'practice X skill' recipe that consumes the ingredients?
Do I seriously need to craft 200 fucking handles, turn those into spoons, then turn those into forks?...What the fuck am I going to do with 200 forks laying around cluttering up the game?
Just give me a stupid recipe that gives me no actual item in return, but a little more XP than a regular recipe.
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>>2224636
Because Lemmy (rightfully) understood that dismantling things to gain XP and recipes meant that optimal gameplay strategy was to hoarde a bunch of garbage then spend forever holed up in a corner dismantling it all while watching something else on a second screen
But because he's retarded he gave up halfway and didn't bother coming up with a fun solution to the problem he just created
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>>2224640
The 'dismantle shit lol' gameplay was retarded because while you could learn some stuff in the process, realistically you wouldn't be able to make a table after smashing 40 of them to pieces with a hammer.
It's just infuriating that some skills have only one recipe at level 0 and they're a bitch to levelup.
Seriously go ahead and get masonry to level 1 from scratch. Shit sucks.
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>>2223687
>there is no excuse for why this is fucked, it's literally just fucking integers or float values, there is no way in hell there'd be any issue with just spending an afternoon correcting the values
If the engine is a complete mess, it is a lot harder than it seems to change a simple value, especially if the devs way of fixing problems is just to slap things on top of it, which seems to be TIS approach.
Basically if the devs are shit or/and don't communicate, it's very easy for a single value to be overridden by another function somewhere, and if done poorly, good luck tracking it down when you're trying to change that same value, and worse, you'll most likely end up adding to the problem by making your own function to override the value (if that's even possible), and then suddenly one value have dozens of functions all over the place that just changes it.
It's also why so many of their fixes have been removing shit over changing them: It's a lot easier to remove something entirely because then the engine will throw errors directing you toward dependencies that need to be changed as well. Meanwhile changing a value usually won't throw an error, it'll just accept it and then something else will come and change it, and you're not getting any closer to fixing it.
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>>2224769
>If the engine is a complete mess, it is a lot harder than it seems to change a simple value, especially if the devs way of fixing problems is just to slap things on top of it, which seems to be TIS approach.
For some bullshit that might be the case, but for object variables it literally is as simple as altering a number and the issue is fixed.
With minimal programming knowledge I fixed B40's retarded fish calorie count (it was comically low for huge fish) via a simple 'X calories per 100 grams of fish' calculation.
The devs could've fixed fish in a single fucking day YEARS ago but it took until B42 to fix it.
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>>2224640
>while watching something else on a second screen
you're not ever going to avoid this situation in any crafting game that you're trying to be efficient at
if you don't want players to hole up and craft for a week then don't put crafting in your game