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Here is a link to the full text: http://projectzomboid.com/blog/2016/03/death-metal/
It's always nice to see new game mechanics that expand the gameplay without changing the scope of the game too much. However, I'm starting to see a trend with the new skills and crafting recipes. In multiplayer games this is rather a good thing as it forces players to specialize, but it really makes SP player's life a tough (and monotonous) one: right now you can take min-maxing to its limits if you want to use ("use", not "master") trapping, fishing, and the other locked features. I can only imagine what kind of things are locked behind two recipes (the furnace and even the anvil! Even I can hit hot iron against a concrete floor...). Yes, yes, the recipes can be found while scavenging (emphasis on "can"). After n patches I have to pick the truck driver profession (or read the driving school's pamphlet...) if I want to drive a car... ;)
I guess it's hard to balance SP while still keeping co-op interesting.
</outburst>
Currently there are a few things like this that I think feel slightly imbalanced (especially in single player) due to the alpha state of the game. Simply because related features aren’t in to have the effect they will once they are, and that's fine :) I just look forward to when they show up :D
http://steamcommunity.com/app/108600/discussions/0/385428943463493099/
I'm not expecting to master everything, but being able to change the fishing line does not require higher education... But maybe I'm giving too much credit to the residents of Muldraugh and West Point...
Basically, I have a problem with the RNG. Let's say, just for the sake of argument, that you started with fishing skill of 0 and have lived next to the river for 20 months, fishing every day. Your skill is now 10, but you still don't understand what is the purpose of the fishing line and how the reel works. (but that is the topic for another thread...)
Foraging and hunting was hard enough to learn. Soon we literally have to pick a profession and stick with it or else we just get confused while playing, thanks to overabundance of different mechanics. ;)
Or maybe this is a conspiracy to increase the price of forks, spoons and forks on servers. *puts on his tinfoil hat*
Sometimes in MP if I play as a trader I can just sell nails and axes to base builders for food.
While I'm fine with how recipes and magazines work in the game now (and hopefully with NPC teachers too) I have always found this one fishing detail silly. I think a good way to fix it would be to make it so once you reach level 2 fishing you learn how to add the line automatically (like you know enough to figure it out now) or I've also seen people suggest that if you don't have the recipe you just use more twine/line than if you know it, which I think would also be fair.
By the way, this is exactly the "topic for another thread" I mentioned earlier. ;)
There are now (at least) 2 metalworking threads. Could mods either lock this one or merge them together, as the topic hardly requires two threads from two slightly different angles.
I do have to agree that metalworking will set base building a bit off with crafting nails and i will explain why in general. My opinion is that the game's core idea that I am afraid we are losing touch with is that, the game should become so difficult in one point (late game) with scarced resources etc. that it will force you to take more risks and go that extra mile each time you head out or caught yourself in a situation to optain that sacred material that will help you survive a bit longer, making it more exciting and dangerous..Thats the basic thing i am afraid that the over the top crafting system could affect this came at its core in the long run changin everything.
*Just food for thought* P.S: I Love the game!