Project Zomboid

Project Zomboid

Cleave Dec 28, 2024 @ 3:45am
Life & Living TV Nerfed...?
So it would seem Life & Living TV channel won't give you XP past level 3 Carpentry?

Does this extend to VHS's? Do they not give XP past level 3?
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Showing 16-29 of 29 comments
katsuragi Dec 28, 2024 @ 6:03am 
Originally posted by Kaia:
Originally posted by katsuragi:
Plenty of zombie games dumb things down (like every other one except CDDA), no need for that here. I sincerely hope the devs don't even bother reading posts like this and press on with their vision.

Be glad they gave you a sandbox to stupify things to your hearts content if you like.

The default settings aren't tuned just for me and they should be because what I think is fun is what everyone thinks is fun and the devs should know that. Also, for no reason, I think there is a thing called "endgame" in here somewhere and I want to reach it fast, and also I want to do it without touching sandbox settings.
Too bad I guess
Last edited by katsuragi; Dec 28, 2024 @ 6:05am
Kaia Dec 28, 2024 @ 6:04am 
Originally posted by Lost Latios:
From my perspective it should be at least 4-6. I don't mind a cap as it makes sense. At some point you won't learn anymore from watching other people. However, you can learn a ton from watching other people do something, even when you know how to do it. After that it's repetition and practice, which sounds like level 5 onward. You refine your craft and learn the tricks of the trade that work for you.

I think so too; a cap in itself does make sense, and i would place it at the same rough place as you.

I just don't think it makes sense currently because of what i was writing earlier about there being nothing new of note to strive towards and unlock that is meaningful.

This coupled with the change to dismantling xp, only serves to put a big speed bump on progression for no other reason than to make everything slower and add grind.

And if there is one single thing this game does not need more of, it's meaningless grind.

That said, if things change and there are enough meaningful things to unlock with 6-10 carpentry progression beyond what currently exists and that pertain to post-end game, then yeah, absolutely capping VHS is something i'd stand behind.
Kaia Dec 28, 2024 @ 6:05am 
Originally posted by katsuragi:

blatant trolling

Ah sorry, i thought you meant to have a 2way conversation, but i see you just came here to troll. Carry on with the foolishness and keep trying to make up quotes with things i never said. It really is the banger you think it is.
Last edited by Kaia; Dec 28, 2024 @ 6:06am
Doko Dec 28, 2024 @ 6:26am 
Originally posted by Kaia:
Originally posted by katsuragi:

blatant trolling

Ah sorry, i thought you meant to have a 2way conversation, but i see you just came here to troll. Carry on with the foolishness and keep trying to make up quotes with things i never said. It really is the banger you think it is.

Just ignore them. They are the exact kind of minority I was telling you about, where they look down on everyone that does not adhere to the way they play games, thus they come up with insults like "skill issue", or generally disregarding anyone who doesn't like to challenge everything under the known sun.

They still fail to understand what video games truly are, and they are not only played for challenge, let alone designed only to make you feel miserable (I know some people in the world desire misery, but it is factually not a normal feeling to desire, hence them being a minority of abnormal people).
Little late to the convo, but I like the new option to adjust it, though I feel like the default should be 10 and you can make it lower if you want. I'm going to try mine out on 5 as that feels balanced for my skill level while adding a new level of difficulty. 3 is far too low for me. :lovebee:
Hamakua Jan 2 @ 8:34pm 
Originally posted by Doko:
Originally posted by Kaia:
...

Really it should be the other way around. Make B42 the same difficulty as B41, which most are comfortable with, and then allow the "I like it balls to the wall" crowd to toggle the sandbox difficulty to their liking.
...

Devs badly want the game to become a multiplayer Games As A Service vehicle to then later turn into a revenue stream.

I think a better model for them would be releasing ancillary content patches maybe yearly after 1.0. The content patches can flesh out both single and multiplayer.

Forcing everyone into multiplayer will just cut off a segment of the audience from the game. As it stands now the game's foundation is largely built on an isolationist atmosphere and "Zombie" themed stories tend to almost always encompass the motif that "the real monsters are other humans" via human psychology, desperation to survive, greed and maliciousness.

All those things are fairly toxic for multiplayer.

Trolls will be trolls, and removing the ability to pvp would betray the underlying themes of any Zombie survival motif anyway.

Forcing a portion of the playerbase into that toxic pen will dampen interest.
Last edited by Hamakua; Jan 2 @ 8:34pm
Cleave Jan 2 @ 8:37pm 
Originally posted by Hamakua:
Originally posted by Doko:

Devs badly want the game to become a multiplayer Games As A Service vehicle to then later turn into a revenue stream.

I think a better model for them would be releasing ancillary content patches maybe yearly after 1.0. The content patches can flesh out both single and multiplayer.

Forcing everyone into multiplayer will just cut off a segment of the audience from the game. As it stands now the game's foundation is largely built on an isolationist atmosphere and "Zombie" themed stories tend to almost always encompass the motif that "the real monsters are other humans" via human psychology, desperation to survive, greed and maliciousness.

All those things are fairly toxic for multiplayer.

Trolls will be trolls, and removing the ability to pvp would betray the underlying themes of any Zombie survival motif anyway.

Forcing a portion of the playerbase into that toxic pen will dampen interest.
If they actually try to turn this into a "game as service" it will flop so hard.
I like that change. Carpentry was unbelievably easy to level before.

Could watch Life and Living TV for the first week, raid the VHS store, and become a master carpenter without ever touching a hammer or saw. Felt silly.
Last edited by Beltneck; Jan 2 @ 8:39pm
[Censored] (Banned) Jan 2 @ 8:43pm 
Originally posted by Hamakua:
Originally posted by Doko:

Devs badly want the game to become a multiplayer Games As A Service vehicle to then later turn into a revenue stream.

I think a better model for them would be releasing ancillary content patches maybe yearly after 1.0. The content patches can flesh out both single and multiplayer.

Forcing everyone into multiplayer will just cut off a segment of the audience from the game. As it stands now the game's foundation is largely built on an isolationist atmosphere and "Zombie" themed stories tend to almost always encompass the motif that "the real monsters are other humans" via human psychology, desperation to survive, greed and maliciousness.

All those things are fairly toxic for multiplayer.

Trolls will be trolls, and removing the ability to pvp would betray the underlying themes of any Zombie survival motif anyway.

Forcing a portion of the playerbase into that toxic pen will dampen interest.
negative - i like the changes - loads of us do - and truthfully they are looking for new sales - they get 20 bux for the game one time per player - on that payment model they need to attract new players more than they need to cater to the ones they already got - so lock into build 41 if yall hate it so much lol (besides i know for sure 90% of ya saying youll quit dont actualy quit - you keep right on playing)
Last edited by [Censored]; Jan 2 @ 8:46pm
sNeaky Jan 3 @ 6:28pm 
Originally posted by Censored:
Originally posted by Hamakua:

Devs badly want the game to become a multiplayer Games As A Service vehicle to then later turn into a revenue stream.

I think a better model for them would be releasing ancillary content patches maybe yearly after 1.0. The content patches can flesh out both single and multiplayer.

Forcing everyone into multiplayer will just cut off a segment of the audience from the game. As it stands now the game's foundation is largely built on an isolationist atmosphere and "Zombie" themed stories tend to almost always encompass the motif that "the real monsters are other humans" via human psychology, desperation to survive, greed and maliciousness.

All those things are fairly toxic for multiplayer.

Trolls will be trolls, and removing the ability to pvp would betray the underlying themes of any Zombie survival motif anyway.

Forcing a portion of the playerbase into that toxic pen will dampen interest.
negative - i like the changes - loads of us do - and truthfully they are looking for new sales - they get 20 bux for the game one time per player - on that payment model they need to attract new players more than they need to cater to the ones they already got - so lock into build 41 if yall hate it so much lol (besides i know for sure 90% of ya saying youll quit dont actualy quit - you keep right on playing)
If you think this version of Apocalypse is what's going to attract and keep new players then you are delusional.
Originally posted by Kaia:
Much like muscle strain, boy am i glad this is a sandbox setting. I don't really understand why the TV show would be capped, and much less why the VHS would be either.

It really does seem to me thus far with the beta build that there were a fair few measures taken to slow progression way down, without it being necessarily for the good reasons or along with adding any end-game/post end game depth.

- muscle strain slowing your fighting progress down
- no dismantling xp slowing your skill progress down
- recipes requiring more reagents/more convoluted : slow down
- no VHS past lvl 3 : slow down


To me this isn't going in the right direction, although with crafting i am still vastly unfamiliar with the new systems.
The dismantling giving no EXP makes sense for servers--Although, players are likely gonna contue to do this anyway. Metal doesnt grow from the ground like trees, and trees arent in every city depending on where players base. But the no VHS exp? cmon. It makes sense during the broadcasts sure, but why nerf a rare loot resource like that?
Originally posted by Meefreese:
Originally posted by Kaia:
Much like muscle strain, boy am i glad this is a sandbox setting. I don't really understand why the TV show would be capped, and much less why the VHS would be either.

It really does seem to me thus far with the beta build that there were a fair few measures taken to slow progression way down, without it being necessarily for the good reasons or along with adding any end-game/post end game depth.

- muscle strain slowing your fighting progress down
- no dismantling xp slowing your skill progress down
- recipes requiring more reagents/more convoluted : slow down
- no VHS past lvl 3 : slow down


To me this isn't going in the right direction, although with crafting i am still vastly unfamiliar with the new systems.
The dismantling giving no EXP makes sense for servers--Although, players are likely gonna contue to do this anyway. Metal doesnt grow from the ground like trees, and trees arent in every city depending on where players base. But the no VHS exp? cmon. It makes sense during the broadcasts sure, but why nerf a rare loot resource like that?
I feel like the exp cap for VHS is pretty fair. Level 3 is where most recipes are unlocked, so the rest is just about actually crafting stuff.

I'm more against the no exp from dismantling part, because as you said, metal doesn't from the ground. I waste a rare resource like propane to dismantle my fridge only to end up getting nothing? ♥♥♥♥ that.

Why would that be a default? This makes all challenge modes become unreasonably hard once they return.

I really hope the 2nd half of b42 update address that problem.
Originally posted by Beltneck:
I like that change. Carpentry was unbelievably easy to level before.

Could watch Life and Living TV for the first week, raid the VHS store, and become a master carpenter without ever touching a hammer or saw. Felt silly.

You got a point. Because of this. I manged to max out Carpentry in 9 days and 19 hours of in-game time.

Sitting infront of the TV for the whole entire week was busted. Max out most of your skills. That was one of my go-to strategies; loot all the surrounding homes nearby, loot the book-store and school for books then hunker down in my spawn house then head out after I got everything I needed. Made me overpowered. Knowing this, its not a strategy I use too all often anymore in the current day. I actually like to play the game and journey around.

This was even more busted if you chose to spawn in Rosewood which I did alot. You could bring a TV and make the school your base for the moment and grind in peace. Being that Rosewood had everything you needed for this with a low zombie count and how compact Rosewood was cutting down on travel time. Made it the easiest location to level up in.

I think if maybe they cap it out at 4 or 5 that would be a perfect balance. So its not a grind for most people, but fine enough where its not overpowered.

I disagree with the change of not getting EXP from dismantling things however. That was for the mid to late game, it made sense to me as you tinker and take things apart you learn from it.
Last edited by SgtEmissary [Kane's Will]; Jan 3 @ 7:54pm
As for the early game padding, I am mixed. The early game is the best part of the game, that is the part you want to be in as long as possible. But leveling some skills does feel tediously slow.


Originally posted by Doko:
Really it should be the other way around. Make B42 the same difficulty as B41, which most are comfortable with, and then allow the "I like it balls to the wall" crowd to toggle the sandbox difficulty to their liking.

We have three difficulty settings. Builder, Survivor, Apocalypse.

On a scale of 1 to 10, in B41 the difficulties were spaced out like this.
Builder: Difficulty 0
Survivor: Difficulty 1
Apocalypse: Difficulty 2 (Out of 10)

There's two difficulties for new players, and one for new players who want a challenge. No difficulties available (by default) for the average player. Forget the veterans who want harder maps, even the average players don't get a difficulty. (And the average player is the bulk of the community, at least one difficulty should be catered to them.)

Anyone who had learned the barebones basics to the game, would be extremely unlikely to die in any of the default difficulties unless they weren't playing seriously. This was silly, especially for a game that is supposed to be a story about how you died.


And the difficulties in B41 were a problem. The biggest issue long-term servers had was that, as people played and learned the game, the game stopped being a challenge. People got everything they needed and they got bored.

Biggest problem with B41 SP was also boredom. You learn the game, you get everything you need to survive indefinitely, and then you get bored and resort to mods or MP to keep entertained.

B42 doesn't fix that entirely. But it does extend the timer before you hit that boredom part.




In B42 they have adjusted the system
Builder: Difficulty 1
Survivor: Difficulty 2
Apocalypse: Difficulty 3 (Out of 10)

Now I have heard that survivor difficulty might be bugged and spawning more than it should. I don't play it. But if it's bugged, it'll be fixed eventually.

They are all still very low on the difficulty scale, these are not "Balls to the wall" difficulties. They are pretty easy. Just slightly harder than they had been before. They are not catering to the hardcore veterans with these changes, they are catering to the average player who knows the basics and is no longer challenged in B41.
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Date Posted: Dec 28, 2024 @ 3:45am
Posts: 29