Este hilo es de project zomboid o del server de un random? no entiendo
Me sorprende gratamente lo vivo que está el hilo. Conseguí el juego hará ya años y lo poco que probé el online me gustó. Parece que se ha montado algún server de MV no? Algún mensaje desde el que re-engancharme?
Lo habréis dicho 14 veces pero, ¿por qué se ha vuelto tan popular este juego ahora con los años que tiene?
#1897 Lo que te dice Jastro. Te recomiendo que veas videos de como era al principio no tiene NADA que ver xD.
Yo ahora estoy en una partida local para aprender. Tiene muchas cosas.
Me corté con una ventana y necesitava vendas, tras estar un rato buscando me dio por probar rompiendo una falda y funciona. Como mola xd
#1901 cuando rompes una ventana tienes que quitar los vidrios rotos antes de entrar o te cortas siempre, el detalle esta cuidado al milímetro jaja.
E incluso cuando rompes la ventana los cristales rotos se quedan en el suelo y si los pisas y no los quitas, haces ruido. Para quitarlos también si no tienes guantes te puedes cortar con ellos.
Para una casa buena en la que salgo... (herramientas, dos plantas, ventanas con cortinas, comida bien....), na mas salir a rebuscar me han visto y ha venido medio barrio a comerme la oreja....
Lo mismo pruebo el juego, ¿hay alguna web donde se pueda ver listado de los diferentes servers y características de cada uno?
Una pregunta, ¿sabéis si teniendo ya el juego y compro el 4-pack tendré 3 copias o 4 para regalar? Parece tontería la pregunta, pero Steam no me lo deja claro.
Edit: Bah, es igual. Ayer estaba a 30€ y hoy a 50€
Lo compre prácticamente cuando salió pero no he jugado ni una hora creo. He visto que en el modo mundo abierto puedes configurar una partida en plan nenaza, que será lo que haré para ir aprendiendo.
Planes para 2022 y más allá:
It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons we’ll discuss in a bit
Build 42
There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo.
Beyond this, however, is a much ‘smaller’ but still extremely cool update that’ll drop before NPCs, that will release during the push toward an NPC release.
I say ‘smaller’ only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC team’s work is underway. However it will still be pretty beefy in terms of what it brings to the game.
While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players don’t feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows.
Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game.
Build 43
Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. We’re still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later.
We’ve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool.
After release we’ll continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete.
We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule.
Acabo de morir, haciendo récord (sobrevivir 3 días y matar 19 zombies). El personaje se me deprime un poco por poco contacto humano. Alguien sabe qué se puede hacer?
#1914 Animales, como molaria encontrarte en medio del bosque de repente un oso zombie y tener que salir corriendo por tu vida xD