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But also, what's popular doesn't dictate what's good. In fact what's popular is often directly terrible for us. TikTok is popular. Drug addiction is popular. You get the idea.
On topic though, I've only ever played PvP servers that were generally full, so again it's probably just that you aren't aware of how popular full loot PvP is in gaming. No offense.
I don't try to kill anyone but if you don't have to worry about roaming psychopaths finding your base it's just not the same. PVE? more like ZZZ....
PVP because this is an apocalypse sim and in the apocalypse, people suck.
The above is the reason I dislike quite a number of characters from The Last of Us: Part II and Days Gone. I'm not into this particular flavour of apocalypse filled with people (NPCs, characters) of that sort, especially when there is a lack of characters to identify with and the overall story is just lacking. Also the above is the same reason why I dislike playing with random people (without inviting friends/non-random people to your group) in PvP in general (there is one exception though!): because I don't want to lose my nerves on... well, we all know this, so I don't think it's necessary to name it directly. That's why I prefer a fruitful, satisfactory coop rather than a frustrating PvP that is more stressful than stress-relieving.
And yes, if PvE in PZ is boring (because it obviously only gets easier and easier the more people you have with you, and a veteran can already handle quite a lot himself), as @katsuragi mentioned the boredom, then I don't even see the reason/incentive to play PvE PZ on public servers in the first place. Maybe if I had a real-life friend to play with (private session, LAN, or split screen), so the coop would be something more than playing for personal fulfilment. But then I would probably decide to play in private PvE rather than anything public. I don't see any reason to try out PvP in PZ at the moment. And I also don't fancy the "dubious excitement" (from my personal perspective) of having the danger of your base being overrun in PvP by "some folks."
Although, I perfectly understand @katsuragi's approach, PZ strives for realism (and simulation?) and such approach fits the game. I just hope PZ NPCs update will also strive for realism, not "have fun dealing with bandits-in-skimpy-armour let loose" simulator. PZ has never been Mad-Max-like fiction in my eyes. I hope it stays a more or less realistic (and believable) depiction of what an actual real-life apocalypse would look like.
Besides, I don't think I could play PZ in any different way than I see it fit my way, that's why I always play Sandbox and never even try to play any of the default settings/modes. I just prefer to play PZ with my own collection of mods and settings, to enjoy the game and its customisability the way I desire, that's why I decided to buy the game in the first place. It's a sandbox game and I love to take advantage of that fact (in a positive sense, of course).
Yes, for aging gaming veterans the aspect of having a difficult yet fair and appropriate challenge that is engaging but not overwhelming or unfun is a difficult matter. That's why I think PZ's PvE seems boring for @katsuragi and possibly I'm at risk of getting bored with PZ as well (in my case I say in PZ because I don't even consider playing it any different way than singleplayer at the moment, @katsuragi has the pleasure to enjoy a different approach to the matter).
Also, from the literary point of view, I don't understand it why an author of an apocalyptic universe would simply promote that idea of "in the apocalypse, people suck" so hard in his universe. Feels artificial to me if done without implicit or explicit justification/reason/cause (that I would buy), as if there was no deeper thought given to that approach. Mad Max (PS4 game) depicts many "individuals" but there are people out there who seem to have tried to keep at least some normalcy or at least don't seem completely deranged, and the game overall doesn't seem to glorify "let's suck because it's apocalypse" mindset (I have the platinum so I have explored the game), as if the game wasn't constructed with such a mindset in the first place, even if the actual mindset of the creators might have been inspired by or quite close to that. And there are items in the game that remind of that past normalcy (for example pre-apocalypse times/state mentions), like clearly not all people in that universe wanted to act like deranged teenagers.
Probably there could be found a logical explanation to this idea of people being so broken in an apocalyptic universe that would justify such lore but such universes don't appeal to me anyway (and I don't think all of authors consider/care to explain the state of things in their universes in the first place, they just expect you to assume it is as it is without daring to investigate further). I don't want to delve into that deeper here because that's off-topic. I only wonder why TLoU: Part II failed so much story-wise and lore-wise while being such a massive AAA that was not even the first entry in the series. I don't feel that legacy of the lore much in that game, if at all. In stark contrast, Persona 5 Strikers made me legit curious to absorb everything about the story, the characters, and the lore (and made me wonder about it for a bit), and made me also legit curious to play Persona 5 to find out more about the previous story and the characters of the series, it's all such a rare masterpiece in gaming, and what do we have with TLoU: Part II? Don't tell me the scope or the budget were the issue because the gameplay and the bonanza of mini-features and details furiously tell otherwise. These two examples (TLoU: Part II and Persona 5 Strikers) clearly show what magic a good story set in a believable and good universe can do, or, what only Persona 5 Strikers shows in this comparison, for that matter (and in my opinion). To add, PZ so far fares great with immersion as of the current build and I hope it stays that way in the future builds.
To sum up, quite literarily, my general preferences, I prefer serene resting grounds of singleplayer and joyful cooperation of PvE to sinister and hostile grounds of PvP, unless these PvP grounds are free from the usual stuff associated with modern-gaming PvP (and thus aren't sinister and hostile). But still, I prefer SP to MP. Fair and good PvP (that I have in mind and experienced) would rank even equally to PvE, so, surprisingly, my preference for PvE isn't that strong, PvP is just so broken (and thus unfun) in so many games. I think I have given enough reasons for my preferences, both relating to PZ and to games in general.
Edit: I only add that my preferences regarding playing SP/PvE/PvP may change over time or due to an event. I might open myself more to MP in the future. After all, Warcraft III and CS: Source were one of my favourite games of all time, and they were mostly/strictly made for (PvP) MP even if I played them mostly alone. And another title I have in mind is just pure (competitive even? but at least fair and in the technical aspect on PS4, I would say... even a masterpiece) PvP that also was one of my favourite games of all time. The reason I'm not giving its name now is because I want to replay this game after a few years of not playing it to see if it's still the same game after countless updates. I don't want to recommend a game that's no longer the same game I remember.
but man a game so complex like this one has at some point fix the damn stun and let people play how they like,pvp in zomboid can be an awesome time,especially when they are going to add alexandria time
1. place stairs in any building that is multiple stories tall but lacks any floors like church or warehouse and build your entire base on this floor
2. Create new character on the server, you can swap between multiple characters on the same server without them dying. Place them upstairs with a sheet rope and log out.
3. Destroy stairs and use sheet rope character to drop rope when you need access
This base is now basically undetectable and the meta.
Combat needs a refinement for PvP to be fun. the only use I see for PvP is to increase difficulty by allowing friends to make mistakes and swing into or shoot friendlies if careless.