[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vm/ - Video Games/Multiplayer

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1773579022129661.png (376 KB, 680x472)
376 KB PNG
When are cars getting an overhaul? You can't even see yourself inside them
>>
File: 84534.png (667 KB, 542x801)
667 KB PNG
weeeeeeeeelll I don't know about all that louisville bidness but in doe valley we do things a little bit differently
bucks that stray after sundown get broken
>>
>>2433308
Is there any hope with the new dev lead?
>>
>>2433485
>Is there any hope with the new dev lead?
Major important changes like NPC's? No, that ship sailed long ago.
Smaller changes to make the game more 'fun'? Yeah I have pretty good hopes that he's going to keep trimming until the game isn't so fucking grossly obese with useless content.
Making it so 90% of traits aren't worthless to pick, making it so 90% of recipes are too fucking hard to create, making it so 90% of weapons aren't pointless to use, making it so 90% of about anything is redundant, would be neat. More choices, more fun.
I can only hope the retard forces Lemmy to add a save-load function for solo play.
>>
>>2433490
>I can only hope the retard forces Lemmy to add a save-load function for solo play
I think they don't want people consistently surviving too long or it'd undermine their game's image of being le hardcore grimdark souls zombie survival horror
that said, their "vision" for the game is already messy and contradictory, anyone remember the spat years ago when they added blacksmithing and then promptly removed it because they didn't want the game to become minecraft? and here we are waiting for them to finish their laundry list of useless shit literally nobody ever wanted like brewing, pottery, glassblowing etc. if they dropped all the false scruples about it being le classique permadeath romeroverse and added what the game would benefit from the most then the NPC thing wouldn't even matter anymore imo
>save/load
>creative mode/proc gen maps
>wandering hordes
>special infected
>>
>>2433587
>I think they don't want people consistently surviving too long or it'd undermine their game's image of being le hardcore grimdark souls zombie survival horror
That image is already fucked because the game isn't le hardcore in any real way. It's just needlessly tedious but otherwise a piece of cake.
If the chud in command has as much sensibility as I hope he does, he'll dropkick the 'muh realistic this is how you died!' nihilism and make the game more fun.
>>
File: 9469439.jpg (32 KB, 612x387)
32 KB JPG
https://steamcommunity.com/sharedfiles/filedetails/?id=3701834205
I'd hope for them to hire this guy but they'd probably put him on reworking first aid or something instead of mapping
>>
>>2433643
>Whoah our game is so realistic, it even has a first aid skill!
Cool, so what can you do with it?
>Well 99% of injuries are potentially a one hit kill, so not much really!
Thanks Lemmy.
>>
>>2433658
Its even worse
>"Dude our health system is so realistic even your injuries and bandages can get dirty!"
>"Cool what does that do?"
>"..."
>>
>>2433485
>any hope
After 15 years in development? Nope. Exactly 0. Holy shit, I've been waiting for the stable version of 42 for a year and a half now to do a new playthrough and it's nowhere near being ready. Fuck these snailcat faggots, I'm done with their shit devlog simulator.
>>
>>2433868
Well you see if you don't clean your bandage your wound gets infected and takes a long time to heal
>>
>>2434226
>5% increase
>Long
>>
>>2433868
>"here's all the tools we implemented for you to use to heal yourself"
>"cool, when do I use them?"
>"..."
>>
File: 498595432.jpg (44 KB, 1280x720)
44 KB JPG
for me? it's
>sprinters low
>infection mortality never/everyone's infected
>reactive sound events
>respawn off
hordes spawn/grow around based on activity to simulate wandering herds while most of your clearing progress is retained, sprinters shake things up and make dense groups more dangerous but not impossible and bites/wounds mean first aid skill is actually used instead of ending the game - you can still die from bleeding out, being dragged down or not having the food to ride out a fever and so on
wish there was an option for NMRIH's lore which has all three zombie speeds as different stages of decay (players turned zombies are always sprinters, old world age sees more shamblers spawn etc)
>>
>Set sprinter chance to "normal"
>haven't seen a single sprinter in the entire run
Is this bugged?
>>
>>2435773
it works for me in SP 42.17 so all I can think of is that maybe there's still MP sprinter issues despite them being re-enabled, if you're in singleplayer it's more likely a mod conflict or something being obsolete (the last few unstable updates required repeated punitive rewrites so most modders stopped actively updating and are waiting for B42 to hit stable)
>>
File: IMG_3747.jpg (113 KB, 555x807)
113 KB JPG
>>2433308
>tfw this niche sandbox zombie game played by chinks and russians is set in in city I lived in during my childhood years
what makes this even weirder is that I remember this shitty zombie movie being made there and there was a big event about it that creeped me out because I was like seven years old lol
>>
https://www.youtube.com/watch?v=iaiSZOSnjks

nice interview with the lord and saviour of zomboid, the veteran chud.
>>
>>2437124
Return of the Living Dead I and II were kino.
>>
>>2433490
>>2433587
>save/load
You can kinda save and load your game, if you know how. It's annoying, but you can backup your game's save file and if you die you can just overwrite your current save with the backup and you won't lose any progress.
>>
>>2437358
Yes I am fully aware you can copypaste your save file and shit.
But that isn't the same.
>>
>>2433308
post more zombies like this.
>>
>>2437358
>>2437359
you should probably not have to spend an hour copying and pasting and deleting bloated save files every time you want to play the game without risk of your progress being lost to a bug
>>
>>2437438
Like I said, it's annoying. Indie Stone should've definitely added some kind of save and load feature by now, or at the very least made it some kind of option in the menus.
>>
>>2437359
>>2437438
you guys will really hate darkest dungeon huh?
>>
>>2438125
Is that a game expected to have a single run last IRL months?
>>
>>2438128
it saves by days(weeks in game), each expedition progress the day. the save system will log basically almost every turn in combat.
hard to savescum, if you lost a character the only way back is >>2437438
>>
>>2438132
If the game doesn't respect your time, it needs a save/load function. This shit isn't FTL.
>>
>>2438141
the amount of positive reviews of darkest dungeon said otherwise
>>
>>2438144
You're right, Fornite and Roblox must be the best games in the world!
>>
>>2438151
you can find plenty of people, reviews and videos criticizing those 2
you can hardly find any against darkest dungeon
try
>>
>>2438152
Should still have a load and save function, lmao.
>>
>>2438161
I don't disagree with you but at the same time it enable savescum, xcom/xcom2 also had similar save system
it's a deliberate design choice
in zomboid case tho, probably just incompetent lol
>>
>>2438175
Oh the horror. Savescumming in my singleplayer sandbox video game where anyone can freely do it already via file copying, in addition to there being ample sandbox options and a fucking debug mode allowing for ingame cheats.
End of the world! Mass hysteria!
>>
>>2438182
you are clearly retarded so I won't be replying after this
it's a singleplayer game but the devs of those games clearly don't want players to be able to savescum, cheating is whatever but they really wanted to avoid savescumming. in xcom they even lock the rgn, even if you savescum the roll will be the same, need to install a special savescum mod to do it
you can whine and whatever but that's how the devs wanted their games to be played
don't like it? whine to them or make your own game/mod it
whining here do nothing
>>
>>2438186
If they didn't want players to savescum they could pretty easily put in checks to prevent file copying lmao.
>>
>>2438132
>>2438141
In Darkest Dungeon you start the game with like 4 dudes, and you get a minimum of 3 dudes after every expedition. All you lose when someone dies is what they happen to have on them at the time, and only if the whole party gets wiped out. It costs nowhere near as much to raise a character even from scratch, and your town upgrades allow you to recruit characters already levelled up and with upgraded gear. This is not the same thing as Zomboid where you get 1 character where you lose everything when you die and have to start again from absolute scratch unless you manage to find your old base again, but you still have to raise all your skills, train your character's fitness and strength, etc. again. It may as well be a hard reset of the whole save file.
>>
>>2438132
>>2438141
I almost forgot to mention: in Zomboid taking any damage at all from a zombie is basically a death sentence due to the virus. Imagine if a single character getting hit in Darkest Dungeon had a high propensity to kill not just the entire party, but the entire roster, empty all of your resources from the Hamlet and make you build everything all over again. That's a closer comparison.
>>
>>2438192
yeah but losing a guy really liked is pretty devastating desu
like losing dismas or reynauld
also I respect your effort of capitalizing nouns
>>
>>2438197
Yeah, it feels like shit and stings, but it doesn't make the game borderline unplayable I guess is my overall point. Darkest Dungeon is designed from the ground up for dying to be part of the experience and for the player to have everything they need to come back from it if they're not a bitch and/or retarded. In Zomboid if you die you're genuinely better off just making a new save file in most cases; meaning the game is still designed for you to die eventually, but there's no mechanism in place for the player to interact with that mechanic. You can't even go kill your old zombified character to get your shit back because because of the culling mechanic to reduce zombie pop.
A great way to fix this, outside of a save/load function, is to make it so that a player's zombified remains never gets culled (via some kind of cull priority check), and for the player to be able to regain some or all of their experience in their skills for killing their zombified predecessor. The way I envision it, it could be something like, the "exp bomb" for every skill degrades the longer the zombie "lives" - mirroring the atrophy mechanic already in the game where players who don't use their skills will over time lose XP in those skills - so the player is incentivized to go kill their own zombie ASAP to get their loot and as much of their XP back as they can. This presents a new fun challenge, potentially, depending on how the player died and also rewards players who get out of a near death situation but are still infected who go back to their own base and wait for the virus to kill them instead of there being virtually no reason outside of dropping off items for a player to continue playing on an infected character.
>>
>>2438210
>You can't even go kill your old zombified character to get your shit back because because of the culling mechanic to reduce zombie pop.
I have done this many times, even on MP
> make it so that a player's zombified remains never gets culled (via some kind of cull priority check)
I'm pretty this is already implemented, don't gaslight me
>and for the player to be able to regain some or all of their experience in their skills for killing their zombified predecessor
well there's that skill journal mod
>>
>>2438216
>I have done this many times, even on MP
Depending on the location there's a good chance your ex-survivor zombie gets culled, it's random but it absolutely happens.
>>
>>2438222
can't say I have been a victim of this, been to almost all locations on the map. except louisvill
actually yeah, I never really been to louisvill proper. just the gate and the museum
>>
>>2438216
It happens often depending on what part of the map you play on, and what the zombie pop settings are.
>this is already implemented
It isn't, and the fact it happens at all is egregious.
>Skill journal
I do play with that, but I don't believe mods are an excuse for a game to have such glaring design flaws when it's been in development for fifteen years.
>>
>>2437226
>no juicy info whatsoever
nice "exclusive" interview, atomicFuck
>>
>>2438813
Gamedevs never give out any useful information anymore because then they'd be accountable to it.
Say nothing? Technically owe nothing.
>>
File: 1767559145004557.jpg (29 KB, 401x485)
29 KB JPG
>>2433308
How come there's no pastebin for this general?
>>
>>2438865
technically you're not supposed to do generals outside /vg/ despite the gacha monopoly so it'd just get the thread deleted when jannies check the board once a month
there's not really anything to put in one for zomboid anyway, you need a completely different recommended set of mods for every version
>>
>>2438825
I know.
Not wanting to be held accountable for anything is little bitch behaviour. They should watch some youtube guides to grasp the basics of good planning.
>>
>>2438813
>>2437226
>we're buffing nutritionist and polishing jobs in general
>yeah the smoker nerfs sucked we're buffing it
zomboid is saved
it's pretty funny watching atomiccuck ask him 7 different ways "how is the team internally responding to people hating B42" though
what was the feature he kept dancing around in relation to spawning? years ago they were theorycrafting a preset character spawn system, premade characters with existing stories and wounds and narrative hooks (ie cop guy wants to check on his PD several towns away, spawns with his car and gun), maybe it's that finally being implemented while they polish occupations
>>
Do you guys play that necroa mod?
>>
>>2440640
>Zombies infect by mere presence/touch
Lol no, fuck that.
>>
>Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs.
About fucking time, still no clue why a lot of milspec stuff was utterly useless given how hard it was to obtain. The last thing I want in the zombie apocalypse is for a shitty plastic fuel can to split from being dropped.
>>
File: chud.jpg (178 KB, 1024x1024)
178 KB JPG
https://projectzomboid.com/blog/news/2026/05/spring-is-here/
42.18 details. Project Zomboid's Design Director CHRISTian 'Chud' Allen wins yet again.
>>
>>2441439
Holy fucking nothing. Why do they patch this game like it's a competitive MOBA.
>erm we improved this job and then made this job worse for balance :) repeat for each week
Balancing is fine but they do it way too often for a survival crafter game
>>
>>2441342
>Some liquid containers are also getting a buff to better reflect their real-world counterparts including Canteens, Western Canteens, metal Jerry Cans, and Hydration Packs.
Finally, Canteens being half a litre was so unbelievably annoying.
>>
>>2441342
I hope that means hydration packs take the upper torso slot rather than the backpack slot
>>
>>2441439
>PZ still has no X account
lel
>>
>People still have no fucking clue that there are two different sorts of fires in zomboid, and confuse the two for each other all the time
Alright, so Zomboid has two sorts of fire
1: Player weapon/zombie fires
These are fires from molotovs, fire bombs, or zombies who have been set on fire and then leave burning tiles behind them
They can spread a little before burning out, but often burn out before creating more fires
This is 95% of the fires you will see ingame, and they are relatively 'safe' in that you can drop them in a town and nothing major happens, the only way for these to spread is basically zombies/animals being set on fire and running around
2: Oven/microwave/nuclear fires
These are fires caused by machinery or fire sources 'breaking' due to having metal/burnt-food or whatever in them for too long
These fires spread like fucking crazy, and burn ANY TILE IN THE GAME including roads, metal fences, whatever. These are the mythical doomsday fires people think molotovs cause, but they never happen unless you majorly have fucked up by shoving tin cans and forks in a microsave.
>>
Why are the steam threads always locked for replies?
>>
>>2442247
Announcements cannot be moderated IIRC on steam discussions.
So if they can't ban people for wrongthink there, they outright just stop anyone from posting at all in the announcements section.
>>
>>2442220
How the fuck would you ever discover that in normal gameplay? It makes absolutely no sense.
>>
>>2442220
>>2442249
>some fires are more like, firey than others
>arbitrarily to the players detriment of course
>>
File: 68574653.jpg (97 KB, 1024x911)
97 KB JPG
I thought the animal zone thing was more of a guideline, or convenience thing for grouping lots of diverse ones neatly than a full requirement for them to work right
dropped some cows in a big built pen with tons of food and water and they ignored it to break through three walls and drink out of the sheep pen
>>
>>2442220
ACKSHULLY, there a real life differences between fires (like grease, solid, liquid)...
But ofc they didn't implement them like that and just made them retarded. And even if they did, it wouldn't add much to the gameplay. The only interesting thing would be forest fires and wind direction.
>>
>>2439199
outdated information, you can make generals here now
Boards are slow enough that you basically have generals anyway, too. Which is why they probably removed that rule.
>>
>>2446184
>lets peas cook too long
>burns down all of kentucky
>throws molotov cocktail
>fire barely spreads
LEMMEEEEEEEEEEH
>>
>>2446184
A fucking microwave exploding from a fork being in it, won't cause a military-carpet-bombing sized aura of expanding fire zones.
>>
>>2442408
>How the fuck would you ever discover that in normal gameplay?
You usually won't unless you blow up ovens (leaving them on for too long, or with food in them, etc) by accident.
But it causes massive confusion because retards will blow up said oven then assume a molotov will burn half a town down, when it won't even burn a fucking forest.
You can lure a thousand flaming zombies though the woods and it'll be mostly fine.
Blow up a single microwave in the woods and congrats you have cleared a solid kilometer of woodland.
>>
>>2446798
....you know....that kind of gives me an idea...it'd be pretty effective at clearing out a massive hoard that way
>Fire off some gunshots and draw a huge hoard to an isolated zone
>alarm to keep their attention
>blow up the microwave while running in the opposite direction
>>
>>2446807
Frankly the microwave is redundant there, a campfire and a whistle works just as well.
Once one zombie is on fire, it'll drop plenty of short-lived fire tiles to burn yet more, and so on.
>>
>>2446822
Didnt they nerf that recently
>>
>>2447034
>Didnt they nerf that recently
No, not really. Zombies still just run towards sound, and fire still burns zombies good.
>>
>Park Ranger now receives Carving in place of Tracking
Why not just give them both?
>>
File: 6436743643.jpg (46 KB, 800x600)
46 KB JPG
>>2447574
it's a buff to park ranger by swapping a useless skill for something that job will likely use often and get proper XP bonuses from, even if they added both it would give ignorant players the impression a park ranger character should be looking for animals to eat in the worst and slowest way possible over foraging for food or bait

tracking needs to be revamped or folded into animal care because slowly honing in on generated migration paths is pointless compared to driving around and marking/killing animals on the map as you see them, there's no real reason to track anything
>>
>Normalfags are now finally starting to ask the real questions, like how NPC's could ever possibly work in a game where seasoned veterans of the game get killed by stupid bullshit
About time lmao, guess what happens when you make a cock and ball torture game? NPC's don't fucking work in them!
>NPC's don't know how to eat carbs/fats to fatmaxx like players, result is a handful can devour entire towns worth of food and still be malnourished
>NPC's don't know how to kite zombies properly, even max strength ones die to like 8 zombies let alone the swarms that fill the map
>NPC's don't understand how sound propagates, lutes huge swarms of zombies from all over place by accident resulting in their deaths
>NPC's have no idea how to do medical properly, scratches themselves on a tree and they bleed out because they don't have a bandaid on them
Etc
>>
>>2449917
Inevitably they'll just simplify the NPCs and make them cheat, because, aside from the aforementioned problems, I can't imagine the devs capable of making actually decent NPCs to begin with.
Now the real problem is when said NPCs are hostile to the player and suddenly all those cheats works against you.
>whoops sorry, you died because a bandit had infinite ammo
>whoops sorry, you died because zombies just ignored the guy shooting at you
>whoops sorry, you died because a bandit could sense you behind a wall
>>
>>2451389
Cheating NPC's is just going to feel like total shit
>Durrr survivor found in a house 1 solid year into the game SURROUNDED by zombies
Oh yeah that makes TOTAL sense, there's no way they had that many calories stashed in that fucking house, nor hold off the 500 zombies outside
>>
>>2449917
>>2451389
>>2451391
They're just going to steal the implementation of Bandits, Week 1, and The Ark. Stop complaining about problems that don't exist, complain about problems that do.
>>
>>2451470
How do the NPC's in those mods work? If they don't follow the player's rules, they're shit tier.
>>
>>2451470
>they're going to steal the implementation of already barely functional NPCs
>>
>>2451470
nyouuuuuuuuuuuuuugh i have to have my 387348573487534875348th melty about the dream i had where lemmy made the worst npc's imaginable JUST to torture ME SPECIFICALLY
>>
>>2451473
Play them and find out nigger; none of the complaints you made apply.
>>2451563
A real in character Lemmy move would just be telling people to install banidts/etc. if they want npc's and then blaming the "greedy ungrateful players" for expecting more out of TIS.
>>
>>2451574
>Play them and find out nigger; none of the complaints you made apply.
I play vanilla.
So NPC's in those mods adhere to player rules?
>>
File: 84.jpg (74 KB, 750x1000)
74 KB JPG
>>2451470
>no we can't add NPCs yet we need to remake this mechanic from scratch it's super integral to their function actually
first aid and farming are next, please look forward to it
>>
>>2433308
god that movie is good for that scene alone
>>
>>2451473
Not that anon but get real, what you're asking for is Rimworld/DF tier NPC's and that will never happen without remaking the game from scratch with different devs. Its probably that exact delusion that also has made NPC's take this fucking long, the devs painted themselves into this corner they just can't get out of without losing in some way.
Meanwhile objectively speaking the game would already be ten times improved with just some simple scripted NPC events and more events in general.
>>
>>2451754
>Not that anon but get real, what you're asking for is Rimworld/DF tier NPC's and that will never happen without remaking the game from scratch with different devs
So NPC's are always gonna suck, that's great.
>>
File: 854564.png (1.05 MB, 969x845)
1.05 MB PNG
NEW

Added new Weapon Reload animations for lever action rifles and shotguns
Added Option to Accessibility section to automatically pause the game when reading maps. If enabled the game will unpause when a map is closed.
Important: this setting is known to freeze the map screen on controllers. A fix will be included in an upcoming patch, but it's recommended that controller users disable this feature for the time being.

Added keybind for "Sit on Ground" action
Updated assets for propane tanks to reflect US standards
Added some new garbage bins to Spiffos and PizzaWhirled


BALANCE
Park Ranger occupation now has +1 Carving, and no longer has +1 Tracking
Rancher occupation now has +1 Fitness, and no longer has +1 Agriculture
Improvised Gas Mask has been rebalanced
Clean rags can be used as Rag Filters in Improvised Gas Masks
Not as powerful as commercial gas masks / respirators, but more powerful than wearing a bandana
Rag Filters with <= 30% used Delta are returned as dirty rags

Adjusted encumbrance values for metal drums and several barrel moveable inventory items
Adjusted a number of fluid container capacities
base.JerryCan - 10L -> 20L
base.Canteen, base.CanteenMilitary - 500ml -> 900mL
base.CanteenCowboy - 1L -> 1.8L
base.HydrationBackpack - 1L -> 2L
base.HydrationBackpack_Camo - 1L -> 3L
base.BeerEmpty - 1L -> 300mL

https://steamcommunity.com/games/108600/announcements/detail/653727478219539021

You may break your save for these important changes at your earliest convenience
>>
>>2451592
>nyough i REFOOS to formulate my own opinion
more or less they adhere to player rules. because zomboid is a piece of shit, they still get culled like zombies so outside of very specific npc's made to be persistent e.g. emma in the ark they aren't persistent enough for their dietary needs to ever really matter, though they do drink and cook and forage for supplies, look for guns and ammo from real in game sources which they also drop on their deaths, etc.
go watch a youtube video or something breaking it down in more detail
>>
>>2451898
I still remember thinking about how fucking cool it was in week 1 that if wounded without real bandages or anything in their immediate vicinity to treat a wound with the npc's will tear up one of their own clothing items to make rag bandages
>>
>>2451909
for me it was the pizza parties
>>
>>2438125
>>2438197
darkest dungeon the game where you have multiple characters and it's not unexpected for them to die and before a hit kills them it puts them into a downed state, so you would need a enemy to two tap your character before your turn because you can abandon a dungeon delve even midfight to escape?
>>2441342
What's the buff? Realistically they are better because they're well made but making normal containers deteriorate would be annoying so gameplay wise just lower the encumbrance on well made stuff. This problem also exists with health because for the health skill to matter it would mean making wounds worse and that's no fun. They could actually add buffs but they hate those.
>>2442220
First time hearing this. I avoided fire in general for loot/ thinking it will burn down multiple buildings.
>>2451828
>Adjusted a number of fluid container capacities
Isn't this pointless as the best fluid container is going to continue to be the lightest?
>>
File: 1769524128408898.gif (42 KB, 494x543)
42 KB GIF
Why don't zombies die during the winter? shouldn't they just be frozen solid?
>>
>>2452109
Some fluid containers have encumbrance reduction on their contents, e.g. hydration packs. Increasing their capacity therefore increases their value, since you can now carry 2L of battle brew for the weight of 1L of battle brew.
>>
>>2452177
>in the 90s louisville saw all time state lows of -44 degrees during the winter
LEMMEH
>>
File: 497.png (538 KB, 701x544)
538 KB PNG
>I hear nebraska's nice
>>
>>2452177
Zombies are perpetual motion machines, and freezing them doesn't 'destroy' their head.
>>
>>2451828
>still cant attach shit to bottom of back natively, have to use a mod for that
>still cant holster sawed off shotguns in holsters, have to use a mod for that
>no second back option via using a sling, still need a mod for that too
I sleep
>>
File: 9493.jpg (22 KB, 480x360)
22 KB JPG
took me way too long to figure out that the bizarre noise I kept hearing all morning was a deer yelling across the street and not a zombie stuck under a car or some other lurking threat
>>
>if they added NPCS they would just teleport into your house, 360 insta noscope you, and teabag your corpse before deleting system 32
why are people trying so hard to get people to not want NPCS lmao, sorry Lemmy, u promised them 14 years ago, now get to work.
>>
WHAT IS UP survivors, welcome back to the channel, today is the day. The NPC update for Project Zomboid is finally here, and honestly? This is the most chaotic, broken, beautiful thing I’ve ever experienced in this game.

Like, okay, yes, the bugs are insane. My first survivor group immediately walked into a campfire and died. One guy stole all my canned beans, another started panicking because he saw one zombie three miles away, but THAT’S the magic.

For YEARS, The Indie Stone has been building this lonely apocalypse simulator where YOU create the stories in your head. Now suddenly there are actual people in the world, dumb people, buggy people, absolute gremlin people and every single session becomes its own zombie sitcom.

You’re telling me I can recruit survivors, assign jobs, build communities, defend settlements, AND watch Steve accidentally vault through a second-story window because pathfinding had a spiritual disagreement with reality? Peak gaming.

And look, I know people are already mad saying stuff like "The AI is broken", "NPCs duplicate items", "Companions get stuck in bathrooms" and the like, but you don’t just "add NPCs" to a long-running hardcore sandbox survival game like this. These systems touch EVERYTHING: combat, sound detection, base building, vehicles, loot economy, emotions, relationships, pathfinding, group AI, zombie behavior. Every mechanic is now colliding with every other mechanic at 90 miles an hour.

And honestly? I’d rather have this messy, hilarious, alive version of the game than wait another five years for some mythical perfect launch that doesn’t exist. Because even with all the jank, these moments are incredible.

I had one survivor sacrifice himself holding a door while the rest of us escaped through a window. Was it necessary? No. Did the AI realize that? Probably not. Was he actually just bugged against the doorframe? Maybe. But emotionally? CINEMA.
>>
>>2454550

I'm just gonna say it. Who the fuck cares about NPCs in a zombie survival game? Maybe add some bandits in a few locations to act as a deadly threat but outside of that who the fuck cares about having a bunch of random NPCs you have to babysit constantly?

Spend more time fixing the fucking game and improving what it's already got. Start with the dogshit UI or something.
>>
>>2454357
He already admitted that he doesn't like the idea of having npc's in the game and just wants it to be zombie survival craft Z. That's why.
>>
>>2454357
People want NPC's, but they don't want NPC's that outright cheat. Except we know that this simple task is beyond Lemmy.
>>
>>2454564
Depends what they wanna do.
My dream NPC encounter in Zomboid:
>find survivor home 2 weeks into a run
>break in
>corpse of a man in the livingroom
>hear something upstairs, go to check it out
>open the bedroom door
>naked woman bound and gagged on the bed
>shitstains everywhere
>right click on her
>"Use" option pops up
>she bites that dick right off
>while you fumble to stitch up your new cunt, a masked man runs into the room
>begins hacking at you with a machete
>this is how you died
>>
>>2455403
>but they don't want NPC's that outright cheat.
That's also why I stopped playing Week One with Bandits. Zombie and bandit groups spawned directly on my front door for no reason.
>>
>>2455473
This isn't true, though. Bandits don't spawn near the player, they wander. If both zombies and bandits came to your base its because you did something to attract them there.
>>
>>2455995
I literally watched groups of enemies spawn next to me.
>>
>>2456084
Again, this is literally impossible due to Project Zomboid's coding unless you went into custom sandbox mode and willfully disabled enemies not being able to spawn in or around the player and a building they inhabit. Bandits reuses the zombie spawning system so it follows the same rules as it.
>>
>mfw the npc anti gets caught lying
>>
>>2456106
>gain, this is literally impossible due to Project Zomboid's coding
>why I stopped playing Week One with Bandits.
>>
>>2454564
I care about NPCs because thats what the game promised me and thats what the devs have been teasing for the last 10+ years.
>>
File: 22-11-2025_113342.jpg (888 KB, 2560x1440)
888 KB JPG
>>2456106
>>2456119
I watched groups of zombies and bandits spawn where the zombies in the top left are, I even watched zombies and bandits spawn on the basement door tile.
>>
>>2456119
>>2456128
Week One Bandits, like I just explained, appropriates the same spawn system the game uses for zombies. The only way this could have happened is if (You) went into custom sandbox mode and changed the spawn settings from vanilla values to allow it. It is completely, 100% impossible on any of the defaults.
>>
>>2456167
Ive had zombies spawn literally 5 feet infront of me in default settings zomboid so whatever system is in place is clearly not working correctly.
t.Other
>>
File: 463453345.jpg (65 KB, 450x340)
65 KB JPG
>>2456167
>>2456106
>big mods on the unstable I-will-back-up-my-save branch would never ever ever ever have unexpected bugs or behavior
all sorts of stupid shit happens when you try to play on saves across versions much less with bandits enabled so it's believable, I've had power come back on and groups of animals dropped in random houses
>>
>>2456240
>>2456244
>It totally happened chud just believe me
Week One Bandits, like I just explained, appropriates the same spawn system the game uses for zombies. The only way this could have happened is if (You) went into custom sandbox mode and changed the spawn settings from vanilla values to allow it. It is completely, 100% impossible on any of the defaults - this is a fact. I don't care if you don't like the mod or don't like npc's or whatever, just stop making shit up.
>>
>>2456270
but you see he MUST make shit up
>>
File: settings.webm (2.37 MB, 1280x720)
2.37 MB
2.37 MB WEBM
>>2456240
>>2456244
Zomboid has no bugs shut up.
>>
>>2456402
okay but now show us your sandbox settings for zombie spawning
>>
>>2456402
You are so right. These retards cant help themselves but make up lies to slander a perfect zombie survival game. They are probably the same guys crying about NPCs like a bunch of pathetic fatties crying over spilled ice cream haha dumb fatties!
>>
>>2454357
>people
Its just 1 guy, the same guy who kicked and whined and cried about not wanting npc's and just wanting lemmy to release b42 stable as the final build of the game
>>
File: 1762446835438203.png (150 KB, 625x479)
150 KB PNG
>>2456402
why do you have a blatter moodle?
>>2453344
i mean they don't produce heat though, shouldn't they at least slow during winter? just a thought really. just doesn't sit right with me.
>>
>>2457250
nta but who is this character you've posted?
>>
>>2457261
nta but that's rin from katawa shoujo
>>
>>2433308
still waiting for bikes
>>
>>2457402
Maybe in another decade. Or perhaps never. Development for this game is way to slow.
>>
>>2456270
>Zomboid is famously a game which works as intended at all times especially in complicated code execution like zombie spawns
Nigga, they can't even get zombies to spawn in buildings properly to this day, resulting in players firing shotguns in the street to find no zombies, only to enter a bathroom and 5 burst out from it.
>>
Did they unfuck weapon crafting or is it still a joke?
>>
>>2457517
>this undocumented bug with the spawning system absolutely happened
>it isnt either me bullshitting or a result of me tampering with the spawning settings in sandbox
>just trust me bro
>>
>>2457584
You still need to be some sort of 40 years experience in women's slam poetry to craft weapons you actually want to use.
Better get to carving those 2000 forks if you want to make a baseball bat.
>>
File: 3290.png (5 KB, 370x320)
5 KB PNG
>>2457402
>useful garage loot tables getting clogged with random solo wheels and cranks
>bump a mailbox or box and fracture your foot
>15-20 loot capacity in a basket or saddle bag maximum
>vehicle spawns are likely copied over instead of spending 8 months adding new vehicle spawn slots across the map, so actual cars (already subject to engine quality/loudness/model rolls) then become shitty bikes and good vehicles are thus harder to find
>get openly attacked by enemies on the bike in permadeath game where one attack is game over
>despite all of the above they'll still try to give them 'trade-offs' so bikes chug stamina or something annoying (that makes them obsolete next to getting a real car and putting a spare generation at a gas station)
moving containers would be better, turning wheelie bins into early game scav backpacks like cdda until you can upgrade to a shopping cart or flatbed cart, eventually stringing lines of them or building your own gigacarts out of wood or metal. log sleds, wheelbarrows, maybe carriages if they actually plan on horses and that wasn't a scope creep pipe dream
>>
>>2457601
Baseball bats at least are good.
You go through hell to make the welding scrap weapons.

Then realize they are unbelievable dogshit that break in like 5 swings and are stupid heavy
>>
>>2457739
Any weapon crafting that isn't blacksmithing or carving, is pointless.
And even the blacksmithing can feel redundant at times.
>Wow I made a steel axe!
Yeah, in the time it took to do that, you could've made about 200 stone axes and you're going to die WELL before those 200 axes would be worn out.
>>
>>2446223
He said "technically" which is true. The trjannies never actually went out and said "generals are okay now" but we've been doing a zomboid general here for literal years

Really they should've just forced all the gatcha shit onto /vmg/ to render /vg/ fit for human habitation
>>
>>2457402
>still waiting for something werfless
>>
>>2457402
>Bikes finally added
>Most are in such terrible condition that nudging any object or a single zombie will break it entirely
>Tires need pumping daily unless at 100% condition (they always spawn at 75 or lower)
>10 fittness/10 strength required to ride from one side of town to the other without reaching 100 exertion, normal characters get exerted from about 2 streets of travel
>Due to bug, makes about 50% the sound of a car, attracts zombies very easily
>Takes up car spawn slots, police stations now have shitty bikes instead of police cars
>Rich affluent areas no longer have sports cars, they have bikes
>junkyard has a bunch of bikes instead of junkers
>>
>>2457739
It wouldn't be so bad if you didn't need underwater welding certifications and half a tank of propane to file down a piece of sheet metal
Or if you could make vehicle armor
>>
>>2457898
>>2457602
Yeah this is about how it would actually go
>>
>still no railway track anvil
>still no electric blower forge
No no no, you don't understand, the ONLY way to blacksmith is using authentic medieval methods!
Technology? That does not exist! IT HAS NEVER EXISTED, OKAY!???
>>
>>2458257
does the electric version not have functionality yet or have you not found one? I found an electric blower forge moveable on a shelf at a hardware store with tongs and other blacksmithing shit but haven't tried to use it
>>
>>2458309
You can find heaps of them, but they have no functionality despite being in the works for YEARS.
>>
File: pz_crafted_chair.png (13 KB, 128x128)
13 KB PNG
>>2454357
>not wanting NPCs
I don't want BROKEN NPCs, and only delusional faggots can't see the writing on the wall.
>>
>>2458234
strongly recommend playing with modded vehicles, they made mechanics/welding worth.
>>
>>2458314
>placeholder items still in game
i can't wait for NPCs to make collecting toothpaste a thing to do
>>
the game is most fun when you are engaging with zombies and least fun when you are crafting/building because ???
>crafting/building is soulless
>literally press button; progress bar; thing happens
>every single thing you build or craft works this way, just bigger list of required items
and yet to really engage with the sandbox you will want to dip into both crafting and building, it's just aggravation though, literally NO enjoyment sitting there with 100 tree branches grinding wooden smoking pipes so i can figure out how to make a bigger piece of wood bat-shaped.
the weapon fab system needs work.
>>
>>2458770
Building is super tedious and has no real purpose because sleeping out in the open is perfectly safe in the middle of the woods, and in the city...Just use houses which already exist?
If anything, building is a hassle as it means zombies can and will start headbutting them to pieces.
>>
>>2458775
it has utility value, you can build fences specifically to fence fight where you wish for example.
making things like professionally finished walls of lumber and fucking stone destructible by zombies and livestock is stupid though. if i build a stone wall correctly with mortar in a normal temperate environment, it should basically last forever unless they implement vehicle damage or something. zombies should fall apart trying to punch my stone wall down. player-built carpentry walls should function like chainlink in the game; it's basically indestructible unless you get a huge crowd to push it down. these things should be stronger than one zombie otherwise there's not really any reason to build, since as you say there are plenty of buildings that won't get destroyed by zombies. the point of the sandbox is to get value from building (secure areas, block zombie LOS) instead of getting a liability (2 random zombies smacking your fence if you so much as step on a twig, now you must go kill them before the put a hole in your fence making the fence pointless, gg.
>>
>>2458606
You're delusional if you think lemmy isn't just going to steal slayer's work lmfao
>>
>>2458896
That's entirely my point, they're too fucking imcompetent to make actual NPCs, they'll just steal one of the existing mods, barely do anything with it, and it's going to suck so much dicks the only way to play will be with NPCs disabled.
>>
>>2458896
>>2458995
we'll have superhuman coder AI that will finish the game for them, otherwise it won't be done until 2040.
>>
>>2459039
>vibe coded PZ
Jesus fucking christ, as if this game needed to get any shittier.
>>
>>2459067
considering how fucked PZ's code is, I guarantee an AI can already do better. in a couple years that's going to be everything but they could start right now and the game would improve.
>>
>>2457281
Imagine trying to play Zomboid with an armless character
as of right now I think the only katawa you can play as in vanilla is Shizune
>>
>>2459039
>>2459067
>>2459181
Remember when you asked an AI to code a mod for you and it didn't work? Lmfao.
>>
>>2458850
they could fix all that by just adding minimum zombies to damage constructions on other buildables, like tall fences needing 30 minimum or whatever it is
not even that high, 5-10 (maybe scaling to skill level) would buff buildables and you could live in louisville without a constant trickle of stragglers busting in one tile of your wooden gate while you're away
>>
>>2459453
>>2458850
i just turn zombie damage for constructions to minimum tbdesu and it works fine for me
>>
File: 1715467844014354.jpg (70 KB, 933x594)
70 KB JPG
Decided to play online yesterday
>took like 40 min to find a server that didn't have a crazy amount of mods
>finally just say fuck it and go for a server with the least amount of mods
>took almost an hour to download all the mods
>game crashed when loading in
>reload game
>finally get in
>proceed to wander around aimlessly avoiding swarms
>literally cannot stop walking because there are just so many assholes
>this continues for the next hour and a half
>finally break off from them somewhere I have no fucking clue (server apparently added a map mod so I have no fucking clue where anything is)
>find some random foremans trailer on the side of the road
>confirm it is safe
>lock door
>log off
Is this normal online? I ran into one persons house because I couldn't walk onto the property, but it looked overrun given the door was smashed down.
>>
File: 1743637165797660.jpg (20 KB, 342x193)
20 KB JPG
>>2459747
>getting killed by random people is normal because people are loot goblins
>getting killed by Desync is normal
>Getting killed by a random fag going 50mph on the road is normal
>PVP is normal
>claiming housing and cars is normals, even if they are halfway across the map
what is not normal is PVE
>Getting hit by a random when hes 3 squares away from you is normal
>Getting sniped by a random is normal, hes protecting his property
I like pvp that's the entire experience for these types of games, i just get slightly annoyed when it keeps happening. Either way what's not normal is people helping out each other/ non claims for buildings and what not. you will not find a good soul on multiplayer unless they are retarded and you are the loot goblin
>>
>>2459747
Yeah, just go play with your irl friends niggy, zomboid is good friendslop
>>
>>2459747
that's how I remember MP being for the most part
your best option for Interesting Shit Happening is whitelisted soft-RP with nationalists/tranny communes, the alternative is wandering around a clapped-out pub with a bunch of mods you don't like and people hiding across the map while chatting, with no cars anywhere because the regulars took the good ones and stripped the rest. or you could host yourself and get a couple of randoms to join with no longevity beyond killing some zombies for an evening

expanded spawn points and modded maps makes it even less likely you'll consistently bump into anyone in over seeing the trash they left behind. if MP had relaunched in a vaguely playable state there wouldn't be an issue finding decent servers, but now the playerbase is bifurcated on B41 and backporting new content
>>
File: 45345.jpg (303 KB, 1024x959)
303 KB JPG
>in 42.18 all animals are now female due to a bug
>reddit is already loving the "trans cows"
bull balls bros it's not looking good...
>>
>>2460800
Its up to you to breed the animals anon
>>
File: 1637078998725.jpg (100 KB, 466x458)
100 KB JPG
>>2460805
>breeding animals now reduces Boredom and Stress levels
>>
Occupations should have about 2-3x as many starting skill points/bonuses and they still wouldn't be overpowered, god damn.
>>
has any one played much via a steam deck? how has it been?
>>
Why does zomboid completely ignore the disconnect between IRL practicality and time, vs ingame time and practicality?
In real life, if zombies were around, you could bet your ass I'd wear two pairs of leather gloves over each other to have biteproof hands.
Now this would make holding shit a bit harder, and fine-touch tasks would be impossible...
But I'd also just take them off when doing finer tasks, only to put them back on immediately after, it'd take ten seconds of my 24 hour long day and that'd be that.
Ingame you firstly can't wear stacked gloves which is dumb enough as-is, but to remove gloves and put them back on takes longer than it does IRL. In an already massively shortened 1.5 hour day, plus the number of clicks required.
Fucking abstract these things or your game quickly becomes retarded if you put even 10 seconds of thought into it. It implies our dipshit retard characters would try carving while wearing fucking chainmail gloves or mittens or something.
>>
>>2459800
>>2459978
Sounds like a worse version of Rust
>>
>>2460800
What did you expect from redditors?
>>
>>2460980
some humans have been doing it for thousands of years so... must be entertaining
>>
>>2459747
>proceed to wander around aimlessly avoiding swarms
>literally cannot stop walking because there are just so many assholes
yeah MP is a shitshow, about what you would expect if you dropped a day 1 character into a world with max pop and zero loot. i'm not categorically against multiplayer, it's jank and i see no reason to play it, plus i hate PVP, but i would at least consider joining a brand new server where everyone is on equal footing. there's just no point when zombie max pop has been reached and the towns are looted anyway; its like starting in mordor, just the worst place to be. late-game starts need to be innawoods or something, like the backpacker scenario from CDDA, one of my favorites.
>>
File: 1749411575057379.jpg (143 KB, 640x480)
143 KB JPG
>>2461815
why dont you just talk to people anon, and join a group of survivors? that's how you can get gear! so you can relive the walking dead!
>>
>>2461423
The devs do not want to buff the player at all because the game is a boring sandbox and the sooner the player realizes how easy it is, the game loses it's fun.
>>
>>2461986
It's not even a matter of buffing the player but just having simple QOL features which correlate to how IRL works.
>Wearing armor makes you uncomfortable!
Okay...So give me a hotkey to 'equip preselected armor outfit' so I don't have to spend 5 IRL minutes clicking a fuckload of buttons.
>>
>>2461423
It is abstracted, retard. You pointed that out already, it takes a few seconds to take gloves on and off, not a whole minute or more depending on traits and moodles. It's just that not all abstraction is necessarily to the benefit of the player, but the game.
>>
>>2461994
It's not abstracted, as my dipshit character will become severely depressed for wearing gloves for some stupid reason. When he could just put them on when needed.
>>
>>2461835
i play MP so i can avoid people and be a suspicious sort
>>
>>2462001
...that's abastraction, anon.
>the process of filtering, or representing real-world, fictional, or complex systems into distilled, playable mechanics in game design. It focuses on modeling the effects of an action rather than the action itself, usually prioritizing the gameplay loop over strict realism.
>>
>>2462254
Detailed gameplay is having to take your fucking armor off every time you don't need it.
Abstracted gameplay assumes your character is doing that in the background automatically.
>>
>>2462001
i don't have this problem. probably a mod.
>>
>>2462387
The comfort provided by armor on your hands can make or break the comfort limit.
>>
>>2462395
i've never seen it happen with leather or fingerless gloves. that's all i would use on hands though. because armor just slows you down and tires you out.
>>
>>2462254
nooooo abstraction is when good thing realism is when bad thiiiiiiiinnnnnng
>>
is it rape if she's dead?
>>
>>2462580
https://www.youtube.com/watch?v=UUjet_nEHOs
>>
Who gives a shit about gloves
Your character pissing and shitting themselves over wearing a helmet for 30 seconds is the bigger issue

Let alone wanting to die after swinging an axe 3 times even at high str/end
>>
>>2462265
That is quite literally not the definition of gameplay abstraction, which I have provided for you. It's not my fault you don't understand english.
>>2462414
The discomfort modifier for gloves except for like, metal gauntlets for example is so low it's never going to realistically effect your moodle. He's just bitching to bitch.
>>
what if at a certain level of nimble you could suck your own dick for stress/unhappiness relief
>>
>>2462932
25% chance to bite off your own dick, causing a deep wound that lasts for an in-game month
Also maxes out muscle strain whenever you do it



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.