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翻訳の問題を報告
And being able to create characters on the same world os good enough for me.
Like someone mentioned skill journal mod if you dont like losing your skills. I have a friend who doesnt like dying and losing her skills so i get it for her and makes her happy.
Secondly, you are requesting a change to the CORE gameplay loop of a game sold as a permadeath survival game. It's clearly not the game for you, thus making it a you problem.
Thirdly, you can make any location viable with patience and time. That is, once more, a you problem.
Yeah, skill issue.
Plenty of people have cleaned out the prison, or setup in louisville without the need to save scum.
That is a very funny and telling take since it implies this playerbase basically has no faith in the game's mechanics other than permadeath lol.
If it's an RPG, as this game appears to be, then yes, because that's how RPGs work. RPGs are about looting, leveling, base building and stuff like that. If this game is a hardcore survival game, then it should change it's systems to reflect that.
Change the systems how? By adding manually saving for handholding which goes against the spirit of being a hardcore survival?
Except the permadeath is part of the glue that holds the systems in place. Without the foundation of what this game is, which is permadeath, it's just every other game out there. I'm not quite sure you are making the argument you think you're making. The playerbase does have faith in these working systems, including and not limited to the permadeath that is the very foundation of the game.
You want handholding via save scumming. This game will not give that to you. You either need to learn how to play and adapt or move on to a game that is more your speed, because it's pretty clear that Zomboid is not for you. To be frank, that's plenty okay. Not every game is made for every player.
What simulation game has this skill system? I've never played the Sims but that game looks casual. I have played many realistic games though and most of them have no RPG mechanics at all. And even when they do, their systems are way more efficient than PZ.
Status effects in the way PZ does it are indeed exclusive to RPGs. Realistic games don't make you lacerated just for stepping on glass. They don't use percentage values to determine what injury you get or if you got infected. They don't make you bored and depressed over standing around for two seconds. None of that is realism.
Yeah, all that is available in sandbox mode, not the regular game, so why not just add a save feature there too?
The question was whether or not using firearms was a viable way to play. If the likelihood of death from using firearms is too great in a permadeath game, then it simply becomes an un-viable way to play, rendering a large part of the content moot. It's not really about "save-scumming" which implies it's about difficulty. It's about saving to keep your progress while seeing what guns have to offer, carefree. It's a matter of convenience, simply put.
Because your character has such a massive amount of needs brought on by arbitrary reasons, I'm gonna have to disagree. If nothing else, you will run out of entertainment and gas eventually and be railroaded into fighting hordes of zombies.
Again, this game is clearly not a hardcore survival. It has way more RPG aspects than survival aspects.
You really have no clue what you're talking about. Because everything that you claim isn't viable in Zomboid is viable in every way. You claim you essentially cannot do anything because manual saving isn't present in the game, yet any Zomboid vet will flat out tell you that you are wrong.
Except it clearly is a survival game, and a hardcore one at that even at base settings. You think because it has RPG elements that it invalidates anything else? It checks everything that all three of those genres require.
You've made it known that you don't have a competent argument to make. You will not receive the echo chamber you desperately crave. I'll take my nigh 858 hour expertise over your 57 hour amateur take.
MadDan already gave a good explanation as to why there is no save feature in the game. Besides that skilljournal does its job as a mod and should stay as a mod only. Have you tried the mod?
In my little eyes what makes the replay value so is the risk vs reward. I just wouldn't have dunked 2800 hours into the game if I could save it. I wouldnt bother trying to do better my next playthrough or try different routes, etc. This game is easily one of my top 10 games of all times. I have played many survival games but there is something about this one that makes pz different from others and its mainly because of the permadeath. I want to be punished for any stupid mistake I make.
Why? Why does permadeath glue this game together? Without it, you would be encouraged to try out loads of different character builds. I've never tried to play the game seriously as a deaf, nor as a gunman, nor as a mechanic. It's too much time investment for what are un-viable builds. You're basically saying none of this variety matters without permadeath which implies the playerbase has no faith in this system as a standalone game. You say it will be generic. But I have faith. How many games allow you to play as a deaf? How many games have a map this large? How many games have a faithful modding community like this? Indeed it is the permadeath holding the game back imo.
You guys love to act like this game is some hyper realistic simulator and that this is a skill problem when that is very clearly false. It's not about scumming, it's about convenience. I'm surprised you guys allowed this game to have a sandbox at all lol.
If you dumped some of those hours into other realistic games, you would easily realize that this is way closer to an RPG than simulation. What simulation has tank controls? What simulation has a draw distance of like 10 feet away (and LESS in a car lol)? What simulation forces you to miss M16 shots from 2 feet away? I could go on for literally hours.
Clearly PZ has an echo chamber of its own.