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I can't imagine any scenario where a survivor of a zombie apocalypse will spend his time making glass. I don't understand why they would balance the game for multiplayer when the premise all along seems to be a solo experience, because "this is how YOU died."
Ya thats a good point, adding these things like "making clay pots" (when theres already tons of pots and dishes to loot) Seems like a waste of development resources.
Although those little things don't ruin the balance, it's nice to have little things added but NPCs should be a top priority instead of these meaningless things.
It's the #1 requested feature. But instead, so much time developing blacksmith and clay pot crafting.
i mean like returning to 41 unless there is unfinished buisiness now that beta is available doesn't feel like a good option. but moving forward depends on the updates and improvements.
i suspect they have a multiplayer already.
and they play it multiplayer.
maybe.
and thats how the devs are having fun.
while its tough with the bugs and system behaviours sp right now.
and unless you are uber excited to conquer and master the specific things (aside exploration) in this build, like the new professions. if you are in a rush to test and master then seems those are having a good time.
but i just in for the casual. await temptation to get in
cant get locked in yet in current version.
would be nice take a few days play a long game when everything is figured out
For me this is a much better representation of a zombie apocalypse. Early play at least is sometimes making the least bad choice, improvising and taking a bit of a convoluted route to long term survival. Yeah, some things need rebalancing, but I think B42 gives the game a much needed breath of fresh air.
In the older build foraging is just standing in one spot and waiting for things to happen, just like B41 fishing. Now you need to walk around to forage things, and now fishing needs proper reeling action.
Many of these changes may seem trivial, but if you stay with the game long enough you'll notice how shallow the mechanism of earlier builds are, and learn to appreciate how things get deeper with each build.
Personally I was bored with the predictability B41 zombies, and am enjoying the current battle-related changes. If you're not bored with B41 yet, I can understand why the change feel unnecessary.
Personally I think NPCs would be interesting but not to the point where I would get bored with the game without one, there's just so much new stuff to do in this build.
EDIT: just read the reply right above me and I pretty much agree with it wholly
Just because we've had 3+ years to get used to things the way they were doesn't mean it was ever meant to stay that way. It was "balanced" (not so much really) with what was in b41 at the time and what they were okay with at the time, things change.
It's important we try to work with the developers and help them steer this ship instead of just complaining whenever there's changes we don't like.
Not saying you're doing that, there just shouldn't be this much confusion from people about why the unstable version you have to manually enable has problems.
It's still the holidays for many people. We waited 3 years, we can wait a little longer. We at least have a version to try out and give constructive feedback on while they are likely on break, feedback they can use to make it better.
its not perfect enough to go from system to system without a break of immersion.
See i know fishing is new but have not tried because i am broken from immersion or else i rush to loot a rod and rush to do it day 1 i do not do it as and when is appropriate because the run is quit due to whatever confusion or inability coming at behaviours expected to treat the character well at an earlier stage to achieve greatness in the run.
Just adding more stuff would lead to a huge mess, we see that in a lot of other games.
For that to happen, a lot of the old codebase has to be rewritten and adapted. That is why in the unstable version... things are unstable. It is not meant to stay that way, it is that way, because it is work in progress.
As an (somewhat bad) analogy, think of remodeling a house. You have to unplug stuff, maybe switch off the electricity for a while, maybe you even wreck some walls and build them in other places. If a constructor shows you the place, while not finished, it makes no sense to go "But yesterday, I could switch on the lights? Why have you changed that? That's really bad."
However, spending your time making glass and clay pots has nothing to do with difficulty. So the initial point remains. It is not clear to me how turning crafting upside down and inside out increases difficulty. That's what muscle strain is for.
I get what you're saying. i've never really been a big crafter in this game, I've always preferred to loot whatever I need. I can't see a day in this life where I'm going to want to play zombie apocalypse pottery simulator, But it's a game feature we aren't obliged to use. If someone wants to make pots or bottles, then good luck to them.
I can see how someone might take great pride in living in a house they've made from scratch in the woods, filled with furniture they've made for themselves, along with tools, glassware and pots they've lovingly crafted and sustained by herds of farm animals they've bred from animals they've rescued. It's great that zomboid will work for them.
It's also great that zomboid will let an orc like me use their animals as target practice and to leave their dream home a blazing ruin.
I find it quite wholesome that the game offers something to varied playstyles.
i makes sense when u play years later/with super low loot. I love to play like this and i want that i can craft pretty much everything myself.