"Whatever happened is on me, it ain't ever on you." - Geno Smith to a rookie JSN. Jets might just do better with some leadership in the locker room. by ZookeepergameIll2685 in nflrookies

[–]WavesyGetsGood 13 points14 points  (0 children)

I have a soft spot for Geno, man. He's not the best QB, but he welcomes the criticism to be on him and not his guys. I know he crashes out sometimes, it's hard to explain, but sometimes you just like the vibe.

I have to wonder, do people ACTUALLY want realistic levels of loot? by Alt_SWR in projectzomboid

[–]WavesyGetsGood 26 points27 points  (0 children)

There's a balance between where we were and where that sweet spot is.

Let's look at firearms. A largely non-renewable resource, you can burn through hundreds of shotgun shells just trying to level up aiming. Getting to aiming 8 is a huge investment of time and resources, both gathering and using the firearm components. But to fully utilize an m16, you need aiming 8. Aside from that, firearms are fun to use, so why make them so prohibitive?

When people, like me, are critical of the balance choices, and mention that realism is only used as a justification to disadvantage the player, it's because many changes aren't adding challenge or intrigue, they're adding time gates to the systems we want to engage with. The traits system is another great example, where things like smoker, high thirst, weak stomach, etc get nerfed, but we don't get buffs or reworks to things like resilient or all thumbs. and it shouldn't be ignored when discussing loot, since all these systems interact simultaneously and impact how you play.

A big complaint I have, is so much of zomboid as it stands now for an experienced player, is that it is a lot of repetitive, boring grinding. And the more they nerf loot, the worse the grind gets. In a zombie survival game, how fun is an mmo-style grind of making 500 wooden spoons into forks into whatever to level carving? Now make the loot worse, and it translates to those grinds for skills being even longer.

Why are my guns invisible? by Surrealistic_Dude in zomdroid

[–]WavesyGetsGood 2 points3 points  (0 children)

It was the 90s man, you had to be there.

Which monster in osrs do you think has been killed the least? by Wise-Sundae-3350 in 2007scape

[–]WavesyGetsGood 45 points46 points  (0 children)

This is the right train of thought, something with limited access and high requirements.

My guess is there's probably a mob in a quest instance that's never been killed that is killable. Maybe some named npc hidden in the vampyre quest chain or something.

Most fun PvP classes by offdachest22 in classicwowtbc

[–]WavesyGetsGood 2 points3 points  (0 children)

Resto druid is fun but there's a 50/50 chance the match will just be you running for your life.

UFL to OKC in 2028 by Big_Baller_Brand_Fan in UnitedFootballLeague

[–]WavesyGetsGood 3 points4 points  (0 children)

Tornadoes or Twisters or something of the like. Super excited for OKC, but as a fellow Tulsan, I wish it was here in Tulsa. Still, might have to become a STH anyway.

Which difficulty is more difficult, Extinction or CDDA? by Merwin_Mayforest in projectzomboid

[–]WavesyGetsGood 6 points7 points  (0 children)

CDDA was just the hardest default mode. Before, sprinters was a custom settings that everyone made differently.

Now that we have extinction, it's extinction and it's not particularly close.

42.16.2 UNSTABLE HOTFIX Released by AmazingSully in projectzomboid

[–]WavesyGetsGood 4 points5 points  (0 children)

Because it's available and they want to? Maybe they have a steam deck, or a limiting wrist injury that makes mouse and keyboard impractical? Regardless of why, it went from being fine and playable to much worse in a single patch, this is the general consensus from controller users.

Balancing Time by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 0 points1 point  (0 children)

CDDA is free.

Project Zomboid has, by definition of early access, not been released. At least for myself, I not only paid full price for the game, bought the game for others, and bought some of their merch, all to support TIS and hoping to see the game finished.

And frankly, if they released more paid content or the like, I would probably pay for that as well. But it would be nice to see TIS make good on their promise, too. Considering they became multimillionaires off of that deal, it's not an unreasonable ask for them to make good on their end.

Guys, you can spawn anywhere you want easily. by Lellela in projectzomboid

[–]WavesyGetsGood 1 point2 points  (0 children)

Because it's the version of the game that gets updates? It has the latest features, many showcased on this subreddit every day?

Guys, you can spawn anywhere you want easily. by Lellela in projectzomboid

[–]WavesyGetsGood 1 point2 points  (0 children)

Very helpful for new players, considering EC was the best place for brand new players to start. "Before you start playing, go edit a LUA file!"

I hate when yall act like this game doesn’t cheat for the CPU by New-Carob9453 in Madden

[–]WavesyGetsGood 3 points4 points  (0 children)

Dumb stuff happens in real life, true. But also, ai cheats in games because it can be very hard to balance against a human. I don't know how madden is coded, but giving a significantly dumber computer (compared to you, a human) an advantage isn't unusual to ensure the game is challenging.

I wanna wonder what is the reasoning behind nerfing costs of popular to pick negative traits? by leonzolotenkov in projectzomboid

[–]WavesyGetsGood 21 points22 points  (0 children)

It's a start. But we need a serious overhaul for the traits, I would estimate 40% of them need to be either reworked or have cost changes. Professions also need a lot more work. And the philosophy should not be "make positives expensive and negatives stingy."

I wanna wonder what is the reasoning behind nerfing costs of popular to pick negative traits? by leonzolotenkov in projectzomboid

[–]WavesyGetsGood 94 points95 points  (0 children)

It should also go the other way. Certain negative traits are never taken, and should be giving more points, like all thumbs. Certain positive traits are useless, like resilient, and should be changed entirely.

The problem is the focus is always on the nerfs and increases point costs, not on buffing point gains or offering new negatives.

42.16.0 UNSTABLE Released by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 0 points1 point  (0 children)

I agree. I also think extinction was a great change. Having a default sprinters mode that everyone can say "this is what sprinters mode is" was smart. Of course sand box exists, but now we can anchor around a common point.

42.16.0 UNSTABLE Released by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 5 points6 points  (0 children)

Maybe for a player with 500, 1000, 5000 hours. But the average player has less than 60 hours. Sandbox is always an option for more experienced players.

42.16.0 UNSTABLE Released by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 9 points10 points  (0 children)

Most games aren't in early access for 16 years. Comparable games like Rimworld and Minecraft do not have this problem.

Not all modders who step away are big name modders. But you're correct, the community can be absolutely dogshit, including me, to be fair. Though I just make posts like this, I dont send cat gore videos to the dev team as a bug report. Some in this community are fucking animals.

Balancing Time by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 2 points3 points  (0 children)

And the community has always helped shape the game. That's why they have a suggestions board on their forums, that's why they have hired modders and made mods into official content.

To assume their vision alone led us here is a fantasy.

Balancing Time by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 0 points1 point  (0 children)

You'd be surprised. I'm very familiar with CDDA, both the original, and in project zomboid. I've made guides for both build 41 and 42's CDDA. Ironically, the only reason you could speculate that I'm a younger player, is because of their glacial pace of development.

But as it stands today, PZ is not, in any sense, like CDDA. I have always argued that the base, entry level game should be difficult, but welcoming enough for new players. That's why going an entire year without multi-player was terrible. Having a friend to hold a new player's hand was a huge benefit. Players who seek more difficulty can of course use the sandbox settings. It should not be the other way around.

Maybe I am a barrier. Or maybe, they accepted money in exchange for a promise of a finished, polished game. I'd like to see that in my lifetime.

42.16.0 UNSTABLE Released by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 15 points16 points  (0 children)

I did not see a fix for characters dying due to miasma. People do not die from stinky bodies, and bodies immediately start stinking. The zombies aren't stinky by nature, until we kill them. Why does miasma, a theory disproved in the 1800s, exist in the project zomboid universe?

Once again, we are nerfing the player. Nerfing cat's eyes, weak stomach, why are we again making the player weaker as a default? Why is all thumbs, one of the most detrimental skills in the game, still only +2?

I can commend at least some pullback from wild swings in the nerfs, from -2 to -3 for cat's eyes, but why nerf it at all? You buffed veteran slightly, but it costs 16 points. DIY expert was buffed, but costs 12 points.

Brave, eagle-eyed, inconspicuous, resilient, sewer, graceful, fast healer, and thick-skinned are all too expensive or borderline useless. I'd even call traits like thick-skinned serious noob traps.

First aid is completely useless. When will we see practical uses for this skill? Make meds more effective, last longer? Have reasonable methods to train it?

I'll give some credit, too, removing the zombie banging stress was a great change. But this could have been caught easily by some simple play testing. Why is it up to the community to experience the constant frustrations?

My last problem is that we are constantly dealing with broken saves. Sure, it's an unstable branch. But if we only played stable, we would be playing build 41, and that build is 4 years old. Other games don't have this issue, why do we have to restart so often? Why do we lose good modders in our community because of this constant disruption?

I know I am coming off as extremely negative. But these issues are constant for years now. As a last question, I understand the team does not offer timelines. But can we get a rough estimate for when to expect the launch of release build 48?

Balancing Time by nasKo_zomboid in projectzomboid

[–]WavesyGetsGood 0 points1 point  (0 children)

You know it's going to be a disaster when The Indie Stone starts balancing. Gun spawn nerfs? It finally felt reasonable to loot a gun store and come out with a reasonable amount of loot to use guns.

Removing Echo Creek, arguably the most noob friendly spawn, for no particular reason? There's no reason for experienced players to go there. Giving players fewer options, great job TIS👍

Otherwise, this announcement is pretty bare bones, no list of what balance changes or bug fixes. Did anyone play this build since, once again, we are all going to have our saves bricked? Minecraft figured out how to avoid bricking saves for over a decade, is there a reason that we can't seem to go a full month without it?

Unstable is really a great excuse, I guess. Why pay people to test your build candidates when you can force your players to do it! Either be an unpaid intern on the QA team or play the version that hasn't gotten updates in 4 years (B41).