Thread #2324151
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A lot of fixes and UI shit this patch. Is IndieStone finally being wrangled into working on the actual game?
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>>2324161
All of the new default modes are better than what they used to be like. But they all still contain dumbass mechanics that nobody likes.
Shit like the comfort system, fatigue system, crawler lunge, cars being 90% broken for no reason. Etc.
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PoV: Master blacksmith after wearing their own custom fitted armor for 0.005 seconds
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>>2324260
It's bafflingly stupid because armor ingame would be designed to prevent zombie attacks, which are considerably less powerful than somebody swinging a sword, hammer, axe, etc at you.
So any blacksmith who knows anything at all, would make an exceedingly light weight and relatively comfortable outfit to become zombieproofed.
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>>2324327
>Advanced mecha added to game
>95% chance to defend from bites
>Makes characters sad, overheated, stressed, and slowly builds up sickness (kills player if sickness is above 75%)
>Also needs about 50 liters of fuel a day
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>>2324350
Crawler lunge is bullshit, crawlers can't use their fucking legs yet can fly 5 feet across a room? It makes no anatomical sense.
Lay down and without using your legs, seriously try going as fast as you possibly can. Good luck pulling off a fucking xenomorph lunge.
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>>2324223
Because they're br*tish and TIS started life as a sims modding group.
>>2324161
It's better than it used to be. If someone asked if they could just pick up and play the game without tweaking sandbox to their liking or downloading a preset, I would now be comfortable saying "yeah I guess so". I don't actually hate engaging with the game's mechanics most of the time so I'm less critical of them than probably most anons here, but there's still some serious dooky to fix, like lunging crawlers and all the stupid grindy bullshit lemmy added earlier last year.
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>>2324559
Armor and clothing should be separate but related categories.
Clothing being wearable items that do not provide protection, only insulating your character or being cosmetic. Armor being anything that provides actual physical defense in addition to optionally insulating your character.
All armor should provide complete coverage for covered body parts that cannot be bypassed until that part has been attacked and destroyed, the different armors having different durability that determines how much damage they can take until destroyed. Attacks against armored body parts not being able to cause skin breaking injuries but still causing bruising represented by more or less health damage depending on the padding of whatever you're wearing, the best armors or armor combinations being effectively unbreakable and providing complete injury negation as far as zombies are concerned.
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>read about the bare-ass meta here
>try it out
>incredibly bored by the lack of drip
When it comes to occopations and traits, I always pick meta. But no clothes - no thanks. I enjoy finding pimp gear and adding leatherpatches to everything.
I'm also not the best player, so I will eventually get grabbed and fucked.
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>>2324769
Clothings themselves don't provide any debuff aside from backpacks and even then it's pretty negligible.
"Butt-naked" meta mostly mean wear anything that doesn't cause a debuff, like uncomfortable, overheating or freezing, as those do slow you down and make it more likely to get caught.
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So does eagle eye do anything yet or did I just troll myself for getting it on my new character
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>>2324769
Don't listen to the armorfag shitter who don't understand probability means shit in a game where enemies kill you in one hit.
The best bet is still not getting caught, and that means don't slow yourself down.
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>There are two bowls of skittles
>You must, at some point, eat from one of these bowls
>Will you eat the bowl in which all skittles are poisoned or the bowl in which only one is poisoned?
>ILL JUST STARVE!
>*dies anyway*
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>>2326036
This is the most retarded analogy I've ever seen.
>dude you'll totally get caught eventually one day soon I swear
>so you need to wear this thing that makes it more likely for you to get caught so you can dice roll getting killed more often
>Mitigating the chance of getting caught in the first place? No the meta being naked is totally wrong because you'll get caught eventually!
>muh skittles!
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>>2326045
>Two bowls
>20 skittles in each
>One bowl has 1 poison and 19 safe skittles.
>The other has 20 poison skittles.
You must eat one skittle every hour until you eat a poison skittle and die.
What is your strategy for surviving the longest?
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>>2326083
Okay that's cool but you can also just not eat them and leave, which was always an option because the door is always open, and no, you won't magically starve.
Your analogy is flawed by the fact that you treat getting caught as an inevitability but not getting bitten while wearing an armor, while the truth is quite literally the opposite.
There's plenty of instances of player getting bored with the game because they survived for months or even years long before the introduction of armor simply because they could just not get caught, because they stayed mobile. In fact that's an advice given to beginners since forever, the reason you aren't meant to fight while exhausted, depressed, or in general suffering from any kind of nerf to speed, is specifically because it makes more likely for you to make a mistake that'll lead to getting caught.
Meanwhile once you do get caught, there's nothing you can do but pray for RNG to not fuck you. But here's the cool thing, you can avoid getting caught in the first place.
You want a better analogy?
>you have to cross the street
>you can either just sprint across bare assed
>the odd of you getting hit in the first place is extremely low because you can run past cars
>but if you get hit by a passing you die
>or you can wear a really thick jacket, which mean everytime you do get hit by a car, you only have 5% chance of dying
>but now you can't run past cars as easily and get hit by them a lot more often
>you also get tired more quickly which worsen the odd of getting hit by a car as you run along
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>>2326172
>retard refuses to accept his analogy is wrong because that'd mean acknowledging he wasted his time on armor
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>>2326188
why are you still doing this anon, you did the same thing in the last thread with the same picture, why do you have to be a retarded boomer, please just stop it, let it go, you don't need to be this autistic, it's not that deep, it's just a game, enjoy your life instead. Nta
>inb4 you're not nta hurr durr no u are gangstalking me also just like last thread
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>>2326036
>>2326083
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>>2325979
And not getting caught is incredibly easy, just do not fight inside, as long as you're outside and not terminally weakened by moodles, zeds cannot do shit to you if you play correctly (inb4 muh extinction mode, we're talking about the canon mode here). And if you're inside, just whisper behind doors to check for bathroom zeds.
Any half-decent zomboid player who wants to clear an area will do the same basically infallible tactic: have a safe place to rest and sleep beforehand, go fight the zeds outside the area you want to loot or live in, when you start getting exhausted/tired go back to your safe place.
If you've already cleared everything and are in your daily routine where the only risk is some lone zombie wandering in while you're not paying attention, then sure armor could be useful, but for actual exploration or regular combat it's pretty dogshit.
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>>2326352
Pretty much, hence why armor is dumb, you're crippingly yourself, effectively making it more likely to get caught, just to lower the chance that getting caught will kill you (and it's not even guaranteed), which you can already do by...
... Just not getting caught in the first place.
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>>2326519
It may be funny to you because you're a lead poisoned boomer that acts like it's 2006. I'm still not that guy and you're still a schizo that thinks he's being gangstalked and you do nothing but spread cringe and old memes. You suck at the game too and throw hissy fits every time someone points this out, like right now.
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>two 'balance' passes
>literally just changing curation options in a sandbox game with sandbox settings
>butchery still sucks, armor still sucks
>every new update has some invalidating bug
>there is no longer a way to play experimental long term, your saves will be invalidated by rolling hotfixes.
my patience has been strained to the breaking point.
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>finally try b42 because i heard stealth is actually viable now
>build my character around stealth and athleticism
>loot my spawn house and sneakily hop the fence
>my character grunts like his anal beads fell out
>five zombies across the street hear it and aggro
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>>2326036
I think its weird that he complains so much about how many things kill you so easily while refusing to engage with the game mechanics to protect himself
its fine if he thinks its dumb, I also think armor should completely protect you but absorb all damage you take directly to its durability but it seems borderline autistic
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>decide to finally try build 42
>play 3 ingame days
>wake up to half the fucking town suddenly burnt to a crisp with no fire in sight and zombies untouched
Alright back to 41 for me
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>zombie follows me over fense
>on ground highlighted
>attack it
>miss somehow even though it was highlighted
>it lunges
>character stumbles
>while stumbling they turn a full 180 degrees and walk directly backward toward the fence
>two more zombies are at the fence somehow (they were not seen previously, with no place they could reasonably have come from)
>get omaewa'd
thanks zomboid
very cool
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Does butchering ACTUALLY increase the amount of meat you get?
When I butcher a 20 hunger animal at level 0 butchering, I get 20 hunger worth of meat. When I do it at 10 butchering, I get... 20 hunger. Same calories. Does the skill just literally not do a fucking thing?
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>>2327295
>hop the fence
I don't remember it being a thing in B41, but it's fucking me up that "walk to" makes you hop tall fences instead of going around. I start 0 strength/fitness characters, hopping fences is almost impossible, and it destroys my character's endurance and immediately gives massive muscle pain. Why the fuck does the automatic walking button not do automatic walking but tries retarded parkour? Are the niggers at TIS using the exact same code for walk to and for zed pathfinding, so with zeds banging fences you are now also magnetically attracted to them?
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>>2327664
Simple, they almost never interact with the community, they run out their little bolshevik subreddit completely against Reddit's TOS for a decade now just fine, they put Marx's book in-game but oh nooo we cannot have le bad Mein Kampferinooo, and when you criticize the obvious vacation they took for 3 years, Lemmy says you gave him a stomach ulcer and he fucks off for a year.
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>>2327856
you seem to get less calories if anything and it has been that way for over a year.
you can easily check this is dev mode, just spawn some animals. 2 threads ago i posted a bunch of screens showing butchery results from pigs levels 2-4 and it was all shit.
now they're out of easy mode with long as fuck gestation times so they are probably even worse as a source of food. you will never live to see animals reproduce, but a cow will give you a stick of butter a day in milk or whatever the fuck.
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>>2327295
>finally try b42 because i heard stealth is actually viable now
It fully is. I've been playing Short Blades stealth since the update, with Reluctant Fighter, and I've had no problems.
Anon I think you're having a...skill issue.
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It is funny how this game has such a good reputation simply because they permaban literally anyone who criticizes it. That's why the announcement posts always have locked comments and you need to go to the steam forum to discuss them btw.
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>>2328541
>It is funny how this game has such a good reputation simply because they permaban literally anyone who criticizes it. That's why the announcement posts always have locked comments and you need to go to the steam forum to discuss them btw.
Petty tyrants are identical to real ones.
That people tolerate them at any level of society displays how they gain power at the highest levels.
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>>2328547
>That people tolerate them at any level of society displays how they gain power at the highest levels.
Your life is actively ruined if you do anything about them. "Violence is never the answer" means that anyone with a life worth living cannot afford to just beat the shit out of a pathological liar or an extreme public nuisance because that's years of jail. Legitimate violence has been entirely removed from society, therefore passive-aggressive bullshit and pathological lying is never suppressed in any way.
An old bitch the other day made a vegetable fall of the aisle, she pretended not to even see it happening right in front of her, and when an old woman picked it up and put it back, she didn't say thanks or sorry, she plainly ignored her and kept her resting bitch face. If we were in a sane society, I would have slapped that old whore and made her apologize for her repulsive behavior, but commie judges and zogbots would ruin my life if I did that so she'll go on to be a bitch for yet another couple decades.
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>>2328595
you're not supposed to put the produce that falls on the floor back on the shelf
now some poor shopper is accidentally going to buy floor lettuce
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>Human
>Male
>Carpenter
The Adventure of Hugh Yass starts now.
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>>2328595
What's nuts is that in the US, you used to be able to just do that. It wasn't criminalized at all. You only committed a crimeif you actually killed someone in an unjustified manner. The 20th century was truly a blight on us all.
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>>2329290
you might be retarded.
assault and battery has been a crime for a very long time. of course there also used to be formalized duels, but that was two guys agreeing to try to kill each other.
they would typically just hang trash who assault women.
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>>2329884
>uhm chuddy, women didnt used to get smacked in public
>also i will pretend that the original felonies included assault and battery (originally the only felonies were murder, rape, manslaughter, robbery, sodomy, larceny, arson, mayhem, and burglary)
Assault and battery were at best situational misdemeanors but 99% of the time were considered torts unless justified. That chaned in 1928, 1988, 1994, and a final time in 2002 when the specific legal provisions outlining the definition of simple assaultt, assault and battery, etc. were updated along with their penalties.
Go dilate.
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>>2330048
..yes nigger, at the time torts carried no criminal penalties, and most of the time neither did misdemeanors, which at worst might have seen you receive a fine. This is as opposed to today, where the minimum misdemeanor assault and battery carries a 12 month sentence and 2500 dollar fine, up to 10 years and 8,000 dollars for felony assault and battery.
Are you pretending to be retarded?
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>Update Agriculture so that crops grow extremely slow (reasonable, realistic, whatever)
>start the game in July
>Make it so that all decent crops cease being viable in... July...
>Thus, Agriculture is almost completely useless unless you spend over half a fucking year in game first.
What did they mean by this?
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>>2330365
>Pumpkin - Mar-May
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>Get a Backpack Sprayer
>Hey sure let's try it, should be better than gardening can...
>Fill 'er up!
>Put 'er on!
>Go out to water!
>Character takes the sprayer OFF his back in order to pour water form it onto the plants.
Mister Zomboid, my guy. Come on.
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>>2329290
And now we've got a society full of antisocial (those actively harming society) dysgenic freaks, making everyone sane asocial (those avoiding interaction with society because it's fucked and insane), and the antisocial pretend the asocial are the issue and they should just tolerate pathological liars and histrionics screaming.
You can have niggers blasting out extremely loud rap in the streets, and the commies here will tell you it's on you to buy better hearing protection and not on the nogs to stop. It's always, always antisocials blaming asocials.
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>>2330266
>be apocalypse enjoyer
>never tweak settings
>always start in july and never made it to the next year
And that's why farming basically doesn't exist for me. I think if I ever run out of food, I'll just start fishing and foraging.
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>>2330486
>I am trying to get into this game but its too hard and confusing.
It's a learning curve game. You get good by doing.
>What is the main goal?
Take your pick:
A) Don't die like an idiot.
B) Find a way to die in the coolest and most memorable way possible.
>Does the combat in zomboid get more fun eventually?
The bigger challenges you take on, and the more reckless you are, the more tense it gets. Zomboid isn't about the combat so much as it is about when and how much of it to engage with.
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>>2330487
I get that but the game seems incredibly tedious. How many pencils and bedsheets do I need to gather before I can actually do something worthwhile?
>>2330634
I like the isometric view and the game has potential to be fun but it seems to miss the mark. It feel like I am messing around in menus more than playing the game. Or the game itself is one big immersive simulation.
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>>2330486
>goal
Survive, become self sufficient.
Even though the game is very simple once you figured out the basics, the learning curve is quite steep. When I first bought it, I stopped playing after 10 hours of struggling. Picked it up again one year later and now I'm at 200+ hours. I recommend playing on the unstable branch (build 42).
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>>2330722
like 80% of all items you can find in game have zero purpose other than displaying them in your base
at the start of the game you want to look for specific stuff to keep in your kit like a water bottle, flashlight, knife, hammer and so on
>It feel like I am messing around in menus more than playing the game.
game is going to be 75% inventory management and 25% killing zombies if you are a hoarder
honestly I just treat it like a post-apocalyptic zombie The Sims where you have to steal all the furniture and transport it yourself first
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Project Zomboid is just The Sims: Apocalypse Edition
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>>2330722
>I get that but the game seems incredibly tedious.
It's slow.
>How many pencils and bedsheets do I need to gather before I can actually do something worthwhile?
Depends on what your goal is. It's not a game with set paths. You decide how to survive, and how you're going to play.
Eventually you learn what's good to grab and what isn't. How you like to play and what systems you prefer to avoid. It's a game with a high learning curve, but it's very rewarding.
You can play it as "The Sims, with zombies" or as "Hardcore MilSim retake Louisville as violently as possible." Part of what makes Zomboid so great is that you decide what kind of game ends up being for you.
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Flashback to the first run ever where I had a working generator and rain collectors in my base, just to get gangbanged by zombie bikers in the Rosewood gas station.
I heard rattling on the door, prepared the "E + Spacebar" combo and got instantly grabbed by the zombie I did not shove.
100% my fault.
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>>2330266
yeah its fucking hilarious
games that make farming important ie rimworld, stardew valley etc. typically start in the spring so you have time to get rolling and enjoy that gameplay loop
PZ just says fuck that, fuck you, no farm for you, go butcher some shit (it will suck).
i turn off planting seasons because its so gay. i do not give a fuck about 'realism' in this game where dead people shamble around indefinitely.
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>>2331104
>i turn off planting seasons because its so gay. i do not give a fuck about 'realism' in this game where dead people shamble around indefinitely.
I think realism is a good thing to pursue.
I think the dev choice to make all crops that realistically grow in early Autumn, instead grow exclusively in early Spring, is retarded. The problem would literally solve itself if they went for actual realism.
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>>2331108
i still think its a good idea to turn off planting seasons. seed loot is miserly and the large variety means you probably wont find the specific crop seeds you want by then. each packet only gives you 5 seeds anyway which is again not remotely realistic, its just the devs being punitive for no reason. irl a packet of seeds gives you a couple dozen or more. you arent going to feed yourself for more than a week, maybe, with 5 plants.
with no seasons you can plant everything you find and get a decent crop in before winter.
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Man, why did they nerf fire into the fucking ground instead of making it make sense?
The campfire meta could have been solved more elegantly, like: Just make it go out after 5 zombies trampled over it.
Houses on the other hand should become raging infernos, LA 2025 style.
Right now, you're better off building hairspray bombs than molotovs. That's bullshit.
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>>2331184
>Houses on the other hand should become raging infernos, LA 2025 style.
we had that happen on the /pzg/ serb way back, the entire Lousville suburbs burnt down to the ground thanks to a single molotov, not very fun desu
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>>2330486
It's a game where the entire goal is just survival, so if you need something with more direction, you won't like it.
Not that it does that very well, since the devs are constantly struggling between whether the game should instantly kill you for breathing wrong and being able to survive for 70 years.
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>>2330486
If you want something with more of a goal, try the Week 1 mod. It features life shortly before and during the apocalypse. Your goal is to either fight your way through the Rosewood installation to disable a nuclear launch or find somewhere by the end of the week to shelter in place for a few in game months while nuclear winter passes.Unless you found a hazmat suit to go outside and contend with sweepers and zombies.
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>>2332222
There was a mod that incorporated the gunpowder system from the original RE3. It was so fucking kino. I wish it worked on B42. You used an ammo press tool in your inventory with gunpowder combinations you made by mixing gunpowders you could loot to create different kinds of ammo.
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>>2332484
>they also had no auto mechanics, it was like cuba basically, everyone drove broken shit.
I don't mind the broken cars. It makes sense that everyone would flee in their best vehicles and leave the junkers behind, whenever possible.
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>>2332499
I don't think there would be a bunch of people that parked their cars(that have no fuel and are not in a condition that allows them to even start if they had fuel) in random parking lots across the state.
They didn't "leave their junkers behind", they neatly parked their cars at the nearest store, destroyed every component of the car by hand, siphoned the gas and burned it on the ground, then dematerialized.
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>>2332553
>I don't think there would be a bunch of people that parked their cars(that have no fuel
The game technically begins weeks after shit hits the fan, with the vague assumption that your character has been bunkered in their house in the moments leading up to the beginning.
It's a little silly, but I think we can forgive some silliness for the purpose of balance. Just having 1000 cars in perfect condition with full gas tanks in every town destroys a huge aspect of the early game checklist. Plus, sandbox exists. If you want pure, hard realism where cars would be abundant and filled up, just set the game to be that.
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>>2332627
>You can't just arbitrarily flip flop between game balance and realism as justifications and have a consistent world that makes sense.
Yes you can. You can absolutely do that. It isn't arbitrary. You decide which is better, based on which results in the better game.
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>>2332643
>No, you can't do that and get a consistent world because you are inconsistently deciding how that world is built.
It is fine to sacrifice some consistency for gameplay quality. Verisimilitude is a resource, not a boolean.
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>>2332662
>Littering the parking lots with a bunch of inexplicably unusable cars that aren't even good for parts or fuel does not improve the quality of the game.
Yes it does. The search and maintenance of a good vehicle is one of the game's core loops.
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>>2332672
No? Checking dozens of cars because 90% of them are made entirely of red parts is tedious. Their existence is pointless on top of not making any sense.
Preserving a drivable car is trivial and just relies on you having basic driving skill.
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>>2332690
>No? Checking dozens of cars because 90% of them are made entirely of red parts is tedious.
A) They're not.
B) You can see the ones that are at a glance.
C) You don't need to check cars, you can get high-quality car parts from auto shops.
D) You can adjust the Sandbox settings, you're complaining about a problem that solves itself.
E) If you don't like it, why are you playing?
>Their existence is pointless on top of not making any sense.
Dismantling for metal salvage.
>Preserving a drivable car is trivial
Not if you're a based chad and spam weld the shit out of your car so you can use it as The Zombie Crusher 9000.
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>>2332705
>Dismantling for metal salvage
Wrecks already provide that and are numerous enough that cars in poor condition aren't even necessary to rely on for metal salvage.
>You can see the ones that are at a glance
No, only body damage is visible without examining the car, you need to examine the car to tell whether anything besides the body is damaged or not.
>You don't need to check cars, you can get high-quality car parts from auto shops
Which further reinforces the point that the inexplicably wrecked cars(that are not visibly wrecks) serve no purpose besides to unnecessarily clutter the map.
>If you don't like it, why are you playing?
>if you don't like one thing about the game why are you playing?
Are you stupid? Do you like literally every design decision the developers have ever made? Do you think before you speak?
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>>2332731
Use your words.
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>>2332743
>Only a few decent parts, exactly as expected
Like half of that car's internal parts, including the engine of all things, are in near perfect condition despite the outwardly damaged appearance, what the fuck do you mean?
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>>2332763
>that was in a crash
In a crash with what? A fucking transformer? Godzilla? There's nothing around.
If it crashed into an animal there would be a gigantic spatter of gore and blood on the road, if it crashed into a car there would be a similarly destroyed vehicle nearby, but there is nothing around.
>Ah yes, dark orange near perfect
Read, you illiterate nigger.
The engine's green, one of the brakes are green, so is the muffler and most of the suspension, as well as the lights, the glove box and the radio.
The battery, fuel tank and other brakes are still usable, that's a reasonably drivable car.
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>>2332768
I've seen deer explode from getting hit by cars, if you've hit zombies hard enough that your ENTIRE car has been effectively turned into a collection of scrap metal there would be a ton of blood absolutely everywhere, including on the car.
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>>2332769
>I've seen deer explode from getting hit by cars, if you've hit zombies hard enough that your ENTIRE car has been effectively turned into a collection of scrap metal there would be a ton of blood absolutely everywhere, including on the car.
The zombies felt bad and cleaned the scene up, anon.
Honestly, you're starting to make me see why the devs ban people for coomplaining.
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>>2332559
>The game technically begins weeks after shit hits the fan
Anon...The military spill which started the event happens on July 3th, people starts getting sick on July 4th, the quarantine zone is setup on July 6th, and the game starts on July 9th, aka there's only 6 days from the initial infection before the game starts, and only 3 days between the situation getting bad enough for people to panic, and the game starting.
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>>2332788
It's a core loop of the game, and it's balanced well enough that it's both not trivial to achieve and also not overly laborious.
Are you truly going to argue that fixing up your car once every five months is somehow tedious?
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>>2332777
People wouldn't complain about the lack of realism if the devs didn't spent the entire time trying to justify nerfs as "realism" while looking the other way when realism happens to buff to the player.
There's such thing as suspension of disbelief and people are more than willing to accept it so long as you aren't trying to constantly remind them of what's realistic and what's not.
If you add testicular torsion in your game for "realism" but then try to wave off your character inability to do very basic human functions, then yes, people are gonna poke holes at your logic.
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>>2332774
you have to understand there's a couple of perpetually aggrieved bitches in this thread who do nothing but whinge endlessly. proposing solutions is not even an option for them.
they probably got banned from reddit, steam forums etc. so now they live here and seethe endlessly.
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>>2332802
>proposing solutions is not even an option for them
It was already stated that all those damaged cars just shouldn't be there because it makes no sense as it is. Or they just shouldn't be damaged to that degree.
The original defense was that "it makes sense", then he switched to "well it's good balance" when it was explained to him it doesn't make sense at all. He's a moron and this "balance" decision is fucking stupid.
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>>2332806
it makes perfect sense there are cars that aren't good. most of the good cars are gone with their owners, as that anon pointed out. if every car left was in good condition then there would be no element of surprise, no reason to get excited about a car that looks like it's in good condition etc.
your complaint is nonsensical, worse it's related to a sandbox option, you can set cars to ez mode and have only good cars if that's what you desire. literally take some control of your destiny, your game, and stop whining. these things are within your control.
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>>2332811
>it makes perfect sense there are cars that aren't good
It does not make any sense that parking lots have a bunch of cars that are made entirely of 10% parts.
>if every car left was in good condition then there would be no element of surprise
There would be if cars are far more rare and just finding a parked car at all was a surprise.
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>>2332806
imo for damaged cars, the only ones you should have are
>people getting stuck in a traffic jam and pulled from their car would leave it superficially damaged (wrecked windshields, car doors, potentially flipped over)
>people trying to escape but failing and getting dragged out (car halfway into the road, wrecked windshields, car doors, potentially flipped over, engine or battery is fucked explaining why the driver couldn't escape)
>car trying to plow through a horde (wrecked car, especially the front, trail of corpses with large pile up in front)
>car on the side of the road because someone moved it away from the road to go through (car in various condition off the road)
>small roadblock from getting ambushed while doing the above (a car in various condition and a car in relatively good condition somewhere in the middle of the road, corpses everywhere)
>car crash (two cars in terrible conditions in the middle of the road)
>car crash from the driver getting surprised by a dead passenger (car slammed into lightpost or wall, wrecked front)
Everything else, like cars parked in parking lots or in driveways should be in relatively good condition (minus the occasional abandoned dumpster), with maybe a smashed windshield or small dent in the body because someone fought near it, and sometime the gas tank getting syphoned.
>>2332811
The problem is more that cars are just randomly damaged for no reasons in the middle of parking lots or on driveways and it's really retarded. Only 3 days happened since the beginning of the infection and somehow everyone managed to wreck their car and go home?
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>>2332825
>The problem is more that cars are just randomly damaged for no reasons in the middle of parking lots or on driveways and it's really retarded. Only 3 days happened since the beginning of the infection and somehow everyone managed to wreck their car and go home?
do you live in a city? some people own real shitheap vehicles. if you have more than one car and it's go-time, are you taking the shitty car or the one that runs reliably?
>>2332835
cars that are parked for a long time will run down their battery eventually, not to mention the other problems like fluids pooling in the lines and critters making nests in the engine. if anything the cars left behind should be in worse shape.
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>>2332838
>do you live in a city? some people own real shitheap vehicles. if you have more than one car and it's go-time, are you taking the shitty car or the one that runs reliably?
Many people don't own more than one car, and secondly that doesn't even make sense because a lot of the cars are genuinely wrecked beyond use, even the biggest shit heap people own will usually start with a lot of effort.
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>>2332852
do cars degrade in condition as the game progresses? i have not seen it. nor have i seen gas go stale or milk go bad for that matter.
these things are not simulated. and it's unrealistic there are no cars on cinderblocks in the poorer parts of Kentucky. the trailer parks should have some cars with no wheels.
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>>2332875
And those cars shouldn't be parked outside a grocery store or in the middle of the driveway of a middle class home.
Those things don't need to be simulated when it comes to cars parked somewhere as if the person just parked them to go do something for a few minutes because it has not been enough time for parts to degrade or fuel to go bad or the battery to drain itself or whatever.
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>>2332886
>I want cars to be easy
nice of the devs to include such a button in sandbox.
what's not nice is them spending a bunch of time playing with their sandbox and career presets, instead of fixing the goddamn game and getting a stable out of this build.
over a year now, and progress has been fuck-all since the end of last year.
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Hi, guys! I'm starting a B42 singleplayer save! I'm wondering what settings for loot, muscle fatigue, comfort, etc are reccommended by the community here!
I'm looking forward to having a cool discussion about this awesome game with you guys!
Teehee~
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Time to add more realism to the pile:
>all car batteries have a random chance of detonating every tick
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>>2333264
The game is not that hard so if you change the settings to make it EASIER then you're a massive shitter imo. Muscle fatigue is really only an issue for like your first level of a weapon
As for loot? I turn down everything except ammo. One problem with the game if you play with regular zombies is that there's SO much food everywhere that there's a lack of pressure. 100% turn down food by one though.
Alternatively, you can keep loot normal but make zombies or the environment harder.
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>>2330486
>too hard and confusing
read wiki, game is shit. also it's not +75% exp gain for a starting level but +300%
>What is the main goal
nothing, you make your own
>Does the combat in zomboid get more fun eventually
besides killing faster and adding sprinters, no. It's all aim-> left click, aim-> stomp near fence, aim-> shoot
>>2332559
>we can forgive some silliness for the purpose of balance
Not when they used "realism" as an excuse to constantly nerf things.
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>>2333616
>Muscle fatigue is really only an issue for like your first level of a weapon
You could also just exclusively use firearms and never have to engage with the muscle fatigue mechanic dropping your damage to zero after a few zombies.
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>leave car behind to clear the horder further up the street
>come back, see this
THESE FUCKING CUNTDEVS
I closed the game to shitpost about it, hopefully the car resets when I load back in.
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>>2333686
The car is now floating underground.
Holy fucking shit.
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>>2332705
You're talking to the schizo that only plays on Apocalypse because it is the default game mode. He also sneeds about game features that exist primarily for things he doesn't play with in his sandbox (such as body armor for sprinters and PVP) then shits himself if you call him a pussy for it.
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>>2333279
i play zero strength runs and it is not at all unplayable.
also i think MP is absolutely the worst way to play this game. its so jank and shit on MP and time dilation is critical to making the game less retarded and irritating.
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>>2334101
Yeah just grab a melee weapon, go to one of the numerous gun stores now littering the world, or go find a survivor home, or go kill a police officer zombie and take his gun
..you DO play with meta events cranked up don't you?
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>>2333279
>>2333616
>>2333675
So, here are the settings I decided on.
Time: Default Apocalypse
Zombie: Low sprinters, no lunge, crawlers dont drag down
Loot: Non-perishable rare. melee and ranged rare. ammo common, medical rare, survival essentials rare, skill books rare, recipe resources rare
World: House alarms rare, water and electricity shutoff at 14 days, fire spread on, initial gas pump amount high,
The rest is set to default Apocalypse settings with the exception that I unlock all clothing options for character customization.
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>>2334455
Just because a property has an outlandish premise that doesn’t mean you can throw realism or the laws of said property completely out the window whenever you feel like it.
A zombie tumbling head-first through a window then immediately accelerating faster than it can even walk upright is fucking retarded.
You’re either an Indian shit-for-brains who has never engaged in meaningful conversation or a facetious nigger who strayed too far from Reddit. Which is it, Ranjesh?
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>>2334527
zombies aren't real so and PZ isn't your property, so i don't think you get to determine what their properties are in PZ or what they're capable of. except in the context of sandbox settings.
bottom line is, you are a casual if you turn off lunging. which is fine, that's your right to be a casual.
casual.
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>>2334527
>Just because a property has an outlandish premise that doesn’t mean you can throw realism or the laws of said property completely out the window whenever you feel like it.
Yes you can.
It's called game design, mate.
Zomboid is a game.
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>>2334582
>oh no the players used a fence to kill zombies because we were too retarded to make zombies break fences or literally do anything other than become crawlers on the other side
>Help! Help! I'm being repressed!
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>>2334594
>fence fighting is itself casual, i almost never do it and instead utilize forethought, planning, and intelligent weapon choice to fight zombies with suboptimal strength and marginal fitness.
molotov go woosh
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>>2334550
>If I have to use a melee weapon, potentially, to kill a handful of zombies at the gun store (which will not obliterate my muscles unless I'm a 0 strength retard) this must mean I can't play the game pretty much exclusively with firearms
Why are YOU such a faggot? Use your brain.
>>2334552
I don't understand why they still refuse to maximize most of them for the default. The game feels so barren without them.
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>>2334640
Because they're crawling on the floor with limp legs, how are they going to lunge 20ft at me
also it just feels like shit, because unlike sprinters, crawlers have no unique audio-visual cues to let you know you're going to get raped, and unlike standing zombies, crawlers can lunge at you from basically anywhere
Zombies should be vulnerable to getting stepped on or battered after falling down to the ground and you should be threatened by crawlers because they can bite you if you're not wearing leg or groin armor and can bypass some obstacles zombies could just flop over and stand up from, like vehicles
them being able to lunge was always just a legacy feature Lemmy tried for a hot minute after he got big mad about players using their environment to their advantage to survive zombie mobs and I argue its poor implementation is probably why he decided to address his hatred for spearchad critting his way through a mob of zombies with muscle fatigue was a lesson he learned from the crawler debacle.
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>Zero Agriculture levels
>Can't craft plant cures
>Can't even see what diseases plants have
>All (100%) my plants die of diseases before I can harvest them
Can anyone explain to me how the fuck I am supposed to level this skill above 0?
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>>2334775
To make it clear, it's not that you can't, but the devs really discouraged the ability to do so by constantly nerfing crops with the most egregious shit being that now crops takes literally in-game months to grow.
In the time it takes to get any crop, you'll probably be high level in fishing or foraging, and you'd have stockpiled a ton of non-perishable food for the winter.
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>>2334767
you only get exp for harvesting your own crops. yes, it's retarded.
you should separate your plots by at least one tile to prevent disease from spreading, at least that's how it worked in b41 but really who knows.
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So I played this game 30 hours so far. Died In the first few days after getting burned trying to set a corpse on fire. It feels like unless I can get a backpack I spend all of my time running back and forth collecting crafting mats. What are you even supposed to do if you can't find a good weapon, car, gas can and backpack?
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>>2334838
>It feels like unless I can get a backpack I spend all of my time running back and forth collecting crafting mats. What are you even supposed to do if you can't find a good weapon,
Be careful with aggro. Inch forward, tag one or two zombies at a time, repeat until the way is clear.
Fence+stomp strats, or stealth instakills with butter knives and pens. That's dire situation only stuff.
>car, gas
Electrical 1, Mechanics 2 lets you hotwire vehicles. Mechanics 2 can be annoying if you don't find the book, mind you.
Also, the V menu lets you smash windows to get into locked cars and check for keys. Search function helps you find keys left on the ground near vehicles.
>and backpack?
Get a sheet. Craft a shoulder sling bag. Sheets are everywhere. They can spawn in most home containers and you can steal window curtains to get them too.
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>>2334838
>So I played this game 30 hours so far. Died In the first few days after getting burned trying to set a corpse on fire. It feels like unless I can get a backpack I spend all of my time running back and forth collecting crafting mats. What are you even supposed to do if you can't find a good weapon, car, gas can and backpack?
Oh, also, if you're genuinely fucked and desperate:
Start screaming, gather a fat hoard and run them into the words. Break line of sight with trees, get out of their hearing radius (not that far) and circle back around, leaving the hoard lost in the bushes.
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>>2334767
>level this skill above 0?
Start in Muldraugh, around the center of the town on the right-side you can find a farm with tons of things to harvest for some reason (idk why Lemmy hasn't removed it yet) and that will give you some levels quickly.
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>>2334977
pretty sure they nerfed this so plants already in the ground dont give you xp.
the farm just outside muldraugh with like 2k corn also doesnt work.
they really want you to take farmer traits; just give yourself the free points and take them. submit. obey.
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>>2335141
does this not work?
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>>2334838
>I spend all of my time running back and forth collecting crafting mats
that's the entire game. also constantly battling with encumbrance limits more than battling zombies.
tedium is the only thing pz devs know.
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How do you not get bored after looting the first few houses? What keeps you going in this game? You can't even shoot guns because there is barely any ammo and guns draw a horde. There aren't any cool melee weapons or anything. What is the point?
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>>2335301
swords are pretty cool and worth the blacksmith grind, which itself is another thing to do
i also like building my house instead of taking one which is another long task
multiplayer is also a lot more engaging
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>>2335357
>It's still much less than IRL
well no shit everything is less than IRL. the average american home has more food than 1 (one) box of cereal and 1 (one) bottle of apple juice.
imagine how much shit your average walmart supercenter has... if it wasn't sold out it would supply a single person for years. though i would expect those to be picked clean; i remember right after covid lockdowns i couldn't get fucking rice or toilet paper at the store. shit was wild.
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>>2335385
I know, but it's why I hate the permadeath from a single mistake coupled with an insane grind. Artificial "challenges" suck, true survival would be much more interesting, but Lemmy is incompetent so we only get gimmick challenges. Even with 5 guns and 200 ammo in every single house, noobs would still die in the first couple days constantly, the unrealistically low numbers of guns don't improve the game.
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>play all weekend
>make great progress
>trip at a wrong time and get bitten
>36 hours of my life flushed down the drain
permadeath is for masochists
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Dude...
I'm beginning to think that this is the work of the "Better Car Physics" mod.
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>>2335390
Why do you care about grinding? Literally none of that shit matters. Just play the game.
>B-but -
Shut up. It literally does not matter. You will not be playing this save that long, with or without dying. The game becomes infinitely more fun if you don't give a shit at all about the grind and just play the game to have fun without thinking about what you "should" be doing.
Save files break every hot fix anyway so unless you're purposefully staying on an oudated build of the game it is quite literally going to be impossible for you to be playing this save file next month.
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>>2335438
Unless you have bites set to be immediately lethal or something, just go back to your base, pack everything you have into containers and commit suicide so your next character can just step right back in.If you hate permadeath there's a mod that allows you to create skill journals, binding your current skill XP's to them so that when you die, your next character can go read those journals to regain the levels.
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>>2335652
I've been thinking of taking illiterate. I just makes getting carving to 9 for the bat a chore. But that's the only skill I can think of that is non-negotiable, and it's easy as fuck to grind without the book, it just takes like 10x as long.
Honestly the skill book game is so fucking dull, I might do it. Or find a mod that gives you small amounts of XP for reading, then the first and second level books for tertiaries like mechanics and welding would be worth.
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>>2335665
There's a mod that allows you to find rare survivor journals that give Skill XP. It also includes an even rarer Cursed Journal that can give you traits, but rolls a table of negative status effects to debuff you with. It's pretty good.
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>>2334767
>Can anyone explain to me how the fuck I am supposed to level this skill above 0?
On default settings? You don't.
Tuning the farming system to be 5-10x faster and without seasons is the only way to remotely use the skill.
Keep in mind plants take like a solid month to grow, that's 20 IRL hours or so, just to engage with the system for the first time. Most players don't even live that long.
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>>2334724
> I argue its poor implementation is probably why he decided to address his hatred for spearchad critting his way through a mob of zombies with muscle fatigue
Spears are a perfect example of Lemmy's incompetence
>Spears have a 1 hit KO crit regardless of stats
By the way, this was unintended and was a bug due to spear damage not being 'melee' damage, so the calculations got all screwed up.
>Okay fine we added muscle fatigue, now you can't literally rip through 1000 zombies in a row with spears anymore
But now all the other weapons are fucked and you can barely kill 6 without getting your muscles shredded for hours
>Oh and then we nerfed spears so they are still just as fragile and don't do insta-kill crits anymore lmao
So spears changed from a quirky fragile S tier weapon type, to an F type because they're hard to make, break almost instantly, and don't even do good damage anymore while fatiguing you like everything else
All he had to do was keep them fragile and hard to make, but make them hyper-lethal. Or make them easier to make, and just do huge crit multipliers instead of literal instant kills
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>>2334838
>It feels like unless I can get a backpack I spend all of my time running back and forth collecting crafting mats
Grab crafting mats to make a backpack, there's quite a few you can make now.
>hat are you even supposed to do if you can't find a good weapon, car, gas can and backpack?
You smack zombies around with frying pans, tree branches, rocks, stomp them to death, until you find said things.
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>>2335438
The game not having a traditional save/load system is bullshit and just an excuse for the game to be shittier than it has to be.
Lemmy knows people just copy-paste their saves to back them up, hell they fucking suggest doing it between patches.
They just have their heads shoved too far up their own asses to give players what they want.
Spiteful mutants.
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>>2335652
I already don't grind, but that means I can't craft shit and I'm limited to dogshit weapons since the entire pool has been diluted. And again, systematically blaming innocent individuals for the actions of a group/company/society is jewish. British Petroleum invented muh individual carbon emission.
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>>2335331
>the american guy
Fucking based. I noticed it already, because I found 4 survivor homes in Rosewood and 1 just outside of town. Already cleared out Rosewood with just a shotgun and I still have some Shotgun shells left.
This might be the run where I finally use other weapons too.
Also:
It tried out the new tactical shotgun. It had a red dot on it but would not accept any other attachments I had found.
Imo the JS2000 with a choke and recoil pad is still king.
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>>2336364
>Stop blaming me for being too incompetent to use the in-game settings to make my sandbox game fun for me
>Stop blaming me for alternatively refusing to just take the game as it is and have fun with it for what it is instead of descending into spreadsheet minmaxing autism despite knowing that doing it on Apocalypse defaults isn't fun for me
>it's not my fault I'm retarded, you're just jewish
/pol/ is that way muhammad
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>>2328370
>reddit points
he makes good points too, people were saying on mplayer servers way back in like 2021 or 2022 that indiestone just fucks around endlessly and never actually works on the game. people were saying even back then that they relied way too heavily on modders to fill in the blanks, and criticized them further for not just taking the mods everyone was using - trailers, cars, food variations, seed variations, shit like that - and just copy and pasting it into the base game. turns out they did some of that already but why the fuck did it take from 2021 until 2026 for that to happen? instead of doing useful shit they added ragdolling which just makes driving annoying because if you hit something you flip your car endlessly. the fishing changes and trapping changes are nice but why the fuck has it taken so long for the other things to be implemented? and why is the job so sloppy? why is it that there are entire buildings added to the new extended map that essentially makes building your own stuff redundant? our by muldraugh there are entire buildings that are just prepper 101 with every single item you would need. they made things more difficult in 42 because they wanted it to become a game about 'how you died' as opposed to people just playing 'the sims' or 'farmville' but then they largely negated the point of going off grid, or bunkering down in a house etc like you would in 41 because they've already created the hideouts with every gadget and you just need to go and live in them.
they still havnt implemented a proper nutrition or first aid system into the game. im pretty sure if i ate nothing but rabbits for months on end i would starve to death because they lack the fats and vitamins the body needs even while containing huge amounts of protein, and the same is true of fish, yet you can still get all of your nutritional needs by eating nothing but fish and rabbit. their nutrition system isnt even that complex, how hard is it to fix?
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>>2336638
>Why do some zombies take 1-2 hits while others don't die after 10+ hits? This inconsistency is getting annoying.
Crits.
Critical hits with no-debuffs generally 1-2 hit KO a zombie.
Regular hits are like hitting a zombie with a wiffle bat, you can have a roid-monkey character swing at a zombie with a fucking fireaxe but if he's a tiny bit tired he'll hit like a little bitch and the zombie will take 10+ hits to kill.
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>>2328541
they make you agree to a new eula/tos every update, slowely adding more and more shit to it that also conveniently makes them banning you from the game you purchased for criticizing them a perfectly legal act.
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https://store.steampowered.com/news/app/108600/view/494973688019419974
Another day, another win for Lemmy genius inventor of the vaporware genre.
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>>2336638
>Why do some zombies take 1-2 hits while others don't die after 10+ hits? This inconsistency is getting annoying.
A combination of Zombies having variable health and damage being RNG. Sometimes they stack together to make the ultimate Gigazombie, live for one night only. You can remove the variable health in Sandbox but I'm not sure if you can do the same to crits and damage variance.
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>>2337011
it is but steams tried to be pretty hands off for a long time
but unfor they seem to be changing, they fucked up standalone steam store mods (df hack, talvisota, etc) recently because of some other people being gay
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>>2326352
sprinters are just buggy, they haven’t properly fixed them since forever
>random character slowdown force field when they get close to you because TIS can’t simulate or animate grabs with them properly
sprinters don’t trip over each other when in groups, but they do intermittently trip when running randomly
I mean I still remember sprinters and regular zombs being able to vault over fences in b40, but to compensate you could go on a butter knife jawstab spree.
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>>2327682
that is a symptom of having your iso cursor in combat mode close to your character, basically keep it a good distance away from yourself if you don’t want the cursor going past the middle of your character and turning them around.
Also, remember that spacebar exists to push zombies if they’re too close to hit, and that you can hold left click to keep swinging at zombies while walking backward to maintain distance
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>>2336986
>all these security vulnerabilities
>but project zomboid devs can’t unlock hardcoded parts of the game so modders can probably edit them, like vehicle physics code. Instead modders are forced to have users install third party files to replace game files.
who could’ve thunk
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>>2336410
>spawn in
>find some random faggot
>sprint at him, push him over, and stomp him to death
>said fag proceeds to chimp out because he wasn’t aiming 9 and missed all his shots because he wasn’t stationary with his gun
kek
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>>2337117
The slow down isn't a bug, it's a feature.
And this isn't a joke, it was an old bandaid fix to stop players from just running through sprinters, and it was never removed.
But it's a really shitty feature that need to be removed because not only is it not needed anymore, it's fucking cancerous watching your character just randomly stop in his track for no reasons.
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Fellow Rosewood enjoyers, where do you go next after clearing out the town? Preverably I want to go somewhere with a gun store and hardware store.
I doubt I'll survive until winter, but I wanna find one of those wood stoves.
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Mistakes have been made
>decide to check out marchridge
>don't see 2 zombies approach my ass behind a tree while fighting 3 others
>get bitten
>run back to my car to fetch the bombs and go out with a bang
Well fuck you too. I'm uninstalling this mod now.
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>>2336986
>there are retards on the forum bleating and crying for steam to make an AI that curates mods for them and to lock down the workshop
Holy shit ramjeets are so fucking dumb.These are the kinds of people who will get their motherboards rooted by a russisan hacker because they decided to play hypervisor cracks on main and connect them to the internet.
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>Zomboid is generally considered such a mediocre game that normalfags download mods for inane shit like music
>Then turd worlders shove in literal malware into the spaghetti code to steal your credit card information and shit
Sort of serves them right for downloading mods in the hopes it fixes an unfixable product. I kind of hope the thirdies exploit the game more.
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>>2337832
They could add medical magazines and books that grant experience and not just modifiers. Make them kinda rare but reading them permanently increases first aid. Also they could add examining zombie corpses to learn about anatomy like carol does in The Walking Dead.
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>>2337848
Just turn infection-mortality to 'never' and the virus can still kill the player but you can in fact overcome it with food and rest.
That way zombies nibbling you actually can be bandaged up and cumulative wounds can mess up your player.
And really fucking up and getting stunlocked kills you anyways so it's not like you're invincible.
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>>2337850
or they could just include a quicksave option instead of this fucking permadeath shit which people will circumvent by copying their save files anyway.
it's literally malicious, not allowing people to just load a save. no one except psychos and normies with real lives wants to spend hours setting up a base and stockpiling supplies and shit only to have their run end because of some stupid bullshit.
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>>2337879
if i wanted to mod this game i'd make a mod where you can make a serum that will neutralize exactly one infection, but you have to harvest like 1000 bits of zombie meat or units of their zombie gland juice to make it.
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>>2337882
All of the 'kick yourself in the balls to negate an infection' mods/modes are dogshit.
Just make the infection manageable with proper rest and food. Which the game already has settings for.
Otherwise 'oh no, I got infected! Better just reload that save I made 5 minutes ago!' becomes a thing and infections are pointless anyways.
That's what makes the infection so redundant, it's not an actual mechanic to interact with, it's functionally the same as your game crashing.
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>>2337884
well that's fine too, but the lore needs to be that the player is functionally immune, they just take a huge hit to their health and need time to recover.
i don't see how that's any different from turning off transmission though. once you're established downtime is not a challenge, you probably have tons of food stockpiled and books to read anyway. fast-forwarding through a few days isn't more meaningful than reloading a save.
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>>2337889
>but the lore needs to be that the player is functionally immune
They basically sort of are, all player characters are immune to the air strain of the virus, I see no reason why that shouldn't transfer resistance to the bite strains.
I guess the issue is the infection is just a lame fucking mechanic to work around no matter how you spin it. Which is why 99% of zombie games just have the zombies maul/bite you to death instead of handling infection mechanics.
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>>2338103
I do think it would be fair if parked cars have somewhere between 5% and 70% of gas.
Because right now if you find a car, you:
>have to hope the car is open so you don't have to break a window
>have to find the key or be able to hotwire
>have to hope it's not a junker
>have to hope the gas tank isn't empty
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>>2338103
To be fair, I'm a lot more willing to accept some dickheads siphoned the gas of random cars in the area than I am to accept that everyone just decided to practice bonus stage on their own car.
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>>2338319
>You would think the game should alert you when your shoes get fucking holes in them...
It does now, IIRC.
It makes the 'clothing tearing' noise when your shoes break.
Also how the fuck did your shoes break? I wear the same desert combat boots for ingame months and they don't break.
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New run, immediate concern checklist:
>craft sling bag
>watch live and living
>get melee weapon
>beeline to your desired base location
>on the way, loot zombies for a watch
>check your base for tools and apply sheets to all windows
What would you do next?
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Am I crazy or is crafting absolutely terrible in this game? I can't make a fucking door because I don't have a hinge. I have dismantled 3 doors and no hinge. How does the door vanish into thin air after dismantling it?
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>>2338492
Dismantling shit basically doesn't give you anything unless you have high skill.
Yes, you mostly gain skill via building shit with the parts you get from disassembling. Meaning that lower skill means it's harder to gain skill.
It's that backwards.
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>>2338492
Your character is retarded and can't figure out how to remove a door from its hinges so he just smashes it in anger.
And sure if you smash a door, you might break the hinges, but in real life, you don't have to do this.
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>>2338628
you should be able to pop the pins out and remove the door; that is how installer guys got my old fridge out of my house. it was just a tad too big with the handle, so they had to remove the door. actually really easy as long as you have an extra set of hands, but it could be done by a single person.
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>>2338652
And depending on the hinges, it's more or less easy to do, for instance indoor hinges are usually much simpler than outdoor ones and can be popped by just pushing the door upward. Often the door itself is the biggest hassle because a door can be pretty heavy.
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Hugh Yass at it again.
This time, I'm surely gonna survive 30 days or more.
I switched out Disorganized and Fast Reader for Sleepyhead.
Disorganized really didn't feel all that great, and fast reader feels useless since I just fast forward time when reading.
Also, check out that sweep Cossette that spawned right across from my favorite base location.
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>>2338869
>Kill 40 zombies
>have to drag 40 corpses
This will take weeks. There has got be be a more efficient way. Can't they give us some lye to throw over the bodies or something? I swear this game is only as realistic as it wants to be. This corpse smell shit is obnoxious when you dozens of zombies a day.
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I know this is gonna sound autistic but I feel like I can never enjoy this game because there's no endgoal
I just reach the middlepoint where I have a house and food and get bored because that's pretty much as far as it goes unless I wanna play a survival crafter game.
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>>2338911
I enjoy it, but I agree.
They need to implement NPCs during our lifetime, so the stakes get higher when you're out on a loot run.
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>>2338942
I guess, but even so, it's more about there not being any reason to go out to get stuff. It just feels boring and pointless.
If the devs weren't so obsessed with muh grimdark survival craft "YOU LE DIED", maybe we could have gotten *some* sort of endgoal. It doesn't need to be some crazy movie "and then you cured the apocalypse and saved the world" but having something tangible you can work towards would be nice.
To put a comparison, Kenshi is pretty much, like Zomboid, a game where there's no ending and you just do whatever you want. But in Kenshi, you CAN work towards a final goal
>DefeatingCat-Lon
>Working with the Anti-Slavers to topple the United Cities
>Defeating the Holy Nation
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>>2338952
becoming the apocalypse, killing all important characters and causing the collapse of society in general
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>>2338898
>This will take weeks. There has got be be a more efficient way
Sincerely there isn't.
Removing bodies is done via burning them on campfires, and throwing them into bins to 'delete' them.
Both require dragging zombies.
If your base is stinky from zombie corpses, just leave the area for a long time.
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>>2339718
Ostranauts is fucking beta, has been around for less than half the time and has handcarts. also has NPCs lol. the NPCs are dogshit though and I have no doubt PZ NPCs will be just as bad if not worse.
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>>2338561
By not letting it happen in the first place.
Zombies have to come to you, that means you're free to attract them wherever you please and kill them there.
Then you campfire themand set fire to the entire forest.
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Half of zomboid's mechanics are 'yeah we wasted a fuckload of devtime on this, and yes we know none of you actually interact with it because it's terribly balanced or thought out'
80% of traits? Completely redundant, worthless or noobtraps
Most ingame moodles? You cease all zombie killing or exploring until they're all sorted out because any of them turbo fucks your character's performance
There's no 'hey good job for doing this, have a bonus!' mechanics, it's only punishments.
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>>2337899
>making a cure is boring because you might as well have never been infected in the first place
>a sickness you can rest off is boring because you're forced to stop playing the game
>a guaranteed death is boring because it just encourages you to reload
There's a really shitty old zombie game called Unturned that had a kinda good solution to this: A "sickness" meter that would fill up a certain amount every time you got bit. It's like a compromise between the death-countdown and the curable nothingburger. Like if you get bit you can just ignore the infection and focus on treating the wound, but you can only survive a few more untreated bites/scratches before you get zombified, so at some point you're going to have to look for medicine.
It's probably way too videogamey to be diegetic or realistic, but it would make the infection mechanic more engaging. Lore-wise they could just handwave it and say the virus works in mysterious ways.
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>>2340983
>There's a really shitty old zombie game called Unturned that had a kinda good solution to this: A "sickness" meter that would fill up a certain amount every time you got bit. It's like a compromise between the death-countdown and the curable nothingburger. Like if you get bit you can just ignore the infection and focus on treating the wound, but you can only survive a few more untreated bites/scratches before you get zombified, so at some point you're going to have to look for medicine.
Can you reduce sickness with rest, time, medicine? That'd be neat. Too many scratches/bites/etc without proper recovery? Zombification.
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>Huge bunker in military town
Oh cool! Must be PACKED with military zombies, their families, weird stuff like that, right? Heaps of loot, exclusively found military shit, maybe vietnam war era shit because it's an old bunker?
>Lol no it's been deactivated for a decade and it's just a tourist spot, so despite being hard to get into, it's empty of zombies and has no loot lmao fuck you
And people wonder why accusations of spite pop up?
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>>2341749
I don't think most old cold war era nuclear bunkers are kept fully stocked and operational unless there is a real risk of global thermonuclear war
plus it takes place inside the exclusion zone and the incident happened so fast that I doubt people would have had time to move down there instead of just evacuating if they knew it has no supplies, the zombie experiments are also only in the secret base which has its own underground facility
but yes it's a boring location and serves mostly as an alternative player base
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>>2341758
It's in a literal military town. This isn't some random bunker in the middle of nowhere, it's in a very active and VERY secretive location that is working on actual zombie viruses.
There's no reason it shouldn't be well defended by zombies and full of goodies as the town itself is dogshit loot-wise.
Lemmy just kept it clear of loot out of spite.
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>>2341761
how the fuck is March Ridge a very secretive location lmao
it's literally just a town for the military personnel stationed at Fort Knox few miles from the playable map
the research is all at the hidden base in the forest
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>>2340660
Got bored after about a year. I doubt i'll ever play for longer until moving zombie hordes become a thing and more events get added since the game becomes very easy and boring after you've cleared your own little slice of the town and the only risk to your character is getting fucked by moodles while exploring because you didnt want to take a little nappy after 15 minutes of playtime and your endurance stopped regenating because of it and now you are moving at a crawl.
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>>2340601
Winter is the biggest nothingburger of all, its only real impact is that it's pretty to look at. There is no way you spend 5 months ig without finding warm clothes and stockpiling a ton of food, plus foraging still works and fishing too if you got the early levels which you had all the time in the world to do.
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>>2342739
I've had to do some landscaping and yes digging with a shovel is extremely difficult. However, if I max out my strength and fitness it shouldn't be that difficult. I can understand someone with low strength getting tired and strained. But someone with maximum peak physical stats should find digging a single hole easy.
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>>2342419
>>2342520
Have any of you ever actually dug a grave (more than 5ft deep with the demensions of a person). Even if you're jacked that shit not only would take fucking like 5+ hours even with regular breaks but also be extremely strenous.
Not to mention if its clay or packed dirt or it has a high water table. I literally got stuck in the grave because of the mud
They should make it so you can use HDVs to dig mass graves because digging a legit grave alone with a shovel is a fucking nightmare. And don't give me that "just do a shallow grave" because then you'd have the smell coming out or in this case the zombies. And even then digging like a 3ft deep grave is still a lot of work for one person at least from my experience
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Infection is still a dumb mechanic and it's a joke we've had over a decade of it being the case.
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>>2344572
The game doesn't have the playerbase for a small PVP server like that, much less when it's absurdly unbalanced and most of the prospective players (already a small pool) on a /vg/ or /vm/ passworded server would have no interest in it anyway.
The successful long term /vg/ servers I saw after 2.0 were just "cozy" soft-RP with people making communities and dicking around with their spotify playlists as truemusic addons, any time PVP got turned on eventually a group of shitters (likely coordinating over discord) would roll in and do their best to crater the server with exploits, which there are always a ton of at any given time. Rosewood Race Riots were really funny, sure, admin also did it on a fluke and wiped/rolled back the server like two hours later by popular demand - because once the fun wore off, everyone was bored and annoyed by fresh PVP alts smashing apart hours of actual gameplay and invested bases without anything staked themselves. It's a recipe to kill player retention for no gain, PZ is not DayZ.
If you really really really want PVP the best option is probably finding an existing populated server with it and trying to get people to join you via the thread, smaller groups colonizing normie servers have gone well before when nobody here's hosting, but you're still at risk of someone joining with an exploited max-stat turbonigger character to tunnel your group and illicit a reaction post. That's what PVP attracts.
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I've got an idea, and I need you to tell me if it is possible:
>fetch policecar
>put pipebomb with remote detonator in the trunk
>drive into louisville
>turn on siren
>hide at a safe distance and detonate as soon as a big horde has gathered
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>>2344902
Bombs don't explode in containers IIRC(???)
You can drive into louisville, throw the rigged bomb at the car, then detonate when you want.
But really this isn't needed, just lure in the zombies with the car, then run up and throw a bomb at it when you see enough zombies.
Or better yet, molotov, as fire is way more lethal than bombs
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>>2344916
>Bombs don't explode in containers IIRC(???)
there's an annotated map with a booby-trapped house and pipe bombs to hurt you, but I'm not sure if it's actually a primed explosive in the container's loot pool or if it's hackily scripted to put an explosion where you're standing when you open it or something
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>>2343449
>I literally got stuck in the grave because of the mud
... in the game, right?
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These carry capacity limits are so annoying. I can barely build a fence because I can't carry enough wood and nails without my character health slowly draining because of the weight. Can't they give us some grocery carts or a hand truck or something? Where are the pallet jacks?
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>>2345679
>I can barely build a fence because I can't carry enough wood and nails without my character health slowly draining because of the weight.
Drop boards where you want to build.
Use board on ground to build there.
Wa la.
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>>2342419
>>2343449
>not killing them where they can be safely left openly or burned without having to micromanage and strain yourself over menial labor dragging, putting in truckbeds, pulling out, dragging again and dropping 30 corpses 1 at a time
if you're killing a zed on your own doorstep you already did it wrong, save that sort of bitch work for modded NPCs/bored MP stooges or preempt it being necessary at all by luring zeds (or whatever else) a street over to a treeline or empty parking lot before you kill them
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>>2345679
Any clever game would give you a pretty wide radius to use resources to build shit with (abstraction of your character running back and forth, the game timer is like a minute per second for fucks sake)
But zomboid doesn't do that because of course it doesn't.
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>driving down road
>almost crash into 2 broken down cars
>phew
>think maybe i should tow them out of the way
>nah too lazy
>on the way back
>smash into tree trying to avoid the same wreck and get fucked up
>let out the biggest sigh ever
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>>2343449
>I literally got stuck in the grave because of the mud
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>>2348932
vanilla chances are something like 7% lethal/zombie infection from a scratch and 25% from a laceration, you have to set it to bite-only infection in sandbox manually
>>2348958
wakeful is better than dextrous in sp (just hotkey speed up grabbing loot in bulk once areas are clear instead of trying to snatch it from under groups) because you get hours worth of uptime each day that you wouldn't have had otherwise; spend it killing zombies and taking that extra loot. short sighted has always been underrated imo. glasses are plentiful, stick spares in your glovebox and getting them knocked off doesn't matter anymore. I always take slow healer, it's a minor annoyance or extra day spent inside reading at worst
>>2348993
never saw the point desu, just sip a beer and sleep or do base chores when it's dark
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They really need to fix the vehicle key spawning mechanics. You shouldn't have to always hotwire a van. The keys should be near the zombies in the area 100% of the time and those zombies shouldn't be able to wander away.
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>>2346156
I can't wait for NPCs
>have finally a proper self-sustaining base with dozen of NPCs
>leave to get some supplies for yourself
>come back and find all the NPCs dead at the front gate
>turns out while you left, a zombie walked in, an NPC killed it, and the rotting corpse have been slowly killing them all
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>>2349691
I had exactly this sort of stuff happen with knox event expanded, which was the best NPC mod that I've seen. At one point I had a house full of survivors and someone randomly fell dead with a pool of blood under her in one of the bedrooms one night, which wasn't common. It was probably just the character starving because someone else blocked her path to food or something inane like your corpse stink example, but I liked abstracting it in my head as a rival survivor in the house making their move while the others were out during a scavenging trip, or the woman being despondent at the situation and killing herself (a lot of people would lose their entire families overnight). Not really knowing made it more interesting in a way.
The NPCs actually being in the game world also did a lot of heavy lifting when coming across corpses, random shit in the road, signs of activity etc that blended into their presence, making it harder to tell what was generated or actually "happened" with someone else before I got there. It's probably the closest we'll ever get to Lemmy's theorycrafted Sam-Altman-esque diatribes in old blogposts about emergent intelligent NPCs pulling off game of thrones schemes and getting narrative arcs... or at least it was until the guy in charge of the mod got bored and pulled the plug, citing irreconcilable differences because he didn't get enough attaboys on Discord. My NPC hopium was depleted fully after that
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>>2350086
>Stole his neighbor's van and then left it parked on his driveway close enough to the street that his neighbor literally has line of sight to the thing without even leaving the house.
The average 90s Kentuckian was a criminal mastermind, clearly.
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I think the game finally clicked for me. I am having fun running around killing random zombies and scavenging for a bit. I can see the potential it has but it is wasted potential. Once you find a house to live in you can barricade everything and construct walls but what is the point? It's not like zombies ever roam and attack you. Once you kill enough the game turns into the sims with no npc's. Its actually pretty bleak.
The early game lasts about 30 minutes if you know what you are doing. The mid game is another hour or two gathering food. The biggest gatekeeper is leveling carpentry to 3. After that the other skills are pretty much useless. There is so much food everywhere and getting infinite water is effortless. Get some gas cans and a generator and you are done. Survival past that point leads to nothing. The game is a mile wide but an inch deep. Other survival games realize that there must be some sort of endgoal. They introduce bosses or progression checkpoints. Or even a story.
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>>2352008
Pretty much everyone agrees that just running around smashing zombies and shooting hordes is surprisingly fun, despite how simple it is.
The game is primarily let down by a few factors
1: Being a fucking permadeath game where skills take IRL weeks to grind, as if this is some sort of hardcore PvP MMO lmao
2: Most skills taking way too long to grind, resulting in needless busywork that is neither fun or respectful of your time. You can in fact make a time-waster that is also fun for fuck's sake
3: Complete bullshit spiteful balancing that is obviously intended to just make the game more tedious instead of fun. Corpses give you AIDS, but sinks somehow purify water. Butchering a cow feeds you for a day or two at most, while fishing can feed a family for weeks in a shorter amount of time.
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Is there a quintessential Metagoblin build for singleplayer?
The youtubers pick almost exclusively Firefighter or Lumberjack, but I like to play Construction Worker for the Short Blunt Bonus.
For Traits, I always pick negatives like thin-skinned, slow healer, etc... because I try not to get grabbed anyway.
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>>2352008
I just hope build 43 will finally implement the NPC/Story elements.
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>>2352933
Your occupation should either be for very much needed skills, or a unique bonus (lumberjack swings axes faster, goes through trees a little faster, etc)
Accordingly construction-worker is great, but 'technically' anyone can do what they can, but construction worker can never swing an axe fast.
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>>2352008
>but what is the point?
there is none, devs have had zero idea what to o about an end game for like 10 years now.
the only way to keep the game fun is to invent challenges for yourself or some other lofty time consuming goal. mp also helps.
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>>2354858
>So 2 handed weapons are shit right?
Are you specced into short blunt/blade and haven't found an angled flashlight?
Then sure.
Are you specced into long weapons and have an angled flashlight?
Then 1 handed weapons become entirely redundant.
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>>2355271
The permadeath is what makes all your actions completely pointless because everything you did disappears entirely.
There isn't even a proper roguelike system for 'you survived X days, all your next characters start with X equipment/skills/etc' shit.
>Oh hey you killed X zombies, you permanently have +1 stength/skill/etc
All they have to do is make playing the game and reaching milestones actually mean something.
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>Body temperature can randomly bug out and become NaN, which results in maximum discomfort and cause issues for the player
>To fix this bug would require just literally setting a condition so anything outside of the human ability to exist, resets your temperature to default
>They couldn't even be assed to make fallbacks for temperature bugs
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>>2355417
>Zomboid isn't a roguelike.
No, but it keeps pretending it is with needless permadeath and RNG.
Zomboid doesn't know what the fuck it wants to be, neither do the developers. They need to sort that out immediately.
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>>2354850
zombies don't start spawning with weapons in them until like two months after world start so he's probably dying before that point and starting a new run, it's less luck and more you being better at the game than your friend
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>>2356418
>isn't there like a SWAT harness or something like that?
Nope.
>I may be thinking of modded gear
Yup.
>>2356417
Zombies spawn with weapons in them immediately, but the tier of weapon increases over time. You won't ever find a katana stuck in a zombie until 2 months in. But you will find a fuckload of hatchets buried in them from day 1.
>>2356421
>Can survivor zombies have ALICE crap?
Rarer ones can yeah, at least I recall it being possible. But they nerfed survivor zombies in number so now you basically find none in huge hordes and the tier of survivor zombies is more-often 'retard with magazines taped to them' compared to 'vietnam war badass'.
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>>2356414
Figured as much. They are trying to make this TOO realistic. Did they forget this is a video game. 108 days is essentially 162 real life hours of playing this game if you don't speed up time. What were they thinking.
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>>2356444
>108 days is essentially 162 real life hours of playing this game
Which I should stress, is 162 IRL hours just to start interacting with a single skill.
Not 'max out' the skill or even make significant use of it. To use it for the first time properly lmao.
Imagine playing Skyrim for 162 IRL hours just to gain the ability to craft basic items.
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>>2356647
build into one thing you can make forever ie stone axe, short bats, fire hardened spears etc and work your way out from there to try adjacent shit like hand axes, two handed, mod variants (ie spikebat/tincan) etc. what you want depends on whether you use flashlights/something in your offhand, want to minimize micromanagement, innawoods or in a city etc. all the primitive stuff I listed will carry you through the game forever by itself and is easy to make from little materials forever, but crowbar is also a safe ol reliable because it has a special boost to condition and helps train maintenance for rarer weapons
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>>2356979
Is your bait in your main inventory instead of in one of your containers? They reused the same code for attaching weapon parts. If it's not in your main inventory along with your equipped rod, it won't show up.
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>>2356616
>I was almost thinking the best way to play was building a cabin next to some water. Just stay in the forests full time. Fish and forage. Why even bother with gas and electricity.
That is objectively the best way to play, yep. Requires the least intensive skills to grind, and has the largest output.
Ideally grab a couple cows if you can, for buttermaxxing.
But fishmaxxing works fine all-year-round too.
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>>2357990
I understand this one.
Because there's a fuckload of food in the game, and "Rotten" is the final state of it. That means, the item will never disappear even after years, and you won't ever need to forage for bait because you can just use the 100yr sausage you just found in a store.
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>>2357990
>tfw the bait wasn't kosher
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>You can gain 3kg a fucking day, but lose at most 1kg a day
The weight loss limitation makes a lot of sense, but the weight gain limit being so high is sort of freakish.
That means our characters are turning about 20 thousand calories into mostly fat. Based on the calorie content of bodyfat per kilo.
That's about ten times a daily food intake, well beyond what you could digest. Your character would be sharting nondigested food out the rear end.