I sadly still hold out some hope since I really like the idea they have. I just wish they had some clue on how to run a project. They need a project manager bashing their heads in daily to ever get this out. You can't keep on adding new things forever it's just silly. I still see them adding new stuff a year later. Finish what you have and THEN add new stuff. Sigh...Vix wrote:I feel awful for bringing this to everyone's attention... I did not mean to share the pain. ><
Project Zomboid
Moderators: LawBeefaroni, Arcanis, $iljanus
- Octavious
- Posts: 20040
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Re: Project Zomboid
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Octavious
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Re: Project Zomboid
Monday update infers that they are very close and getting a release in the next couple of weeks is very possible. I'm not holding my breath.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Octavious
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Re: Project Zomboid
FYI from the message board. Should have a release next week.... I really hope it's not a gigantic turd as I really want it to be fun. We shall see....
A delay on Monday IS possible, we cannot possibly deny that. We hope not, obviously. But if it does then we're pretty sure it would not be a week delay and more likely dropping Tuesday, Wednesday or something. Anything's possible though and its better to assume the worst. We'll know more on Monday and either will release or give a solid cast iron ETA.
A delay on Monday IS possible, we cannot possibly deny that. We hope not, obviously. But if it does then we're pretty sure it would not be a week delay and more likely dropping Tuesday, Wednesday or something. Anything's possible though and its better to assume the worst. We'll know more on Monday and either will release or give a solid cast iron ETA.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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Re: Project Zomboid
Octavious wrote:FYI from the message board. Should have a release next week.... I really hope it's not a gigantic turd as I really want it to be fun. We shall see....
A delay on Monday IS possible, we cannot possibly deny that. We hope not, obviously. But if it does then we're pretty sure it would not be a week delay and more likely dropping Tuesday, Wednesday or something. Anything's possible though and its better to assume the worst. We'll know more on Monday and either will release or give a solid cast iron ETA.
I had too many beers two weeks ago and bought this after checking out their greenlight page on steam. I to hope this patch is good, haven't even played the game yet
- Octavious
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Re: Project Zomboid
HOLY CRAP THERE'S A TEST RELEASE. I REPEAT THERE'S AN ACTUAL RELEASE!
http://projectzomboid.com/blog/index.ph ... orum-test/" target="_blank
http://projectzomboid.com/blog/index.ph ... orum-test/" target="_blank
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Octavious
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Re: Project Zomboid
Quick impression. Not impressed. The interface might actually be even worse. I mean seriously is it really that hard to make an interface to pick up objects? Maybe I just need to RTFM, but man it's not intuitive. Hell just creating a new game took me a minute as it's not clear that you have to name it before you hit next. This screams of a project that's run with purely developers. I'm sure there's tons of cool things going on under the hood but the front end is a mess.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Citizen
- Posts: 271
- Joined: Wed Jun 22, 2011 3:04 pm
- Location: Napa, CA
Re: Project Zomboid
I played for a few minutes last night then shut it down. After such a huge wait I was expecting to be impressed, but I wasn't really. I found some seeds. I guess that's for the gardening, but idk...other than that I was just like hmmm. I don't really know what is new, to be honest. I didnt see a change log, just a RC 2.9 download link. Plus, they are saying NPC's and fire are still broken. I was also dissappointed that the blog post didnt even mention Steam, just Desura - which is the wrost POS ever!
- Paingod
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Re: Project Zomboid
It's still thrashing along, dragging one broken foot after another...
... and now you can access it on Steam. I'm glad it's finally gone that far. Now I can set it up as a Steam title and forget about it - and let Steam tell me when updates have been released.
... and now you can access it on Steam. I'm glad it's finally gone that far. Now I can set it up as a Steam title and forget about it - and let Steam tell me when updates have been released.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
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- Unagi
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Re: Project Zomboid
It's like the project itself is undead.
Not quite alive. Not really working. Not quite dead. Still haunting me.
Not quite alive. Not really working. Not quite dead. Still haunting me.
exactly.Paingod wrote:Now I can set it up as a Steam title and forget about it - and let Steam tell me when updates have been released.
- Octavious
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Re: Project Zomboid
I loaded it up into Steam a week ago, but frankly it's still horribly broken so I'm not playing it. The interface is horrible. It will crash A LOT and they don't have NPC's back into the game at all. Really a shame as I thought this would be THE Zombie game, but alas I've lost hope. State of Decay will be my next try when it goes on sale or I get bored of GTA 5.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Citizen
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Re: Project Zomboid
I'll try state of decay when I don't have to have an xbox controller. I have zomboid on steam as well. It just sits and hopefully auto updates a lot.
-
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Re: Project Zomboid
Has anybody played this recently? My son wants to buy it, and I'm wondering what state it is in. Have most of the bugs been fixed?
- Zarathud
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Re: Project Zomboid
I cannot imagine Zomboid ever becoming better than State of Decay.
"A lie can run round the world before the truth has got its boots on." -Terry Pratchett, The Truth
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
- Octavious
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Re: Project Zomboid
Ya not a chance. Thier interface is still horrific years later.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Smoove_B
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- Citizen
- Posts: 271
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Re: Project Zomboid
$7 would be fair and $10 is if you really have a craving for zombie survival. The normal price of $14.99 is an avoid. I got mine for $7.99 back when it was only on Desura.
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Re: Project Zomboid
My son went ahead and bought it. I tried to warn him off, but he was too excited. At least he waited a day to get it for $5 off! Thanks for your input, guys.
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Re: Project Zomboid
I think with the MP up and running, this game has new life. the animations are so much different and better now than a few years ago as well.
Some MoFo's are always trying to ice skate uphill - Blade
- Paingod
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Re: Project Zomboid
I'm beginning to think this game will never be done. It's funny that it's playable, and funny that it's on Steam - but it's been "Pre-Purchase" longer than anything I've ever seen without actually collapsing.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
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- Smoove_B
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Re: Project Zomboid
I guess there were some patches and updates over the summer? The developers seem rather active in the STEAM forums and they're saying this is the cheapest it will be. I'm on the fence again...mostly because I don't want to give them my $9 and they fold up shop like Double Fine, thanking me for that final cash influx so they can push out a 1.0 version and be done with it.
Still, it's $9...
Still, it's $9...
Maybe next year, maybe no go
- Octavious
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Re: Project Zomboid
I haven't touched it in a loooonnngggg time. The last time it was still such a buggy mess that I didn't bother after a few minutes. Maybe I'll give it a shot later this week and report back. I loved it when it first came out and then they retooled all the gfx and it just hasn't been the same for me since.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Smoove_B
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- Octavious
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Re: Project Zomboid
Because I'm an awesome person I'll give it a few minutes tonight. If it crashes on me during that period I'm giving up. It looks like they have been adding a lot of stuff since I last tried it, but OMG the interface was terrible. Wish me luck...
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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Re: Project Zomboid
I really want to like this game more, but it can be a bit of a chore at times. The inventory and interface is clumsy, and it just seems like you have to eat too frequently IMO.
Some MoFo's are always trying to ice skate uphill - Blade
- Octavious
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Re: Project Zomboid
I can confirm the interface is still clunky, but it is improved from the last time I played it. Seems A LOT more stable than the last time I tried it. No crashes at all and the FPS is solid.
I played for 2 hours and could barely find anything useful. This could be because I don't know where to look. They seem to stock things based off the location and the area I was in wasn't very helpful. (Trailer park.)
I give it a meh rating for now. It has potential, but they have been working on this for a long time so god knows how long they will keep chugging away. For 9 bucks I don't think you will hate yourself, but I doubt you will be blown away.
I played for 2 hours and could barely find anything useful. This could be because I don't know where to look. They seem to stock things based off the location and the area I was in wasn't very helpful. (Trailer park.)
I give it a meh rating for now. It has potential, but they have been working on this for a long time so god knows how long they will keep chugging away. For 9 bucks I don't think you will hate yourself, but I doubt you will be blown away.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
Shameless plug for my website: www.nettphoto.com
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- Citizen
- Posts: 271
- Joined: Wed Jun 22, 2011 3:04 pm
- Location: Napa, CA
Re: Project Zomboid
They go for months and months and don't release anything. Their patch notes suck and their developers seem to lack any real direction. I bought it for $7 a few years back. I don't expect much from these guys.
- Smoove_B
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Re: Project Zomboid
Man...I just don't know what to do here. I'm not sure what would make me angrier. Taking my $9 and then pushing out a crap 1.0 version with cut features or working on it another year and they release a crap 1.0 version regardless. $9 STEAM problems...
At this point for me it's more about supporting developers that are doing something versus giving over money to a lost cause.
At this point for me it's more about supporting developers that are doing something versus giving over money to a lost cause.
Maybe next year, maybe no go
- Octavious
- Posts: 20040
- Joined: Fri Oct 15, 2004 2:50 pm
Re: Project Zomboid
If it's a supporting developer thing... You're much better looking somewhere else. As was mentioned above they have no direction. The fact that they have worked multiplayer in when there's still much more important things to do speaks volumes.
I'll eat my keyboard if they ever release a 1.0 version that is passable.
I'll eat my keyboard if they ever release a 1.0 version that is passable.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Smoove_B
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Re: Project Zomboid
Did you literally wait until I hit "complete" on my shopping order to post that?
Maybe next year, maybe no go
- Octavious
- Posts: 20040
- Joined: Fri Oct 15, 2004 2:50 pm
Re: Project Zomboid
Seriously it's 9 bucks. I think you will be okay.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
Shameless plug for my website: www.nettphoto.com
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- Paingod
- Posts: 13157
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Re: Project Zomboid
Given the eternal development cycle, I figured I'd try this one again and see how it felt compared to the last time I played. There's a pretty good survival game in there if you can live long enough to unpack it. Each update, while months apart, has substantially patched and fixed the game. I've been enjoying my return to this. It is, by no means, complete - but it is very playable.
Things I'm currently digging:
Having spent time today studying the mechanics more, I think I'm going to restart my current character (I don't have Cat's Eyes on him, so I'm already annoyed with him at night; it's easy to get addicted to prowling at night) and try a Strong (-10pts, +4 Strength, +50% damage, +6kg carry weight) Obese (+10pts, 105kg weight, quick to exhaust) with Cat's Eyes, Inconspicuous, Wakeful, Outdoorsman. I'm hoping being slow/tired is nicely countered by being strong.
Character journals...
Things I'm currently digging:
- Use-based skill and experience gain. You don't just read a book to learn carpentry. Now you read a book to get a skill gain multiplier, and purchase skill points with experience. If you never build anything, you never get better at building.
- It seems easier to get into building log walls and basic essentials.
- Lots of crafting options - from rudimentary stone axes to cut down trees to complex traps and triggers. There's even fishing, for Daehawk.
- Vehicles! I've only ever found one car key, and didn't try to drive - but apparently this is a thing you can do. Including maintenance and fuel concerns.
- Generators. I've never tried to use one, but these are also a thing. You can collect gas in canisters from around the map - but I'd call it a stop-gap since you can't renew resources and the gas will run out.
- Events add some zest to the mundane and cause hordes to move around. Screams, Gunshots, and Choppers help shuffle the undead around by drawing them to different locations - where they stay for a while before shuffling away.
- Detailed injury and health concerns. Not on the level of NEO Scavenger, but pretty good. You'll want to disinfect cuts, avoid crawling through broken glass, keep an eye on weather, and be prepared for winter. Don't forget to stay busy and manage your happiness.
- Lots of logical abilities - like cleaning laundry with detergents, mopping up blood, moving bodies outside to burn them, and keeping your gear repaired.
- Scavenging in most games can be rewarding, and this game is no exception. I love sneaking around the map, looking for skill books and food.
I just wish Saws were as common as Hammers, though having no shortage of Hammers means no shortage of good bludgeons. - Power Loss - at some point between 0 and 60 days, the power goes out and doesn't come back online. Be sure to have lots of potable water stored and don't let perishables linger too long.
- Those little moments. Like when you pick up a digital watch, only to discover that the previous owner had an 11:00am alarm set - and it starts to go off while you're sneaking through town.
- Just because you can drink bleach doesn't mean you should drink bleach.
- The pixel art has been swapped out for a basic 3D polygon art system with zoom in/out (I assume to help accomodate vehicles).
- The hidden variables on some maps - like West Point apparently has a Chopper event around day 3 and is a "populated" town, so zombie clusters are automatically larger (about twice the size of the default, basically requiring a tactical engagement every city block).
- NPC's are absent in the current iteration with no known return point (they will be back some day).
- The Chopper event is just cruel. You get a nice base, some good walls, everything's buttoned up - and then a chopper arrives and hovers over you, drawing every zombie from 3 miles out to your front door. I've read that if you're hiding when it starts, it wanders around - but if it catches you out in the open, your only option is to run for your life for the next few hours or so before it leaves. While you're running, it draws every zombie on the map towards you, so you're constantly passing running hordes coming at you. This was a death sentence in a place where I was feeling nicely challenged. Even hiding out in the deep woods, the chopper drew a lethal horde directly to me. What kind of pilot goes "Oh, look a survivor! Hover over him until he's dead!"
- Even though you're the only survivor, choppers & gunshots never stop happening randomly. I've read that even if you survive a year and have an awesome base, some a*****e in a helicopter can end you by drawing the unlimited horde down onto your head. *Edit: I've read conflicting reports - older posts say it never stops, posts from 2016 say it happens twice. I can't find more current info on it.
- Zombies will relentlessly hammer on doors, even if the house is quiet with no signs of life. After a couple in-game days, I'm seeing a lot of homes with shattered doors and gaping windows. So what? So your own home will sometimes become the target of their ire, no matter how quiet and dark you keep things. I once figured I could go downstairs and make dinner while my character read a skill book for a little while. I cleaned out the area around my home, locked up, checked all my shades as drawn, and sat down for a nice read. I came back to my desk to find I had been zombified and was watching my corpse shamble around the map. No idea how they found me.
- Cat's Eyes - 2pts - See better in the dark. I love this one, as navigating in the dark without it can be very dangerous - to the point where you might prefer to just hide, even though you could be out scavenging. For the point cost, this is almost an essential.
- Graceful - 4pts - Make 60% less noise - Very useful for sneaking around town or past hordes.
- Inconspicuous - 4pts - Zombies are 50% less likely to see you. Also very useful for sneaking.
- Light Eater - 4pts - 75% less food consumption - probably a good long-term skill, for when supplies run out.
- Light Drinker - 4pts - 50% less thirst - probably a good long-term skill, for when supplies run out.
- Outdoorsman - 2pts - Low cost, prevents illness from being in the rain too long. Having a cold means you can sneeze and bring down the horde. Having tissues counters sneezing. Kind of good, just to avoid getting sick.
- Wakeful - 2pts - Character needs 30% less sleep. More looting at night!
- Overweight/Obese - +6pts/+10pts - it is possible to lose weight in the game, eventually negating these starting penalties. Pain in the butt, but possible.
- Smoker - +4pts - You need to smoke every few hours or you get unhappy. Some folks online feel like this is a good trait because it forces you to explore and raid even in the absolute late game when you're situated in a completely self-sufficient farm.
- Slow Healer - +6pts - You heal slower, but since getting hurt is typically life and death and you avoid it at all costs, this isn't a big deal.
- Weak Stomach - +3pts - You get sick from bad food more easily. Easy to avoid - eat fresh!
- High Thirst - +6pts - Before water gets shut off, this isn't any kind of problem. After water gets shut off you need a plan to hydrate anyway.
- Hemophobic - +3pts - Panic when you bandage your own wounds, cannot bandage others. Maybe not so great for multiplayer, but fine solo.
- Cowardly - +2pts - You're more prone to panic. Over time you become desensitized to zombies, so panic (except for phobias) dies down. More of a problem early on as panic makes you very inaccurate, which means weaker hits on zombies, which means more time to kill them, less knockback, and more weapon degredation.
- Slow Reader - +2pts - It takes you 30% longer to read books, but once you've read a given book, you never need to do it again.
Having spent time today studying the mechanics more, I think I'm going to restart my current character (I don't have Cat's Eyes on him, so I'm already annoyed with him at night; it's easy to get addicted to prowling at night) and try a Strong (-10pts, +4 Strength, +50% damage, +6kg carry weight) Obese (+10pts, 105kg weight, quick to exhaust) with Cat's Eyes, Inconspicuous, Wakeful, Outdoorsman. I'm hoping being slow/tired is nicely countered by being strong.
Character journals...
Spoiler:
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
Figured I'd bump this with a more complete statement of some things for any interested parties.
Using the last post's list of "good" bad traits, you can easily give yourself 30 or more points to start with for positive traits. Some of the most effective characters (for my play style) have taken Lumberjack/Repairman as a profession, with Obese/Slow Healer/Weak Stomach/High Thirst/Hemophobic/Slow Reader as negatives and Strong/Handy/Thick-Skinned/Wakeful/Cat's Eyes/Outdoorsman/Lucky as positives.
Lumberjack has a number of benefits - like being awesome with an axe and moving through trees slightly faster than normal. Repairman just gives you great equipment durability boosts. Adding in Handy means your gear wears down even slower, your builds are stronger, and you have a notch in Carpentry - probably the most essential long-term survival skill needed sooner than later.
The general "best" theory for starting out is...
On days 8 or 9 (and maybe very rarely on day 7) you'll be visited by the Helicopter. Spoiler below for how I survive this easily. It's not a fun event, but can be made easy.
General game play tips:
Using the last post's list of "good" bad traits, you can easily give yourself 30 or more points to start with for positive traits. Some of the most effective characters (for my play style) have taken Lumberjack/Repairman as a profession, with Obese/Slow Healer/Weak Stomach/High Thirst/Hemophobic/Slow Reader as negatives and Strong/Handy/Thick-Skinned/Wakeful/Cat's Eyes/Outdoorsman/Lucky as positives.
Lumberjack has a number of benefits - like being awesome with an axe and moving through trees slightly faster than normal. Repairman just gives you great equipment durability boosts. Adding in Handy means your gear wears down even slower, your builds are stronger, and you have a notch in Carpentry - probably the most essential long-term survival skill needed sooner than later.
The general "best" theory for starting out is...
Spoiler:
Spoiler:
Spoiler:
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
New release, 0.41, Beta (update as Beta in Steam).
Word online is that combat has gotten harder and death is easier to find.
- New gameplay styles: Builder, Brawler and Survivor
- More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc.
- New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more.
- New combat, new weapons, new difficulty balance.
- New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies.
- New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc.
- Blood system that progressively bloodies bodies and clothing of survivors and zombies
- New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches.
- Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn.
- Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc.
- Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc.
- Clothing protection: different clothing provides different levels of protection from zombie attacks.
- Visibly ripped and damaged clothing.
- New Sims-style cutaway vision system.
- Vehicle handling improvements, resizing and appearance tweaks.
- Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options.
- New SFX: weaponry, zombie moans etc.
- New water visuals – including visible flow direction.
- New puddle system during heavy rain.
- Broken glass and related injuries.
- Garage doors may be opened / closed and shake when hit.
- New Challenge maps: Film Set and Kingsmouth Vacation Island
- 3D Store Mannequins – can be dressed however you like
- Working washing machines and driers
- Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages.
- New game cursor
- New level-up sound, and tweaked levelling system.
- Faint isometric aiming cursor that shows where you’re aiming in iso space.
- New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble.
- Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items.
- Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more.
- VISIBLE BACKPACKS!
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Octavious
- Posts: 20040
- Joined: Fri Oct 15, 2004 2:50 pm
Re: Project Zomboid
Another 5-10 years and they will add the story mode in.
Capitalism tries for a delicate balance: It attempts to work things out so that everyone gets just enough stuff to keep them from getting violent and trying to take other people’s stuff.
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- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
That'd be nice. The big things coming down the road, I think, are other survivors (including bandits and people to join you) and maybe multiplayer.
I've been playing a lot of their latest Beta build, and the combat has turned it up a notch. There's also a harder difficulty, which the game doesn't need.
Apocalypse mode: Stealth-oriented survival isn't a joke when they say it. Getting into a fight with a Zed is a surefire way to die.
Survival mode: Based on the previous "hardest" difficulty, this is still a hard survival game. It's not about ranking up kills, but being efficient and tricky.
I'm playing a modded Survival mode. I've given myself 16 extra build points, mostly so I can accelerate skill gains (it's tedious to start over from 0 at each death), and extended the day lengths to 2 hours each instead of 1 - so I feel less like I have to rush around the map (which can be fatal) before it gets dark (also fatal).
My best moment so far was venturing out in search of skill books (taking advantage of Life & Living TV for the first few days for free skills) and getting trapped in a torrential downpour half a mile from home, then totally turned around and confused. There's something extremely appropriate about slogging through the rain and breaking into homes where you square off against undead residents just so you can have shelter for a moment. I managed to get a Laceration while tousling with a zombie, which is in between a Scratch (25% chance to zombify) and a bite (100% chance to zombify), and bleeds profusely.
Panicked, I realized I had no bandages at all, and so I ripped off my shirt and tore it into strips, staunching the flow of blood. Between the night, the rain, and the puddles everywhere nothing looked very familiar and it was pretty scary, doubly so now that I was bleeding from my torso and had even chances of getting turned into a zombie. I staggered around in the rain, lighting flashing overhead, until something looked familiar enough to get my bearings.
It took too long to get home, ducking behind bushes and crawling through cleared houses to avoid zombie clusters. By the time I got there, I was soaking wet, very hungry, unable to run anymore, and very tired. I took enough time to clean my wounds and gorge on fruit before turning in upstairs. I lucked out and didn't die, too, which was nice.
This build is fun so far, but combat orientation wonkiness has gotten me killed a couple times. With the new animations, it's possible to try and attack in a direction that's close to, but not exactly, where a zombie is standing - and now you're in the middle of an animation while it bites you.
The priorities in the game are still the same.
I've been playing a lot of their latest Beta build, and the combat has turned it up a notch. There's also a harder difficulty, which the game doesn't need.
Apocalypse mode: Stealth-oriented survival isn't a joke when they say it. Getting into a fight with a Zed is a surefire way to die.
Survival mode: Based on the previous "hardest" difficulty, this is still a hard survival game. It's not about ranking up kills, but being efficient and tricky.
I'm playing a modded Survival mode. I've given myself 16 extra build points, mostly so I can accelerate skill gains (it's tedious to start over from 0 at each death), and extended the day lengths to 2 hours each instead of 1 - so I feel less like I have to rush around the map (which can be fatal) before it gets dark (also fatal).
My best moment so far was venturing out in search of skill books (taking advantage of Life & Living TV for the first few days for free skills) and getting trapped in a torrential downpour half a mile from home, then totally turned around and confused. There's something extremely appropriate about slogging through the rain and breaking into homes where you square off against undead residents just so you can have shelter for a moment. I managed to get a Laceration while tousling with a zombie, which is in between a Scratch (25% chance to zombify) and a bite (100% chance to zombify), and bleeds profusely.
Panicked, I realized I had no bandages at all, and so I ripped off my shirt and tore it into strips, staunching the flow of blood. Between the night, the rain, and the puddles everywhere nothing looked very familiar and it was pretty scary, doubly so now that I was bleeding from my torso and had even chances of getting turned into a zombie. I staggered around in the rain, lighting flashing overhead, until something looked familiar enough to get my bearings.
It took too long to get home, ducking behind bushes and crawling through cleared houses to avoid zombie clusters. By the time I got there, I was soaking wet, very hungry, unable to run anymore, and very tired. I took enough time to clean my wounds and gorge on fruit before turning in upstairs. I lucked out and didn't die, too, which was nice.
This build is fun so far, but combat orientation wonkiness has gotten me killed a couple times. With the new animations, it's possible to try and attack in a direction that's close to, but not exactly, where a zombie is standing - and now you're in the middle of an animation while it bites you.
The priorities in the game are still the same.
- Establish a safe house with a clear perimeter.
- Collect skill books and watch Life & Living TV at 6:00, 12:00, and 18:00.
- Scavenge for tools - screwdriver, hammer, saw, sledge, shovel, etc.
- Get a car to aid the above.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
New ways I've died...
- Trying to fight more than two zombies. It used to be possible with some skill, now one at a time is the only safe way, and two is pushing it.
- Crawled through a busted window and right into 5 zombies "hiding" on the other side, one tile over, bunched up on a door.
- Bitten in my car while trying to start it. I kind of like this one. Zombies will rip you apart once they break out windows.
- Flipped my car while playing GTA on the highway. I spent too long trying to find a way to roll it over and ended up surrounded.
- Made the mistake of thinking I was safe and accelerating time while I was in a remote location. The clock didn't stop as three zombies broke through the window.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
A couple satisfying things...
- Finally getting to a point in the new build where I can routinely survive until the helicopter passes and find enough skill books to have everything a "best boost" for learning. Now the game really starts and I have to figure out where I want to settle long-term. I've got at least one of every tool (except a propane torch, which are foolishly rare), piles of seeds, lots of crafting materials, and a library of books to keep me going.
- Getting into a brawl last night where I miss-timed a swing, which let a zombie in close and I heard the tell-tale "grinch" noise of a scratch/bite. I shoved him back, but his partner also got in a scratch/bite. I went berserk, assuming I was dead anyway, and wailed on three zombies in close quarters. They didn't get another bite in, and when it was over I opened my health screen and checked to see how bad it was. My armor absorbed both hits without passing through any damage. I need to replace my jacket, but my survivor of 9 whole days is 100% healthy.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Punisher
- Posts: 4252
- Joined: Thu Mar 24, 2005 12:05 pm
Re: Project Zomboid
I've had this game for a while, but also haven't played it in a while. To be honest I have just been very confused about how the game works and was expecting a story or something, but from reading this thread, it looks like its just a sandbox survival thing to see how long you last.. It also sounds like there is some crafting/building and I never got that far in the game before.
Does anyone have a go-to beginner/starting guide they use?
Does anyone have a go-to beginner/starting guide they use?
All yourLightning Bolts are Belong to Us
- Paingod
- Posts: 13157
- Joined: Wed Aug 25, 2010 8:58 am
Re: Project Zomboid
You're right that there's no story - yet. I think they plan on adding one. It can be modded to be multiplayer, as well as mods that let you recruit and fight other NPC's that aren't zombies (I haven't done this).
As for basic survival guides, there are a number of general guides, and each approaches things differently. These change a little, too, if you're playing the standard game or the BETA "IWBUMS" (I will back up my save) mode. IWBUMS is what I've been playing, and it adds new animations, , zombie variation, harder combat, better vehicle dynamics, and player armor through clothing.
For me, it comes down to:
As for basic survival guides, there are a number of general guides, and each approaches things differently. These change a little, too, if you're playing the standard game or the BETA "IWBUMS" (I will back up my save) mode. IWBUMS is what I've been playing, and it adds new animations, , zombie variation, harder combat, better vehicle dynamics, and player armor through clothing.
For me, it comes down to:
- The tagline for the game is "This is how you die" ... ANY bite from a Zombie is 100% lethal.
- You will become infected, you will die from it, and you will rise from the grave.
- Zombie scratches have a 25% chance to be as lethal as bites.
- If you're playing on IWBUMS, there are lacerations, which I think are 50% lethal.
- You'll know you're doomed if your character heals, but starts getting anxious and then sick for no other reason (like catching cold or eating rotten food).
- If you're doomed, you can actually drink bleach to kill yourself deliberately.
- If you're inclined, you can strip off all your gear and leave it somewhere safe - so you can "Continue" from the main menu with a new survivor and pick it all back up. If you're not inclined, you start a new game.
- Knowing you don't want to get in too many fights, play accordingly. You can sneak with CTRL and run with Shift. Sneaking reduces noise and visibility, but costs stamina. Running increases noise and visibility and costs stamina. Walking, standing, sitting, or resting restores stamina.
- Character creation involves selecting negative and positive traits on a point scale. Different people choose different traits. I prefer:
- Negative, Weak Stomach: Don't eat rotten or raw food and this isn't a problem.
- Negative, Slow Healer: You heal slower, but shouldn't be getting hurt - sooo...
- Negative, Smoker: Some people swear by this, but I can't bring myself to. You need a smoke once in a while or you get edgy.
- Negative, Obese: You're very overweight, impacting stamina severely. This is a big penalty, but you can lose the weight, and thus the penalty (if you live long enough).
- Negative, High Thirst: You need to drink more water, which is literally everywhere in the game.
- Negative, Hemophobic: You get panicked when you apply first aid to yourself, which you shouldn't have to do if you're not getting hurt.
- Positive, Strong: You carry more weight and hit like a Mack Truck in melee.
- Positive, Thick Skinned: Reduces the chances of a being bitten or scratched when hit by a zombie. Just might save your life.
- Positive, Cat's Eyes: See better at night. Without this, you're pretty much night-blind.
- Positive, Inconspicuous: Zombies are 50% less likely to spot you.
- Positive, Outdoorsman: You won't get sick from being outside in the elements. Preference. Sickness isn't that hard to work with.
- Positive, Dextrous: Loot and move stuff between containers faster. This just helps with general time spent in a building searching.
- Positive, Lucky: 10% bonus to find rare loot, +5% repair chance
- Profession: Park Ranger: Bonus to axes, carpentry, foraging, trapping, and moving through trees. All valuable skills.
- When you first spawn, you'll be in your home. Zombie-free. The only guaranteed safe space for the first 10 minutes. Move around, click to open everything and take anything that looks useful. Your first priorities are: Some form of weapon, some kind of bag, food, and water. Your next proirities are skill books, magazines, and a clock or watch. Anything else will keep until you come back later. Nothing respawns or despawns.
- Not all bags are created equal. You can wear most on your back (right-click menu), and carry all in your hands. By wearing and carrying them, you reduce their weight by the percentage they say. The best common bag is a Big Hiking Bag, with a 22-kg limit and 80% weight reduction. Spoiler:
- I stress skill books because for the first 8 days, you can get free skill points by watching Life & Living TV at 06:00, 12:00, and 18:00.
- Try and find a place to call "Safe" - know that by deault, Zombies will perpetually respawn unless you're in a Sandbox with that turned off (and if you do turn it off or way down, you may find the game gets boring when everything is cleared). I personally like to start in Muldraugh and head to this house. It has windows on the ground floor on just two sides, and a nice upstairs area to use for resting.
- Sneak around a lot in unknown areas, walk when you don't need to sneak, and try to avoid running.
- Know that zombies can't be avoided, so you better get good at killing them. Try and get one at a time to follow you away from groups. Shove them with the Spacebar, and when they're on the ground, stomp them with Spacebar as well. In IWBUMS, you need to aim for the head.
- Start collecting other things aside from food and water. Spare weapons, tools, pots & pans. Almost everything you find will have a use, except for many toiletries. Tools, in particular, are valuable. Don't use them as weapons unless you have duplicates. This includes kitchen knives, screwdrivers, wrenches, hammers, sledgehammers, crowbars, shovels, etc. Tools are most abundant in warehouses, inside brown crates and shelves. Scout around on the map (liked above) to find these places.
- Some people advocate barricading your home. I don't. Not at first. For the first 8 days, I leave my downstairs windows and doors wide open. I turn off every light, inside and out, and keep the TV at "1" volume. It seems counter-intuitive, but zombies will stop to break down a barricade on a door. They'll walk in and out of an open house, and hardly ever go up stairs unless they hear you.
- Cars. A last-first priority before gardening. Look on the map for gas stations and be sure to loot some gas and keep it safe. When the power goes out, you can use a generator to power the gas pumps. You can use generators to power your home, but you can't do it without gas. Cars rarely have gas in the tanks, so it's nice to fill 'em up when you can. Cars also make a lot of noise. Honking the horn will pull out every zombie in a two-block radius. Drive slow, drive careful.
- So you're sneaking around your neighborhood to loot skill books, reading them, watching TV on a schedule, maybe you've even found a car key and gotten some gas so you can drive around ... and then on Day 6-8 Spoiler:
- Now that this is done, the game can begin. Survival. Long term. Decide where you want to live, set up a farm, build walls, and ride out the apocalypse - or maybe get in your car and play a nomad scavenger - or skip the car and see how many zombies you can kill before you get killed yourself.
- A word of caution: try to avoid letting bodies build up. They attract disease, can make you sick, and draw undead to the smell.
- Advanced combat: using a campfire to burn down a zombie horde, or a small town.
- Guns: The best way to die. So much noise, so little ammo, so very many zombies.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
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Re: Project Zomboid
ftfy2. Knowing you don't want to get in too many fights, play accordingly. You can sneak with CTRL and run with Shift. Sneaking reduces noise and visibility, but costs stamina. Running increases noise and visibility and costs stamina. Walking, standing, sitting, or resting restores stamina. Dying and rising as the undead provides infinite stamina.
Sims 3 and signature unclear.