I do that often now. I play using headphones only. When I leave em on the floor, i can't hear a thing.one that sends you deaf
I would only go for that if doppler 3d sound were fine tuned. It would be trippyWe also don't have one that makes you blind.
Ford did the same thing, when they put a 4 cylinder engine in the Mustang and sold it.They already crossed that line. The S series already has limitations that the other versions do not.
I agree completely with this, unless you can mow down everything, constantly in ten seconds """Quietly"""Max count would be 5 per biome grid cell with max respawn being around every 10 seconds, which is a LOT of zombies.
I know. But we were talking about game options to increase the limit. They can certainly add a game option for that. And there's no reason not to just because console can't handle it. That was the point of what I said.I was talking about right now.... Whatever was in the past, is in the past.
The change for the 30 zombies cap on horde night was introduced in 1.2 or 1.3 and it's been this way ever since.
Here's the link to the original message (Dec. 7, 2024): https://community.thefunpimps.com/threads/v1-2-b22-exp-updated-to-b24.41316/post-579500
It was not put back. That 64 needs to be renamed at some point to something like "huge". It is per player and if there were 4 players that should be 256 zombies, which it previously did not give you anyway.
I'm not sure if it was changed/fixed, but the mod WalkerSim seemed to have this 'feature'. I usually find myself relieved that feral zombies die on the morning bell. Maybe feral zombies should be able to rarely spawn at all times? I'd like that. It's fun to know that there will always be a reason to keep my head on a swivel, even in the Forest biome (without requiring nightmare run speed 24/7 + feral sense or something). I guess dog hordes count for that reason, but that's a little too rare for my preferences.I wish feral zombies didn't die in the morning.
I guess dog hordes count for that reason, but that's a little too rare for my preferences.
Canned foods give dysentery.
I think the problem is the canned food you find in the apocalypse has been around for many years and was not all stored in ideal conditions. If rust has ruined the perfect seal of the metal container then the food could have spoiled or be contaminated.I don't understand this. Commercially canned food is really safe and stable. Canned food should be highly desirable. I would think survivors who are established and farming would be canning their own food in mason jars. If so, then you can get into improper sealing and preparation issues.
How about food prepared by some untrained cook using a dirty bone knife and an unclean cooking pot for food safety issues, instead? You could make a combination of cook skill and campfire vs better cooking environment (stove) be factors.
I think the problem is the canned food you find in the apocalypse has been around for many years and was not all stored in ideal conditions. If rust has ruined the perfect seal of the metal container then the food could have spoiled or be contaminated.
I think the problem is the canned food you find in the apocalypse has been around for many years and was not all stored in ideal conditions. If rust has ruined the perfect seal of the metal container then the food could have spoiled or be contaminated.
You can make assumptions one way or the other... I was just pointing out that YOUR previous assumption (that all canned food is in perfect condition) can't really be used as a justification for your preferred choice.I think it is more about looking for a way to make the early game challenging. That is, it makes for an interesting game even if it doesn't model the real world. If so, I can admire the goal, but think it is better to come at it from a different angle than believing all remaining can food is dented and compromised - as if previous scavengers were that picky.
IMO, less-than-perfect food preparation under difficult situations is more believable and just as viable to implement.
I would also note the game hasn't defined just how long ago the apocalypse was and the evidence available to us in-game presents a contradiction. Some things in the game suggest the apocalypse was very recent. So, in a way, that supports an approach of "go with what's gamey and not what makes sense." I just happen to like it when we get both.
How about food prepared by some untrained cook using a dirty bone knife and an unclean cooking pot for food safety issues, instead? You could make a combination of cook skill and campfire vs better cooking environment (stove) be factors.
You can make assumptions one way or the other... I was just pointing out that YOUR previous assumption (that all canned food is in perfect condition) can't really be used as a justification for your preferred choice.
Canned foods give dysentery. Cooking them removes dysentery.
Hmm, so maybe I shouldn't have eaten that blueberry pie I found in a cupboard?
A skip tutorial option would be greatly appreciated, if its not in works already.
I get what you mean, but you didn't consider the % chance.So if we assume that remaining canned food is compromised, nobody would benefit from eating it in any form, so you might as well remove canned food from the game.