The One Big Problem With Project Zomboid...

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hey there folks welcome back for some more project zomboid content today we'll be talking about the fabled build 42 and more specifically asking some questions about its plans for a part of Zomboy that right now at least is considered widely to have some fundamental problems we're talking about the end game today what the perceived problem currently is how the developers have acknowledged and plans to remedy this problem in build 42 and most importantly whether it's going to be enough if you find the video entertaining or get involved with the discussion for yourself drop the video a like to support the channel and subscribe for more videos just like this one so before we get into anything else let's talk about project zombo's current endgame and why many players feel it's a weakness for the game itself project zomboid is a game of various objectives that you'll be setting yourself in order to survive coming challenges Alles for the first couple of weeks in Game Time potentially longer for newer players your actions will mostly be centered around things like improving your skill levels acquiring and learning to operate a generator for when the power goes out for good and having enough food stocked up to survive a long period of time there's a whole bunch of lesser goals along the way that Aid in the achievement of the larger objectives like the ones I've just mentioned too stuff like acquiring a vehicle or finding tools to start a half decent farm for this reason the early game is filled with a wealth of possibilities and choices for you to make as the Survivor you have options basically and as time goes on you'll be ticking things off your list until eventually you'll hit the point where you're self-sufficient now the problem emerges for players that have played the game a few times over already and ultimately have learned how to play effectively an experienced player that's less likely to get themselves killed during the first couple of weeks can pretty much acquire everything they need inside of a week or so if they're planning properly so what happens then well the answer currently is simply survive as long as possible and while some folks out there enjoy a Sandbox experience we've seen time and time again in the gaming industry that it's all too easy for a world to feel empty as a result of a lack of attainable objectives that's not to say that project zomboid is empty because it's certainly not but once you get a few weeks into each playthrough on a regular basis it will start to feel as if you've got no purpose you'll go from having a plethora of aforementioned goals objectives and choices to make to having One Singular task and that's a pretty drastic change of pace so this is the problem that many players find with project zomboid after putting in significant time with the game and a part of the experience that the developers themselves have highlighted as one of the game's weakest points although no date has been confirmed at the time of this video build 4 2 is on the way so now we move on to what the developers are planning to attempt as a remedy in this major update there's a whole lot of content coming with build 42 if you're unfamiliar or have recently joined the project Zomboy Community the development team tend to favor infrequent but content filled updates if you're looking to verse yourself on everything we currently know that's coming to build 42 I did a video on this pretty recently that I'll leave Linked In the description and on screen for you I won't cover everything planned for that update in this video rather focus on the bits that will affect long-term play the biggest of them being the new crafting overhaul that we're expecting now the crafting overhaul is a bit of a beast in itself but I'll do my best to summarize with the new system we're expecting various functional Machinery including an interface moders will be able to repurpose new skills like blacksmithing masonry and pottery crafting a ton of new recipes for crafting itself new processes like Brewing of alcohol and workbenches at various tiers made to build gradually improving equipment tools or other items all of these things come together as part of an interlocking crafting web that requires individuals with several skills to interact with one another in order to achieve Cooperative crafting outcomes the interesting part of all this is that the system is built from the ground up quite literally on the basis that the Survivor will have no access to any lootable items this means that someone can at least start making Forge tools with what they could find out in the wild sticks Stones anything they can scavenge really now this is important to our discussion because this is also a large part of the developers plans for late game projects zomboid they Envision survivers banding together in post-apocalyptic communities long after the outbreak as in years not months down the line and using these crafting skills in a joint effort using whatever they can find or build instead of looting the items needed currently most multiplayer servers will use loot spawns in some capacity because quite frankly there's no way to operate without them but this new system aims to give them the option to turn off loot spawns and still provide a good experience since everything can be crafted that brings us to the main question of this video which I'll pose to you folks of the project Zomboy community and give my reasoning for my stance on the issue afterwards the question being is this enough I want to preface the upcoming Spiel I'm about to give by saying I love what we've seen planned for this update including stuff like the sorely needed mod menu improvements the randomly generated basements the animals coming with the next build which includes cattle for our safe houses and of course the crafting overhaul we've spoken about thus far but I do still think despite all these additions that we're going to have the same problem we have now all of these features are fantastic and they're going to add a whole lot to the early and midgame EXP experience of project zomboid but is it going to add longevity ultimately in my eyes all of these new features are solutions to problems that we already face and we Face them pretty early on cattle farming and hunting serve to provide us another source of foods of which at the moment at least we have plenty of from looting grocery markets to fishing farming crops or trapping basements and whilst I'm at it the new map expansion coming in build 42 as well offer us some more map areas to explore and new loot to acquire which is great for extending play time in the short term but once players have explored these new areas will be faced with the same question of longevity in playthroughs lastly the crafting overhaul and all of its intricacies whilst incredibly complex from what we've seen so far do we really have a reason in vanilla bog standard playthroughs to actually go further than the point we do currently sure we can make Hammers and tools for ourselves with black smithing or we can turn to pottery crafting to assemble our own containers for things like meals or fluids but currently at least are we not just able to acquire these when we're losing of course there is something to be said for providing an alternative experience in the game as these new systems will be a lease of life when it comes to primitive survival playthroughs or playthroughs that drop you into the outbreak years down the line but we'd either need a supported vanilla map that replicates a forest will environments much like the popular mod the forest or alternatively some additional Loot and sandbox options to vastly reduce the amount of pre-outbreak items scattered around the vanilla map now to my knowledge nothing of this sort has been mentioned in blog posts just yet and that's what worries me about this to push players to use these systems there has to be a reason why they would do so and right now with what we've been presented I don't think the vast majority of players would have that reason obviously this can be changed with mods on the Steam Workshop but I don't think it's right to rely on moders doing that sort of thing and thus I'm trying to focus on the vanilla aspects of the game in this discussion I'd be really interested to hear what you guys think about this whole thing if you think I'm nuts and that there is plenty of reason why players would get more longevity out of their experience with the game and build 42 please do drop something in the comments and say your piece on why you think that might be equally if you're of the opinion that build 42 might not be enough to carry people into the later stages of project zomboid then equally I'd love to hear from you as well so we've talked about the stuff coming in build 42 we've talked about the endgame issues with project zomboid itself and why I personally believe build 42 might not be the remedy that the devs are hoping it will be now we're going to talk about just a couple of options I think they may have with regards to Bringing more meaningful increase of play time in the end end game stages of a vanilla playthrough so one of these I've kind of already mentioned which would be a vanilla official map that supported A Primitive survival style of playthrough the new crafting system is being built from the ground up to assume that survivors don't have loot items so creating an environment where that kind of play is supported on a official basis just seems like a no-brainer to me and whilst I know it's not ever as easy as just make a new map I do think that a world map is a lot easier to build than that of an urban environment in the context of project zomboid not to mention this sort of map can be a pretty basic implementation of the idea in the first instance only to be expanded on later with some more unique points of interest now I realized that one would be a bit of a stretch to ask for especially for build 42 so the next option is a much simpler implementation in my mind and that's to provide the sort of soundbox settings I was talking about earlier in the video we'd need to go further than the current loot options available to us or tweak them to offer something that replicates diminishing loot levels due to looting if you're playing single player especially you've got a whole map filled with loot but let's say after a week of play time you start to notice that loot is diminishing as a result of other survivors taking supplies for themselves you might be more inclined to actually use the new crafting system and alternatives to looted items that the developers are working up lastly and this is certainly a more fully-fledged option that would require a substantial amount of work from the developers would be to create some long-term problems or hurdles to overcome stuff that only crops up after a couple of months or more but that can be remedied by solutions that are mostly present at this time for example let's say you have a refrigerator or a freezer for your food supplies that you're keeping powered by a generator in Project zombo's current state unless you set Fuel and gas stations to the lowest possible setting there's plenty of fuel out there to see you through years of gameplay but what we're perhaps not considering here is the mechanical malfunctions that might take place after extended usage Refrigeration sources breaking down after an extended period of time is just one example of how I think the developers could provide more objectives over a lengthier period of time solving that drought of goals when we get further into the game other examples like potentially having the option to solve power outages in a local area using substations could be an interesting and high-risk objective later into the game but I also do realize that this could be a step backwards towards making players want to use the new crafting system for alternative options from powered items at the end of the day like I said earlier these are just a couple of suggestions that I've come up with totally off the top of my head and I'm sure the developers do have their own PL we just haven't heard them entirely yet my hope is that when build 42 does come along there's been some significant consideration as to the why behind a lot of these new features and that there are some things they are keeping under their hats at the moment but time will tell I suppose and if you've got any ideas on this for yourselves I'd love for you to contribute them towards the discussion that's it for me in this one folks as always I've enjoyed talking this one over and I look forward to hearing from you on topic if you want to support the channel and join my patreon subscribers on our whitelisted project zomboid server there's a link to the patreon in the description where you can pay £3 a month to join our server that hosts unique themes and events with the help of specially commissioned mods for the entire Community every month as always a special thank you to my existing subscribers and I'll see you all in the next [Music] one
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Channel: MrAtomicDuck
Views: 283,110
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Keywords: project zomboid, project zomboid build 42, project zomboid news, project zomboid update, project zomboid npcs, project zomboid dev update, build 42, pz build 42, pz dev update, zomboid news, mratomicduck project zomboid, project zomboid updates, project zomboid new update, project zomboid new updates, project zomboid thursdoid, build 42 project zomboid, zomboid build 42, thursdoid, mr atomic duck, b42, pz news, project zomboid mratomicduck, project zomboid videos
Id: Sn87ZvP5AXE
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Length: 12min 59sec (779 seconds)
Published: Wed Nov 01 2023
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