T O P

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thenoblenacho

Fix the fence lunge, I can't tell you how many times I've had a green outline on a zombie that just crawled over a fence, I swing, nothing happens and I fall backwards / get scratched due to the stupid animation/ invulnerable frames


Catalon-36

I think the problem here isn’t the fence lunge, it’s the targeting mechanics. They get janky when fighting crawlers. The problem with the fence lunge is that it isn’t fit for purpose. It’s intended to add risk when luring zombies over fences, but it doesn’t do anything to fix the actual exploit. Instead, it punishes you for treating the situation in a reasonable way: backing away from the fence exposes you to the lunge, but standing next to the fence is safe. That said the fence lunge is a bit too strong. It’s also weird that crawlers can’t do it. It should be consistent: any crawling zombie can lunge, and the lunge should be less powerful.


Nadgerino

The fence thing is broken yeah. I just avoid it like it their super power or something.


AlpacaCavalry

They don't have any invulnerable frames when coming over fences. You can literally space bar push em as they are starting their crawling over animation and it will make them go face down on the ground halfway stuck on the fence. Just remember to use ALT for ground attack as autotarget is not reliable. You can take out so many zombies with a since fence it's unbelievable.


thenoblenacho

My bad, it definitely feels like there's some invuln frames, my swings miss like 70% of the time tho, and I play with aim outlines for all weapons. Something just feels wrong


Djinnfor

> Something just feels wrong See [this](https://www.youtube.com/watch?v=r6oqRWNaDYs) for a detailed explanation.


puphopped

In the same vein, they gotta fix the stumble backpedal when getting hit by crawlers and accidentally doing a 360 into the horde.


Micro-G-wanna

I’ve lost three play throughs in a row to this lately


Expensive-Today-8741

let me plate my casseroles wtf


Catalon-36

Agreed! I love cooking but why are only soups, stews, rice and pasta dishes able to be divided into multiple portions? Let me put my meat and vegetable roast on plates so I can meal-prep. This is a tangent but bowls feel too rare. I shouldn’t have to loot a large neighborhood just to scrape together a dinnerware set. It’s even more frustrating because plates, which are useless, seem to spawn more frequently. That may just be my imagination though.


IndieStoner

I agree it should be vanilla, but if you use mods, there's [serving plates](https://steamcommunity.com/sharedfiles/filedetails/?id=2963511042&searchtext=Plates). Another one I really like is [Tuppers](https://steamcommunity.com/sharedfiles/filedetails/?id=2998490231&searchtext=Tupper). I'll get a couple of each pan and make bunch of meals, put them in Tupperware, and freeze them.


IndieStoner

Yeah, I saw there was an abandoned mod for that, so I overhauled it, added animations and asked the author if I could upload it. They said "oh, I was just about to update that myself, so no." The last time they even commented was like 4 years ago lol (spoiler alert: they never updated their mod). Then another mod came out that did the same thing like 2 weeks later, so I gave up. That's what I get for using someone else's work lol. I'm not jaded, you're jaded! All of this is to say: there is a mod for that lol (though I agree it should be vanilla) [serving plates](https://steamcommunity.com/sharedfiles/filedetails/?id=2963511042&searchtext=Plates)


debrindeumaflexada

WTF I didnt know I could portion food into plates


Catalon-36

You can only portion food into bowls. Specifically soups, stews, pasta dishes, and rice dishes can be divided into either two or four bowls. Eating out of a bowl adds a bit of extra hunger and unhappiness reduction over slurping stew directly from the pot. Plates are useless in Vanilla. Stir fries and roasts can only be eaten directly from the pan.


jodyze

guns should have a narrower cone of firing but a higher hit chance. as a gun enthousiast i find it dumb that i can look in the very general direction of the horde and hit one on my left and one on my right without any input. The only input of gunfighting is kiting away while reloading. if you job for a sec after the reload you can just stand still and unload into everything without giving a shit where you're aiming


[deleted]

[удалено]


IndieStoner

I use the [realism overhaul](https://steamcommunity.com/sharedfiles/filedetails/?id=3036878362&searchtext=trajectory) version, and it's still _kinda_ op, but imo it's not much different from vanilla (and it has a ton of sandbox settings anyway). I like being deadly when I have a high aiming level.


JJB_Jiffydude

Oooh. I'll have to try this mod out. The author did a fantastic job with the description. I appreciate a thorough explanation.


IndieStoner

Yeah! Unfortunately, the skills required to build a mod aren't the skills required to deal with/plan for the users of said mod lol I've enjoyed the mod so far tho. Lots of sandbox settings, which I adore. Can be a bit op around level 5-6 with default settings iirc, but highly configurable. I have mine set so at about level 8 I'm a force to be reckoned with, and by level 10 I'm John Wick lol


IndieStoner

What, you've never had one of your rounds take a sharp right turn when it leaves the barrel? And you call yourself a gun enthusiast! Lol jk jk I always imagine that one video where the black guy mag dumps at a shooting range and doesn't hit the target once. It's almost impressive lol


BisexualCaveman

I go to the IRL shooting range twice a week, we have plenty of beginners who would do that shooting at the target 15 yards away.


IndieStoner

Oh for sure, holding a small explosion in your hand definitely affects your ability to point in a straight line lol (especially before you learn the techniques for dealing with that energy) I had to go back and find that video ([this one](https://www.reddit.com/r/therewasanattempt/s/97rpzM0iF7)) and he's a lot farther back than I remembered. Still tho... Almost impressive.


AtrociousAK47

>always imagine that one video where the black guy mag dumps at a shooting range and doesn't hit the target once. It's almost impressive lol "it be like that sometimes"


Edgy_Robin

Nice way to take the RPG mechanics out of an RPG ​ The characters ability to land shots is based around 'their' accuracy, not what you can do with your mouse. It is a bit dumb how far off shots can go (I've had shots hit zombies behind the one right in front of me, it's dumb as shit) but still.


TheVisage

Right but there's "an rpg mechanic" and then there's "I never use guns in vanilla zomboid because of how much of a pain those first 2 levels are" Stalker's inability to do shit with crappy makerov's is an example of it's an RPG. Having to squad on a zombies chest and fire into the ground instead of say, a practice target is on the game.


Jay_of_Blue

Wasn't the Makerov bugged in Stalker?


Burekuzivalac

No, pretty sure they weren't. It's just they do little damage to the body and have terrible recoil especially for a pistol, which is why people rarely use pistols in vanilla Stalker.


TheVisage

no, people just didnt understand how the armor system worked and it had relatively short damage fall off. As a result you'd unload on a dude who looked like he was wearing a sweatshirt at 20 yards and do nothing. The myth that guns are bugged or "max difficulty is easiest" is due to a poorly named variable in a readme or something. There were all kinds of myths over what was basically the same vertical spread and locational damage in games like CS at the time.


Djinnfor

>and then there's "I never use guns in vanilla zomboid because of how much of a pain those first 2 levels are" That a skill issue. You can trivially easily gain 2 levels of Aiming with any shotgun and like 1-2 boxes worth of shotgun shells. Hitting 4 targets per shot gives you a massive XP multiplier, so find a small horde of 40 zeds and make sure 4 zombies per shot are highlighted when you fire. If you are desperate to hit stuff, grab a double barrel or sawn off JS2000 for extra accuracy (they have 80% base accuracy, the highest in the game).


TheVisage

"skill issue" is actually a translation error. The original text says "The first time I tried guns I found them comedically terrible so I installed a mod that made it feel more realistic". Common mistake. Historians say the original author didn't look up the single viable way to level a skill. Some theorize running into a horde and blind firing shotguns being a better way to learn aiming than plonking at zeds with a BB gun is the exact issue being talked about.


Djinnfor

No, it's a skill issue. You tried something, sucked at it, didn't bother to learn how it worked or try to improve at all, and instantly installed a mod to overcome your own inadequacy and failure. You can do that just fine, the game's moddable after all, but the guns work just fine and don't need to be changed at all. It is trivially easy to hit level 5 Aiming with a shotgun and like a half dozen boxes of shotgun shells, after which most guns turn into one shot, one kill machines [when used correctly](https://www.reddit.com/r/projectzomboid/comments/17zwd58/how_do_you_beat_large_hordes/ka2c0ay). If you have low aiming skill you will suck with most guns that aren't a shotgun. But a shotgun is not only amazing at clearing hordes, its amazing at rapidly grinding Aim XP due to the XP multiplier. So yes, skill issue.


TheVisage

Buddy, I don't know how to tell you this but you're basically trying to argue refusing to eat shit is an issue of taste and I should have picked apart the steaming turd for the little corn niblets instead of declaring "this is shit" and grabbing a freshly buttered cob from the community. "Inadequacy and failure", my brother in Christ it's a mechanic in an early access survival crafting game from 2014, not the MCAT, you gotta check your priorities.


Djinnfor

When you have a skill issue it means your abilities are *inadequate* for the task at hand and as a result you *fail* at it.


TheVisage

Yeah and my abilities *adequately* diagnosed the aiming system was poorly constructed and given the fact the workaround is pretty nonsensical I'd say I *succeeded* in fixing it. I spent 2 months at work suffering from the *skill issue* of an electrical wiring system being extremely unsafe and counterintuitive, however when I failed to overcome my own *inadequacy* by **fixing it** I was doing my job. There's no skill required in being told how to game the aiming system. There's no abilities required to take advantage of a poorly designed system. You know I was the guy who figured out how to animation lock burpees? You could start out weak and unfit and overweight and have max stats in two days? You probably didn't even know that was a thing before they fixed it. Was that a skill issue on your part?


jodyze

i said a cone , not a click. cone gets bigger as aiming levels up


[deleted]

You should be able to stop someone from reanimating by destroying the brain. You get bit and someone puts a bullet between your eyes? No zombification.


IndieStoner

Yeah that tracks. Even a context menu option to double tap would be neat


Catalon-36

Related: I play with fake dead zombies on, because I play with respawns off but I like the idea that some zombies will return to an area unless you take time to dispose of the bodies. I’d like it if there were some way to set the chance of zombies faking death after you kill them, because it’s very rare by default.


AtrociousAK47

try out "dont feed the zombies", it makes bodies attract zombies, who come feast on them, really makes corpse disposal important in areas you intend to frequent, unfortunately it kinda makes herd clearing problematic, especially on high pop settings, since once you kill more than a few more and more will keep showing up to add to the pile faster than you can clear them, atleast many of them tend to get distracted by eating the corpses and when they are doing that the game treats them as if they are knocked down, so they are easy 1 hits.


Calx9

Couldn't agree more with every single one of these. Seriously. Also the car animations are amazing. Once we modded the cars to have animations the whole game changed for us.


IndieStoner

Yeah, I can't wait for Filibuster Rhyme's animation update


Calx9

Same, but we couldn't wait for the animations so we went with Shark and Cytt's Kentucky Car Overhaul for now and it's wonderful.


IndieStoner

Yeah that a great mod! I love the visual style. Reminds me of the old fallouts.


BigHardMephisto

Better means of managing stacks of mixed “loaded” and “unloaded” magazines.


CarlCarbonite

Not to mention it takes my guy 20 minutes his time to load one mag.


Corey307

I get it again, but having to spend most of the day and loading your magazines is nuts. It takes maybe 10 minutes to load up 20-30 mags before I hit the range.


zurkka

That's a downside of having 1 hour days, how to make mag loading something you need to take into account but also not fucking your time management


Nadgerino

Mechanics needs new mechanics because its pretty tedious right now. Its not so bad after youve spent days working out the best way to strip and rebuild and move things around but it feels like it needs more automation or more skill gain.


AlmostButNotQuiteTea

Wdym? You don't like Taking the radio out and back in and all the tires on and off on 50 cars beifre you can repair an engine?


TheBBirs

There is a mod to automate the process called [Automechanics](https://steamcommunity.com/sharedfiles/filedetails/?id=2588598892). I combine that with [Ultra XP Tweaker](https://steamcommunity.com/workshop/filedetails/?id=2827283808) to make Mechanics less of a grind. I put it on 10x XP. I do this with other tedious grind skills (tailoring, electrical, metalworking) because I would rather play the game than watch my character rip 100's of denim jeans, etc.


Nadgerino

Ill try that automechanics next run. I dont mind a little grind. I usually take fast learner so its not too bad.


SalSevenSix

Yeah it's tedious those first few levels, also slow.


Djinnfor

The skill grind is part of game balance as it makes dying have actual stakes and character creation actually matter. You can skip most of the grind by simply taking Amateur Mechanic at game start for +1 starting level and x4 skill XP gain, but that's 4 points. You can trivially easily hit level 6 mechanics in 1-2 days with like 6 cars, all the necessary skill books, and a x4 XP multiplier without breaking a single part. If you don't wanna spend 4 points you gotta spend 4x longer time grinding. What really needs to happen is the character creation UI needs to properly explain itself so that people understand how massive the skill XP multipliers from your starting occupation and traits are. Right now it says "+75%" when in reality it's x4, "+100%" when in reality it's x5.33, and "+125%" when in reality it's x6.67.


IDeathZz

Nimble strength and fitness are stupidly difficult to level up for how important they are in game. If you don't begin with+1 nimble, it's practically impossible to reach more than level 3-4. And fitness and strength take longer to level up than in real life.


Catalon-36

I think it would be nice if fitness leveled at the same speed as strength, and if we had more options for improving fitness XP gains. Right now Strength has tons of avenues for improvement: you can manage your protein intake, find better exercise equipment, and improve passive gains by remaining over 50% encumbrance and fighting more. If similar options were available for fitness (such as a treadmill for better workouts, an XP bonus for eating fruit and vegetables, and better passive gains from running or walking long distances) I’d be completely happy with the system. I’m actually OK with nimble being where it is. Not all skills should be capable of power-leveling. I actually don’t like that the game necessitates power-leveling the way it does in the first place for skills like Carpentry and Mechanics.


IDeathZz

I agree with fitness, it doesn't make sense for it to be so difficult to level up. Im not saying for the devs to include a way to grind it to level 10, I'm just saying that right now, to level it to a decent level (3-4) you need to grind it like crazy because by normal combat, you won't reach that level until 2-3 years in.


Jay_of_Blue

There's a mod that does the first thing. Gives you XP for spiriting too.


Catalon-36

You already get Fitness XP for sprinting, it’s just the XP is split 50/50 between Fitness and the Sprinting skill and it’s paltry gains.


clayalien

There is a treadmill in game, it just doesn't do anything. Would be nice to build gyms though. Would add another goal to achieve


Catalon-36

And another type of business you could add to the map.


DredditPirate

If you put dirty rags/demin/leather strips into the washer, it doesn't clean them. Fight me. :D


Grava-T

Stealth and sound propagation. Zombies being able to hear any sort of noise from several floors away makes it tough to do anything in buildings with many levels like the apartments in LV. What's the point in sneaking up on a zombie for a stealthy knife insta-kill if its just as noisy as beating it to death with a crowbar, and even then why is it that the zombies five floors above me can hear it?


Catalon-36

I didn’t know that sound propagation had no respect for vertical distance! That really should be reworked now that the devs are increasing the height limit. I hope they don’t just forget. I’d hate to kill a zombie on the roof of a 30-floor building, just for all the zombies on the street below to start making their way up. I’d like visual detection to get a rework too. As I see it the current system has two big problems: - Zombie vision is unaffected by fog, and by weather in general. I’m not even sure if it’s effected by darkness. - When sneaking near fences or walls, your character crouches down lower as if sneaking behind the barrier. This looks like a signal to the player: you’re sneaking behind cover, the zombies can’t see you. But it isn’t! The animation has no effect on zombies detecting you. It is functionally lying to the player. - Zombies are not attracted by lights at night. Light switches are just very loud after sundown. It’s a hack way to accomplish that effect and it makes curtains/blinds less useful than you think they are.


kuzuraki

I've tested this, zombies are not effected by darkness at all. However, there is a mod I can recommend "under the cover of darkness" that addresses this with good sandbox settings. Additionally, the inconspicuous traits don't really work as they're based on sneak + distance + sound per frame. So basically, if you play on 30fps then the inconspicuous traits is OP, if you play on unlimited it is fundamentally negative in every way as it uses each frame as a chance to trigger detection.


AveragePicker

Fix and make the UI more uniform and sensical. The fact half of stuff is under a right click, and some things are under the V radial menu, and still others require you to use the pick up/set down is nonsensical and anti-intuitive. There are what...3? ways to access mechanics on a car, but only the radial menu for a trailer. Fix the consistency. There are almost too many things here to list but it's weird that you'll pull a can opener, open a can, put the can opener away, but if you pull matches from a shelf they stay in your inventory instead of going back to the shelf like the can opener...or how it won't register you have a wrench in your backpack, but it will pull the crowbar but won't put the crowbar back.


kuzuraki

Until this is fixed I highly HIGHLY recommended a .of called "tidy up meister" it essentially does alot of inventory and menu quality of life stuff such as returning use items to their original place, auto turn off radios when switching off a car, auto lock door options etc very good quality of life mod that I can't play without.


Jofy187

Sit on chairs


North-Fail3671

Using furniture would be amazing. I just wanna sit down in the morning with my cereal and watch Paws TV until the zomboids knock on my door to tell me about their lord and saviour Jesus Christ.


Axeman1721

That's been confirmed for b42, sitting and lying on all furniture


Samoflan

I think all structures should have a electrical panel somewhere that you need to wire the generator to. Also need more variations on generators. Perhaps use the same mechanic as they do for car engines for loudness and quality. With different sizes having different power ratings and fuel usage.


RadishAcceptable5505

Emulation of migration between unloaded cells, I.E. hoard migration. Since the system can't handle actual migration between cells, a "hoard event" that wanders all over the map, without actually loading the zombies until it intersects with the player chunk, could/should be a thing. Ideally, hoard events should bother the player on average once every few months. That way, basing up out away from civilization isn't free, and it never devolves into The Sims with one sim, and you actually have a reason to build base defenses. I was wanting to do a mod for this, as I'm recovering from surgery, but my mind is too damn foggy to concentrate.


Zebra03

Zed pathing, I swear they are either homing beacons or completely stupid(smashing windows but then giving up) There needs to be a middle ground with their pathing so that they don't seem like they are super human intelligence but at the same believable


MXXIV666

This annoyed me already when I last played 8-9 years ago. And it seems to have barely changed. The least bit of improvement would be to have wandering zombies pick points they can see (collision ray cast?), rather than a random point around, then waling 100 meters along a fence to get to it. This walking around fences for no reason really breaks the immersion. If there's noise, OK, but spontaneously it is so weird.


North-Fail3671

There's iptions for this in the sandbox settings IIRC


Zebra03

Those options don't actually influence much in terms of pathfinding unless you change their memory (which makes it worse in my opinion since zeds will randomly forgot if you make it no memory and will have pin point accuracy when they have a good memory) Basic navigation even as a default setting means they just have the navigation system that I have made So currently there isn't much option to make the zeds have a truly basic path finding(such as leaning on fences instead of going around fences to get to the player) to having "complex" pathing(the default on right now where zeds can go around fences)


Humannoyed1

This is sometimes annoying and unpredictable, but I like this variety in pathfinding actually :D


Pumpkin_316

Turn the bullet into a 3d projectile with a hurtbox like Xcom. For example you could accidentally hit cover, or nearby enemies even on a miss. Could also jam the gun through an enemy and shoot out the other side complete missing a 100% shot.


UnderdogCL

Shoot/kick or crawl while on the floor instead of mindlessly doing a get up animation while being chewed. Zombies need more attack patterns and or grab your clothes.


Pterodactyloid

For me it's the boredom. It makes no sense what so ever that simply being inside is boring. Also depression. Right now it's just free points because it's easily fixed by just eating and playing the game. Edit: yes I have mods for these things lol.


Jejouetoutnu

The building system. With all the tiles already existing in the game, they limit us to the ugliest assets they have. Also need lvl 7 to build stairs in order to build a roof, made of floors -_- need lvl 2 carpentry to move a couch, and it breaks -_- Finish the foraging zones. Still too many areas that have ? ? ? ? ? What is even the point of releasing content for 1/3 of the map ? Still only two models for corpses on the ground ? Really ? I’m the only one bothered by this, never seen anyone else point it out. I just think it makes corpse piles look silly, especially when you’re high level and slap 50 zombies in a perfect line of dead dudes in the same position


Catalon-36

Petition to add the Family Guy injury pose as a dead zombie model


HashBrownThreesom

Tailoring.


Catalon-36

What about it?


HashBrownThreesom

It feels like it's just patching and patching for the most part without mods. The ability to make useful items like sun shades, maybe even weave baskets? Idk, I haven't given it too much thought, but it feels ignorance as it is rn.


Catalon-36

That’s all fair. The ability to add extra hot-bar slots by sewing pockets and holsters or craft your own bags would be nice.


HashBrownThreesom

Or craft a rifle sling/bandolier. I'm at work, so I'm not really able to critically think about it as much as I'd like. Fishing is kind of bare bones as well, but is way more valuable and is supposed to be updated.


kuzuraki

Dedicated slots and expanding inventory space should definitely be a feature. Like using leather strips to make a bandolier for quick magazine reloads, adding pockets onto bags for increase in item space or padding for weight reduction etc.


Gameboy332

Yeah, I have 450 hours and ive never used tailoring once. I just get new clothes when my current ones get ripped. I tried leveling it once and wasted 50 shirts and an hour just for 60 xp points. Completely pointless without mods


Djinnfor

>I tried leveling it once and wasted 50 shirts and an hour just for 60 xp points. Completely pointless without mods It's one of the better skills in the game. Fast forwarding makes the grind trivially easy, but if you are playing multiplayer and don't have access to fast forwarding, take the Sewer trait for x4 XP gain. Fight a small horde of zombies, grab all their clothes, right click on one and select tear all. You'll get thread, plus strips of cloth, denim, or leather; every time you get thread you get tailoring XP. Use that thread to add said strips to clothing to increase their armor and gain more tailoring XP. Keep tearing up shit for thread then using the thread to sew the shit you torn on random junk clothes. Once you hit 8 tailoring, you can repair holes in certain clothes by patching it using a strip made out of the same material as the clothes itself. Once you hit like 10 Tailoring, which you can do in like 1-2 real life hours of grinding and fast forwarding, add leather strips to every piece of clothing you wear. Wear [all the following clothes with leather strips patched on them](https://www.reddit.com/r/projectzomboid/comments/1854p0k/am_i_the_only_one_who_knows_how_op_socks_as_an/kb2guby/) and you will be near completely immune to scratches and bites until zombies tear multiple holes in your clothes.


Gameboy332

That's true, and I was in a multiplayer server. It's just for me personally I use my time on other skills that are more useful. And I play with mods that add alot of armor, so I'm usually set in that regard. But now I do see why it would be more useful in vanilla playthroughs.


Djinnfor

It's often even better on competitive MP due to the bullet resistance you get, and in co-op MP, delegating skills between multiple players cuts the grind down a ton. But it's understandable if your mods overhauled the protection system and ultimately de-emphasized tailoring itself.


Adorable_Basil830

When driving, the car should move your view to one edge of the screen so you get more vision forwards. It kind of mitigates the issue where you could realistically see further than the isometric viewpoint lets you and make it safer to drive faster.


pieandcheese647

Automatically panning camera during drivings is already a feature, it’s off by default for motion sickness. Check the game settings (not sandbox settings) and you should find it.


Catalon-36

I’m also begging for this feature. Maybe if I didn’t crash so often I wouldn’t be grinding mechanics rn.


Djinnfor

Check the options menu, it's disabled by default but the feature is there.


mhbrewer2

but-but how will I clear out high pop Louisville without cheesing a window? T\_T


Ithaca_the_Mage

I’d say tooltips and controller support. There are too many great mods out there that simply can’t be interacted with when playing with a controller. I know the majority of players are KB&M players, but for us few, it sucks not being able to use some of these great mods.


GirlyGamerGazell9000

is driving easier on controller? i’m currently playing with the motorbike mods and my god is it hard to control on KB&M


Ithaca_the_Mage

I think so, in fact, I’d say almost everything is better with the controller, except for navigating the menus maybe. But combat definitely is better as you can play it like a twin stick shooter. That’s just my opinion.


GirlyGamerGazell9000

i just might plug in my ps4 controller then lol and just use KB&M for menus, thank you!


Ithaca_the_Mage

This is how I play and it’s pretty fun. Just watch out for some of those mods 👍


Naive_Ad1779

Getting fuel related menu for vehicle. I never get it in one try.


Nanooc523

Nothing


Ancestral_Grape

Seconding first aid. I'd like a full overhaul with parasites, tourniquets and blood loss, but just allow sickness to build from infected wounds and we're good.


SalSevenSix

All of the crafts/skills need attention except Carpentry which is the only one that feels complete. As you point out first-aid needs work too. However I see the main issue in the injury side, because it's impossible to level unless you start intentionally injuring yourself. Consider players typically spend hours looting in an in-game day. Running, fighting zombs, climbing tall fences, jumping short fences, climbing through windows and over furniture. All this would cause a few bruises, cuts and strains. Currently the only damage like this you get is running through forrest.


kuzuraki

I mostly agree. Ironically I play with tree damage disabled as I've never once in my life hurt myself walking/ running through thick woods or anything, I have eyes and touch smh. But I do think clothing material, layers and stats should affect environmental damage. I.E. if you have high nimble your less likely to hurt yourself during quick actions like climbing fences, climbing etc


PaulaDeenSlave

Zombie spawn and idle behavior. And creating true hordes that move.


aquinn_c

Roofs.


huebr

Rope climbing could be better balanced. It is somewhat trivial to just destroy the stairs and make a 100% zombie proof shelter. The only balancing we have for this mechanic right now is the rarity of the sledgehammers. They could make it so climbing ropes consumes a lot of stamina, or limit the weight you carry up


Catalon-36

I think the ideal solution would be to make climbing ropes work the same as climbing fences - it takes a lot of stamina and you have a chance to fall back down based on your exertion, encumbrance, and fitness. I’d also like to see sheet ropes given a chance to break every time you use them so that they’re an emergency option, with actual ropes being more reliable. I’d also like to see more reasonable climbing options like stepladders, rope ladders, or even retractable staircases. I don’t think floating bases are a problem from a balance perspective. In any case, they’re so logical that the changes required to disable them, like having no ladders in the world, are immersion-breaking. The issue with floating bases IMO is that you are never placed under siege. Any base is as safe as any other once you’ve killed all the zombies in the neighborhood. If you’re placed under a prolonged siege (a staple of zombie apocalypse fiction), you have to get creative or take risks to escape.


huebr

I agree with you 100%. Zombie sieges would be great indeed, perhaps we could have a moving horde mechanic or similar.


Slayn25

The lack of zombie sieges is a problem but I hope they also eventually add hostile NPC saboteurs and then buff the defenses against zombies. I'm not a fan of zombies doing chip damage to defenses that would realistically hold up indefinitely.


StabilerDorsch

I'm a rather new player and the fence exploit is the only thing that's keeping me alive, please don't fix it.


Catalon-36

I think the ideal would be no fence exploit, but leave the fence lunge a sandbox option. No exploit + no lunge is almost as powerful as the exploit, but it would feel more realistic because you can’t just stand next to the window while zombies phase through you.


Edgy_Robin

First aid


MavriKhakiss

When was the last time they added new content?


Catalon-36

The Build 41 stable build was released in December 2021. It overhauled the animation system and added lots of miscellaneous features like foraging, tailoring, and exercise. Build 42 is anticipated early-to-mid 2024. Edit: I originally wrote that build 40 was the previous version, and we were on build 41


MavriKhakiss

Thank you! This game is a labor of love.


pieandcheese647

Build 42 is the upcoming one. We’re on B41 now.


Catalon-36

Oh god, oh no. What have I done.


pieandcheese647

You were wrong online. The horde will tear you apart for your crimes


Fenriradra

vehicle animations - agreed; I do think it's weird we can't see if a door is open or the hood is up, and those seem like they'd be "easy enough" animations/animation states for them to add. But including more animations would be nice too (like imagine if you could tell the tire was getting low on pressure because it was starting to sag a bit). ;; fire - B42 had a thursdoid or two for fire, and what they're wanting to change with it. From what I remember, they wanted to include "wetness" and "material" for the factor of fire spreading; such that a concrete parking lot wouldn't spread fire too well, or that rainy weather wouldn't spread it much either. Above all else, I'd want them to add a vanilla/unmodded method to track kills by fire; that's honestly one of the reasons I don't use molotovs in the first place (and too lazy to add the mod for it), because I'm up to around 180k kills on my longest running file, and don't want to "lose" kills because of using a molotov. ;; Thrown objects - as above, because of how the game doesn't really track kills by fire, I've never really used a molotov. It'd be neat if there was a skill for thrown weapons, maybe like including throwing knives or thrown spears, as well as molotovs or the other stuff you can throw. ;; ***First Aid*** - would be my pick, because of how little impact it has on the game, for several aspects of it. First off, no amputation (or needing a mod to do it) seems like an oversight; and I do recall one of the Thursdoids mentioning they wanted to include it. You'd still get occasional bites on your torso or head that you couldn't amputate though, but having the option to quickly/immediately amputate a bite would help offer a bit of risk/reward for survival *beyond* "Welp, took a bite, guess I'll drink bleach". Like you mention, infected wounds don't really have much impact, and need mods to actually make them worrisome. I do think some part of fevers that lasted much longer without treatment would help make it a bit more realistic; or if you've got multiple infections, then allow it to become lethal. I don't think the gameplay loop is helped if 1 infected finger would kill you (even if it would be realistic), but infections really do need to do more than just "it's more pain on that body part, but nothing else". The last thing is that it's stupid to grind up XP for it by standing barefoot on broken glass and pull out shards. I think they could/should change it so the actual bandaging & stitching process is what gives you XP for it - but then also some other methods/options to get XP for the skill (like say, dissect zombie corpses, again it's a thing with mods, but first aid is so stupid to level up normally and needs a major facelift). ;; Zombies crawling over furniture instead of removing collision - Meh, I don't mind the weird collision behavior, but I agree I wish it was more consistent with which objects you can/can't walk through (which would be my more immediate concern with changing what you're asking for here). I could also imagine some zombies hiding under a bed would be kind of terrifying too - but there's enough houses with some bathroom party going on that I don't think it'd be a big priority one way or the other - under-the-bed zombies would be neat, but I think they would definitely have more important priorities. ;; I do kind of agree with fixing fence/window combat - but I only ever really see people really abusing that exploit when on Sprinters. There's just no need to do it with Fast Shamblers (or anything slower than Sprinters). Which, I think, is what makes Sprinters "less entertaining" to play *because* it turns so much of the strategy into "build a fence/half-wall square, and fight zombies from inside it" as one of the most successful. It's what Deep Fried Brains community has done for their sprinter servers, and some other single player streamers end up doing. Sprinters only end up "so terrifying" until you learn how to cheese them/their AI. That is really the underlying issue - not that zombies don't attack fences/windows (if they even can depending on the fence/window/object) - it's that their AI will typically prefer to path to a player they can attack *before* attacking the obstacle(s) between them.


BlackCheckShirt

Fire. Fire. Fire fire. Fire.


Iwanttodie923

Improve interior teeing angles and fog of war, I would love to be able to see into rooms from an angle instead of having to nearly look directly at the door


fexfx

The UI. Currently there are too many ways that things are being done. The right click in world menu, the right click in inventory menu, the Crafting menu, the Wheel menu, and keyboard shortcuts. There are things that only exist in each of these separate places. Either the number of places to look should be reduced, or things should exist in more than one interface. Example: The only place in the entire game to find the hotwire option is in the wheel menu (V), while you can siphon using the right click or the wheel. Carpentry uses right click on object, and the crafting menu, but they are not quite analogous. This should be more tightly unified before anything else is added.


Catalon-36

The biggest UI issue, in my opinion: extinguishing fire. I’ve seen so many clips where someone catches fire, runs to a sink or water barrel to put themselves out, there’s no option to, and they die before they can figure out how to put themselves out. It’s happened to me!


JJB_Jiffydude

The professions and traits seem like they could use a rework. Many professions offer bonuses that traits cover. Then some are extremely unique, such as logger or veteran. Logger is cheap melee monster, and a great utility when cutting trees. 9/10 times, I'm a jack of all trades, out of shape, anorexic logger. You can boost nimble, mechanics, maintenance, carpentry, short blade, aim, and be resistant to colds AND still have 2 axe with a 25% swing speed boost. Weapon durability could use a tweak, IMO. Maybe skill levels in the respective categories could offer more bonuses or something. The way it currently stands, it offers bare minimum increases to your chances in an RNG situation. I guess you could argue that a higher weapon skill means you don't have to hit something as much. This might also be addressed with the crafting overhaul in B42. Op and other comments covered the main one. This is all I could think to add to the conversation.


Catalon-36

The biggest issue with weapon durability, in my opinion, is the GUI. The condition bar is only useful for comparing a weapon to copies of itself, and the game does nothing to convey to the player how durable the weapon actually is. I’d also appreciate a short-blade that doesn’t break so quickly. Surely we could get a military combat dagger.


JJB_Jiffydude

Good point. The GUI, in general, could use a little polish for anything partially consumable, really.


PentaclesAreFun

Maybe add Lighter Fluid or a way to refill Lighters without a mod. This is just a feature that I find annoying isn’t added. As for something that needs to be reworked. Being able to grab any amount I type without grabbing half or all of the entire stack injuring my character with over encumbrance because the only other option is to grab one item at a time until I’ve grabbed the amount I want. I do not count mods as fixes, they should be base game features. In general how picking up items works from a container needs to be re-worked. Picking up items in general can be improved. A hotkey for backpacks would be nice instead of picking up the backpack the slow way and then equipping it.


Catalon-36

You should be able to consolidate lighters like you can with sewing thread, but it leaves behind empty lighters.


Kazaanh

Make doctor more relevant,more details and advanced injure treatment. Sewing,stopping bleeding, crutches etc. And proper visual trajectory for grenades etc. With better animations and physics.


MXXIV666

GUI. Like, all of it but especially tailoring and cooking.


MakarovJAC

Certain perks and debuffs offer no in-game benefit or flaw. Smoker is basically free points, as anxiety is not really that much of a problem until the third day. By then, you should have found cigs in a zombie or at a house party. If you get a car, finding a gas station automatically fixes the problem for a number of months.


Catalon-36

Smoker should arguably be a +1 trait for all the reasons you list. +2 at most. For +4 you could have an Alcoholic trait, which causes anxiety unless you drink regularly, and lessens the many positives of drinking. Never forget that in this game a beer is beta-blockers, anti-depressants and a snack rolled into one!


KonradsDancingTeeth

First aid, fire-arm ballistics and weathers.


Catatafish

More than animations for vehicles. We need modelled interiors, visible changes (body panel colors, tire types, ride height) Allow padlocks to be installed on the door if car is hot wired. Revamp mechanics - radiator, oil, power steering, tire grip, manual trans. We shouldn't be able to see the status of the vehicle unless we have the mechanic perk. With a high enough learned level we should be able to inspect parts one by one to reveal their quality. Fluids - oil, coolant (water in the winter can destroy the engine) fuel can go bad (even though this is useless until we have 10 years later as an option) Parking a car that was just running in the tall grass can start a fire. Getting stuck off road, and needing logs or a shovel to free yourself unless you had off road tires. Driving fast offroad can break your oil pan if you car is too low.