A lot of people call this realism, this is not realism. Realism is instantly finding thousands of books in any library, realism is finding almost literal tons of food in every grocery store. This is SACRAFICING realism in favor of stretching out the early/mid game. I'd be fine with this if the crafting system was more fleshed out in this update (placing less reliance on looting and more on crafting) but 90% of the recipes require some super obscure item that I have to go an loot (or a random magazine half-way across the world).
That's what I'm saying. Why do I need a magazine to make a molotov, or to wrap wire around a bat? Improvised weapons should be the early game go to, but instead, they are locked behind items and magazines, and even if you make them they don't last long enough to be worth the effort. Why put stuff in the game if it will be outclassed by equipment you find on the way to collect the materials and magazine you need to make it?
@@mjt1517 not with the lore they have established. In zomboid the virus is airborne and our character is just one of the few people who are immune to the airborne strain. So most people got infected before most people even knew what was going on.
@ then we’d find food on the zombies we killed, would we not? If they looted and then got caught out and died they would still have the food in them (or they would at least be in the cars)
It should be based off of story events. If the nearby stores are empty, all the food should be in the houses, and said houses would likely have inhabitants. If the stores are fully stocked, put the zombies in shoddily made military quarantine camps just outside town and empty the suburbs and woodlands. I guess I'm just a bit sick of running from a group through a horde to jump over a fence into a third
For the cabin in the woods, along with its tainted well, I think the developers overpopulated it as a response to everyone making it the most common base. Either the joke is the zomboids are all the players trying to make the cabin their base and ruining it or just disuading/punishing people into not using it. Not a fun thing to do, either way. At least let us be able to build a well, at that point.
@@johnmoss4624 the amount of content equals to a whole New game I'd rather get a bunch of new content every 4 years then shity updates every two months they completely fuk up the game or completely Nerf everything fun
But, like, there's a meta reason for this kind of problem. I don't think the game should be balanced to reward or mitigate bad decisions; realistically speaking, it's not a good idea to try to clean up a mall in a zombie apocalypse, going head-to-head against a horde with no strategy, no bombs, just bullets and crowbars. There is no cost benefit in this strategy; in this build, the game producers want to encourage us to think, and for that they need to stop rewarding poorly done strategies, use homemade alarms to attract the mob to a location far from the mall, use a smoke bomb to lose the horde, and explode it with pipe bombs that you must have already positioned in the place where you brought the horde. This way, you will spend 3 shotgun shots for gunpowder for the pipe bombs, four sound devices for the alarms, and one cold pack and sprinkle for the smoke bomb, and it will reduce the horde by half. The fun of the game is that the zombies have numbers and positioning, and we only have preparation on our side, so think about how to approach challenges intelligently.
One of the odd things about loot/zed number discrepancies is a new Sandbox option that is supposed to increase loot depending on the number of Zeds in an area. I can't think of it off the top of my head, but they specifically put that in there basically to have the opposite effect of what people are experiencing, just must not be working as intended at the moment
Dont forget that after a certain time theres a 50/50 chance of places being looted already. So the new gun store was already pre looted whatever little was there. 🎉🎉👏👏
@@UsuManalia8485 Exactly!!! Why even have places with unbreached perimeters and have them pre looted? I feel they should either start the game at a different time or add something similiar to the Randomized Zone Chance in the sandbox settings. Where they burn out random homes. Just makes little sense
I thought i was going crazy when for my first b42 game, i started with my old b41 2x pop settings and tried clearing rosewood fire station. It was impossible with the new muscle strain mechanic
Drive a police car off into the woods on the outer side of the fence. build a fire pit on the inside of the fence. light the fire, hop the fence, and turn on the police siren. sit and wait a few hours and they'll all walk into the fire.
This is cheese imo. I'm not playing running in circles simulator. I doubt this is the intended way to clear hordes. The problem is it's basically the only way to anymore. Let engineers build explosives. Let us set up trip wires or traps. Something more involved and strategic instead of spamming Q while walking in circles with flaming zombies. It was cool a few times, but not the 100th
I agree that the loot to zombie ratio is terrible rn but you can arm yourself easily with this gun route i developed: 1) Spawn echo and find a car asap 2)go to irvington gun club (barely any zombies) 3) go to the gun store up north past mad dans den (easy to clear) 4)travel to jamieton army supply (southeast of echo creek; moderately hard but you can honk and lead the zeds away from the store) 5) go to the hunting lodge and gun store in valley stn (south of louisville) ***while travelling, slaughter wandering hordes they include survivor zombies to get aiming skill books. 6)go to ekron, brandenburg (need sledge) gun stores if you still cant find guns you want. 7) now you should be aiming 8-10 in less than a week 8)Clear guns unlimited with m9, and m700 rifle or any "trash level" ammo so you have a positive ammo usage tradeoff ***even with the low loot, this route can give you ammo and guns to last the entire playthrough under default apoc settings. ***Start as police officer and fast learner to maximize aiming/reloading skill gain
i believe the "loot" you recieve after clearing guns unlimited is the two crafting benches in the 1 location. i haven't lived long enough to get enough recipies to know what you make from the two crafting bench things there though
Have you traveled to Schubert's estate yet? I wanted to try a playthrough with the new crafting system and minimal trips to town (they have most/all of the new tables there) but there were probably close to 100 zombies in this random mansion by the water... like why is that?
They changed this in 42.2 they already know the problem. You also got to take into account they are using a build where the longer you play the less loot there is due to other people taking the loot. I love this shit, no more running round clearing whole towns in an hour.
Yeah I read about that, the only problem with it is that there currently is no people, and zombies surrounding high value spots don’t have high value loot attached to them
Honestly have it where theres set amount of zombies bases on the total population of the citys and local towns. Id be more realistic and feel better overall. I personally have it where zombies dont respawn with sparce zombies on the maps. They can still hoard up but its way easier navagating around and if i clear a town it stays Clear (if no hoard wanders in). Since the area is supposed to be quaratine zoned techically there shouldnt be any more zombies being made i would imagine. Idk its just how i play and it feels a bit better then defualt settings
From my experience, there are always very few zombies spawning near the warehouses west of Riverside - surprisingly so. Not sure what causes it - Riverside itself is just as overrun as you'd expect from this update, but the warehouses are less populated than in b41 - go figure 🤷♀
I killed over a 1000 zombies to loot the brandenburg checkpoint on the bridge and I barely got anything… more loot on the zombies then in the the crates
im still annoyed that whatever they did to the louieville checkpoint makes it feel like insane population on normal and i know what im talking about. *I almost allways played on insane population with cheat mods in build 41*
for me the amount of zombies isn't the issue, but it's true that more spawn near places with more loot, like they know that they are guarding loot, devs mentioned they will spread them more realistically which didn't work obviously because they are just where the loot is now, not in places where people would normally be, and I don't think this many people would visit a gunstore, makes sense in a mall, or highways like Muldraugh's highway because there are many houses and places, they could be there also because of car crashes or just panic, but in gunstores it would only make sense if they were trying to steal guns to protect themselves before getting zombified, but still too many, at least game could have a scenario happening with police trying to protect the area from a riot or something. also that cabin is obvious joke from devs, because everyone were using this cabin because it was one of the safest places to make a base, also had a well with infinite pure water, they will for sure remove zombies from this area later but water isn't infinite anymore so still huge nerf to this cabin.
@@Rex87 I completely agree with the fact there shouldn’t be as many zombies in places like gun stores. There should be a proportionally accurate number of zombies in any areas that align with the population before the games events.
The new heatmap put me off the build altogether. It's nice to not have hordes on the road any more, but unless you are playing MP (ha ha) B42 is just too overcrowded with Z's.
I feel like there must be a clown show over at TIS. Why fix the heat map, only to make zombies spawn on loot locations anyway and also just ramp the numbers way up for no reason? They said they had testers but that has to be a lie if this stuff wasn't caught in development
@@lionllew8459 This issue becomes at least ten times worse when you turn off group rally’s in sandbox. Making it to where they don’t group up. Just AGONY
Another one is the Sanitorium. I get it's a welfare centre/spa but jesus christ I don't think i've encountered that many zomboids in a building with little to no value except for medical supplies and a few decent books. Cool location but why do we require a horde which dwarves the population of rosewood inside of one area with only a main building and staff dormitories? TIS fix your shit you've had years for this update.
Honestly, ever since b42 released in this scuffed of a state I've had a suspicion that there is a big issue with management at TIS. Whoever let that obviously AI artwork in tipped me of to it. There is no way one of the several talented artist they have working on their team didnt tell managements that those images were AI, which means management didnt care untill the entier hype for the release of b42 was overshadowed by players who were angry at the devs. Sonce then there are more and more things, like how the people designing heat maps and spawn rate are not talking to the people in charge of drop rates, or how the people designing crafted items are not talking to the people who decide what items and magazines you need to craft those items. They try to cover this up with "unstable" but these are issues that should have been caught at some point during the 3 years of development. Give it a few years and i bet well find out about some rot in the studio causing these issues
People who shout realism are hilarious. This is the most unrealistic zombie game out there. Going through 15 houses amd not one had a screwdriver or a saw.....not 1. Shit my gf has a toolbox at hers and she dont even use it. No guns in anyhouses in america? Lmao You could write an essay ln all the unrealistic this in this game, its just pure copium for the fan boy shills.
I just spent 2 months in game looking for a blowtorch, who cares it keeps you playing which is the idea behind build 42. How many people dont have proper tools in their homes. It’s like gazillions. Jesus.
@@JP_LDN582No it’s more fun, you’re used to an easy slaughterhouse game in 41 with your Brita guns and ability to clear towns in a hour. Go back to 41 leave the hard game mode for pros.
@littlebubbie726 you think you could loot a whole neighbourhood and find 1 screwdriver? The loot is spread so thin for multiplayer in mind. You can never find loot in a multiplayer server, so they make it so crafting is the way to go. I was in debug mode, and the spread of zombies is unreal. Even with unlimited ammo, I'd struggle to clear even a fraction. This is made for heavily geared groups to take over. That's fine for multiplayer, and I hope that gets better, but for solo play (which is what I play the most), it's simply unplayable.
@@nathanieljacobson2857 To clarify they paid the same person who made the original loading screen and that person utilized ai instead of actually drawing them. Indie Stone isn’t TOTALLY to blame for this one
This is such a bullshit argument. Would you want them to remove 3d animations by default or zombies? Remove the ability to use doors? You cant just "hurr durr sandbox settings" dismiss every complaint about the game's default settings. Theres a reason the default setting for every value isn't 0.
Yeah? And? Shouldn't it be? It should be balanced around SOMETHING right? Like moment to moment gameplay, realism, discovery, MP. Rn it just seems like they don't know the direction they want to balance the game in.
I killed over a 1000 zombies to loot the brandenburg checkpoint on the bridge and I barely got anything… more loot on the zombies then in the the crates
A lot of people call this realism, this is not realism. Realism is instantly finding thousands of books in any library, realism is finding almost literal tons of food in every grocery store. This is SACRAFICING realism in favor of stretching out the early/mid game. I'd be fine with this if the crafting system was more fleshed out in this update (placing less reliance on looting and more on crafting) but 90% of the recipes require some super obscure item that I have to go an loot (or a random magazine half-way across the world).
That's what I'm saying. Why do I need a magazine to make a molotov, or to wrap wire around a bat? Improvised weapons should be the early game go to, but instead, they are locked behind items and magazines, and even if you make them they don't last long enough to be worth the effort. Why put stuff in the game if it will be outclassed by equipment you find on the way to collect the materials and magazine you need to make it?
Grocery stores would be emptied in the first hours of a zombie apocalypse, so NOT finding tons of food would be realistic.
@@mjt1517 not with the lore they have established. In zomboid the virus is airborne and our character is just one of the few people who are immune to the airborne strain. So most people got infected before most people even knew what was going on.
@ then we’d find food on the zombies we killed, would we not? If they looted and then got caught out and died they would still have the food in them (or they would at least be in the cars)
So true. They want you to do all this crafting in their big flashy new menu then making the items you need so rare it's actually hilarious
It should be based off of story events. If the nearby stores are empty, all the food should be in the houses, and said houses would likely have inhabitants. If the stores are fully stocked, put the zombies in shoddily made military quarantine camps just outside town and empty the suburbs and woodlands. I guess I'm just a bit sick of running from a group through a horde to jump over a fence into a third
I'm bummed they removed the ability to create makeshift barriers by moving furniture. Now the zombies walk right through it.
That was a bug though
they had to eat the car keys and gas cause they all picked the super underweight perk, it was there only option for calories
For the cabin in the woods, along with its tainted well, I think the developers overpopulated it as a response to everyone making it the most common base. Either the joke is the zomboids are all the players trying to make the cabin their base and ruining it or just disuading/punishing people into not using it.
Not a fun thing to do, either way. At least let us be able to build a well, at that point.
I would personally say that this is good idea to just find the knox country population from 1992 and put that many zombies in the game
build 42 has so many problems so far.
Maybe because it's not fully fucking finished?
it's the unstable version for a reason
@littletrainguy didn't we wait 3 years for it though? there are whole games that get made in that amount of time
@@johnmoss4624 the amount of content equals to a whole New game I'd rather get a bunch of new content every 4 years then shity updates every two months they completely fuk up the game or completely Nerf everything fun
@littletrainguy10 fucking years and a lot of money.
But, like, there's a meta reason for this kind of problem. I don't think the game should be balanced to reward or mitigate bad decisions; realistically speaking, it's not a good idea to try to clean up a mall in a zombie apocalypse, going head-to-head against a horde with no strategy, no bombs, just bullets and crowbars. There is no cost benefit in this strategy; in this build, the game producers want to encourage us to think, and for that they need to stop rewarding poorly done strategies, use homemade alarms to attract the mob to a location far from the mall, use a smoke bomb to lose the horde, and explode it with pipe bombs that you must have already positioned in the place where you brought the horde. This way, you will spend 3 shotgun shots for gunpowder for the pipe bombs, four sound devices for the alarms, and one cold pack and sprinkle for the smoke bomb, and it will reduce the horde by half. The fun of the game is that the zombies have numbers and positioning, and we only have preparation on our side, so think about how to approach challenges intelligently.
One of the odd things about loot/zed number discrepancies is a new Sandbox option that is supposed to increase loot depending on the number of Zeds in an area. I can't think of it off the top of my head, but they specifically put that in there basically to have the opposite effect of what people are experiencing, just must not be working as intended at the moment
They just put a new spawn in for this in 42.2 build.
The game is so easy once you know the routine. I don’t mind things that increase difficulty and scarcity
Devs are still working on 42. Give them a break and save criticism for when it's out. It's in BETA now ofc has problems
I know I said that. Made the video because I lost two separate 2 month play through to it.
Dont forget that after a certain time theres a 50/50 chance of places being looted already. So the new gun store was already pre looted whatever little was there. 🎉🎉👏👏
@@UsuManalia8485 Exactly!!! Why even have places with unbreached perimeters and have them pre looted? I feel they should either start the game at a different time or add something similiar to the Randomized Zone Chance in the sandbox settings. Where they burn out random homes. Just makes little sense
@ When they add npcs then I wont mind because at least I know I can recover the loot from their corpses instead of it just being deleted!
I thought i was going crazy when for my first b42 game, i started with my old b41 2x pop settings and tried clearing rosewood fire station. It was impossible with the new muscle strain mechanic
Take a car with a siren to the top right of the building at the end set it off go home sleep come back, ur welcome
Towing is broken and makes your car go 1mph so any car you dump is gonna be your ride home gone.
Drive a police car off into the woods on the outer side of the fence. build a fire pit on the inside of the fence. light the fire, hop the fence, and turn on the police siren. sit and wait a few hours and they'll all walk into the fire.
Have they brought back molotovs yet? Been playing for a while without them and forgot they existed.
@@BoomShangston according to a debug mod, theres molotovs in the game; though i havent checked if they were craftable or not
@@JNJNRobin1337 as far as I know you need to find a magazine now to unlock the molotoves in crafting menu XD
@ genuinely awesome for this 🙏
This is cheese imo. I'm not playing running in circles simulator. I doubt this is the intended way to clear hordes. The problem is it's basically the only way to anymore. Let engineers build explosives. Let us set up trip wires or traps. Something more involved and strategic instead of spamming Q while walking in circles with flaming zombies. It was cool a few times, but not the 100th
I agree that the loot to zombie ratio is terrible rn but you can arm yourself easily with this gun route i developed:
1) Spawn echo and find a car asap
2)go to irvington gun club (barely any zombies)
3) go to the gun store up north past mad dans den (easy to clear)
4)travel to jamieton army supply (southeast of echo creek; moderately hard but you can honk and lead the zeds away from the store)
5) go to the hunting lodge and gun store in valley stn (south of louisville)
***while travelling, slaughter wandering hordes they include survivor zombies to get aiming skill books.
6)go to ekron, brandenburg (need sledge) gun stores if you still cant find guns you want.
7) now you should be aiming 8-10 in less than a week
8)Clear guns unlimited with m9, and m700 rifle or any "trash level" ammo so you have a positive ammo usage tradeoff
***even with the low loot, this route can give you ammo and guns to last the entire playthrough under default apoc settings.
***Start as police officer and fast learner to maximize aiming/reloading skill gain
Build 42.2 has a fix for guns not spawning with ammo. Please check notes.
i believe the "loot" you recieve after clearing guns unlimited is the two crafting benches in the 1 location. i haven't lived long enough to get enough recipies to know what you make from the two crafting bench things there though
Have you traveled to Schubert's estate yet? I wanted to try a playthrough with the new crafting system and minimal trips to town (they have most/all of the new tables there) but there were probably close to 100 zombies in this random mansion by the water... like why is that?
They changed this in 42.2 they already know the problem. You also got to take into account they are using a build where the longer you play the less loot there is due to other people taking the loot. I love this shit, no more running round clearing whole towns in an hour.
Yeah I read about that, the only problem with it is that there currently is no people, and zombies surrounding high value spots don’t have high value loot attached to them
Honestly have it where theres set amount of zombies bases on the total population of the citys and local towns. Id be more realistic and feel better overall. I personally have it where zombies dont respawn with sparce zombies on the maps. They can still hoard up but its way easier navagating around and if i clear a town it stays Clear (if no hoard wanders in). Since the area is supposed to be quaratine zoned techically there shouldnt be any more zombies being made i would imagine. Idk its just how i play and it feels a bit better then defualt settings
From my experience, there are always very few zombies spawning near the warehouses west of Riverside - surprisingly so. Not sure what causes it - Riverside itself is just as overrun as you'd expect from this update, but the warehouses are less populated than in b41 - go figure 🤷♀
I killed over a 1000 zombies to loot the brandenburg checkpoint on the bridge and I barely got anything… more loot on the zombies then in the the crates
@@insomnia2411 realest thing ever, I found more m16s and shotguns on zomboids than I found in the actual place itself.
im still annoyed that whatever they did to the louieville checkpoint makes it feel like insane population on normal
and i know what im talking about. *I almost allways played on insane population with cheat mods in build 41*
@@JNJNRobin1337 Same man I’ve almost exclusively played on build 41 high zombie pop and even this seems too much
even on insane loot settings,theres enough of loot everywhere,crying loot goblins...
for me the amount of zombies isn't the issue, but it's true that more spawn near places with more loot, like they know that they are guarding loot, devs mentioned they will spread them more realistically which didn't work obviously because they are just where the loot is now, not in places where people would normally be, and I don't think this many people would visit a gunstore, makes sense in a mall, or highways like Muldraugh's highway because there are many houses and places, they could be there also because of car crashes or just panic, but in gunstores it would only make sense if they were trying to steal guns to protect themselves before getting zombified, but still too many, at least game could have a scenario happening with police trying to protect the area from a riot or something.
also that cabin is obvious joke from devs, because everyone were using this cabin because it was one of the safest places to make a base, also had a well with infinite pure water, they will for sure remove zombies from this area later but water isn't infinite anymore so still huge nerf to this cabin.
@@Rex87 I completely agree with the fact there shouldn’t be as many zombies in places like gun stores. There should be a proportionally accurate number of zombies in any areas that align with the population before the games events.
Well the devs “joke” ended my best run so far
@karal_the_crazy Same dude. Louisville checkpoint had me fuming
I sub good luck bro ❤
@@Toxicshamel means everything bro🙏
The new heatmap put me off the build altogether. It's nice to not have hordes on the road any more, but unless you are playing MP (ha ha) B42 is just too overcrowded with Z's.
I feel like there must be a clown show over at TIS. Why fix the heat map, only to make zombies spawn on loot locations anyway and also just ramp the numbers way up for no reason? They said they had testers but that has to be a lie if this stuff wasn't caught in development
@@lionllew8459 This issue becomes at least ten times worse when you turn off group rally’s in sandbox. Making it to where they don’t group up. Just AGONY
something about how it was handled makes the louieville checkpoint have a population that i only can describe as 'b41 insane population'
Do we have a sanbox solution? Is booting up the loot a lot useful? I need some advice.
Another one is the Sanitorium. I get it's a welfare centre/spa but jesus christ I don't think i've encountered that many zomboids in a building with little to no value except for medical supplies and a few decent books. Cool location but why do we require a horde which dwarves the population of rosewood inside of one area with only a main building and staff dormitories? TIS fix your shit you've had years for this update.
Honestly, ever since b42 released in this scuffed of a state I've had a suspicion that there is a big issue with management at TIS. Whoever let that obviously AI artwork in tipped me of to it. There is no way one of the several talented artist they have working on their team didnt tell managements that those images were AI, which means management didnt care untill the entier hype for the release of b42 was overshadowed by players who were angry at the devs. Sonce then there are more and more things, like how the people designing heat maps and spawn rate are not talking to the people in charge of drop rates, or how the people designing crafted items are not talking to the people who decide what items and magazines you need to craft those items. They try to cover this up with "unstable" but these are issues that should have been caught at some point during the 3 years of development. Give it a few years and i bet well find out about some rot in the studio causing these issues
@@JackdotC Honestly while some may see this as a controversial take. I agree with you that something at TIS isn’t puppies and rainbows…
42 has a lot of issues my man, but yeah
Its an opt-in unstable beta update with a new "zombies to loot ratio" setting that you've chosen to test. Of course its not balanced yet.
People who shout realism are hilarious.
This is the most unrealistic zombie game out there.
Going through 15 houses amd not one had a screwdriver or a saw.....not 1. Shit my gf has a toolbox at hers and she dont even use it.
No guns in anyhouses in america? Lmao
You could write an essay ln all the unrealistic this in this game, its just pure copium for the fan boy shills.
My water has been shut off, and not a single place I've been to has had a backpack. Still using sheets.
@@giovdb the game is just objectively less fun now.
I just spent 2 months in game looking for a blowtorch, who cares it keeps you playing which is the idea behind build 42. How many people dont have proper tools in their homes. It’s like gazillions. Jesus.
@@JP_LDN582No it’s more fun, you’re used to an easy slaughterhouse game in 41 with your Brita guns and ability to clear towns in a hour. Go back to 41 leave the hard game mode for pros.
@littlebubbie726 you think you could loot a whole neighbourhood and find 1 screwdriver? The loot is spread so thin for multiplayer in mind. You can never find loot in a multiplayer server, so they make it so crafting is the way to go. I was in debug mode, and the spread of zombies is unreal. Even with unlimited ammo, I'd struggle to clear even a fraction. This is made for heavily geared groups to take over. That's fine for multiplayer, and I hope that gets better, but for solo play (which is what I play the most), it's simply unplayable.
If only loot was the sole issue with the new version...
Bro calling 556 ,5.56 hurt my head if ur a gun freak you know what im talking about 😂
AI art in the title screen? Cheap garbage.
@@nathanieljacobson2857 To clarify they paid the same person who made the original loading screen and that person utilized ai instead of actually drawing them. Indie Stone isn’t TOTALLY to blame for this one
That's what sandbox settings are for. Are you restarted?
rebooted
This is about the problematic balancing of default settings dude. "apocalypse difficulty". You're missing the point entirely.
@@BoomShangston there is still solutions for your problem. making this video was kinda bait man.
@ Why not bring light to it on other platforms? There's solutions of course but the issue is still evident a month after release.
This is such a bullshit argument. Would you want them to remove 3d animations by default or zombies? Remove the ability to use doors?
You cant just "hurr durr sandbox settings" dismiss every complaint about the game's default settings. Theres a reason the default setting for every value isn't 0.
maybe don't be a wimp lol
"maybe don't be a wimp lol"💔
Bro is complaining about balance in a simulator lol
The balancing in the default settings is what I'm complaining about. Even if you did adjust the settings its still not balanced properly.
Yeah? And? Shouldn't it be? It should be balanced around SOMETHING right? Like moment to moment gameplay, realism, discovery, MP. Rn it just seems like they don't know the direction they want to balance the game in.
you know that if the game was actually realistic there would be a lot less zombies and a ton more loot, right?
@@giacomomeluzzi280 and it would be balanced accordingly to properly represent that atleast some of the zombies were looters
Play week one mod which makes this 100 times better.
I killed over a 1000 zombies to loot the brandenburg checkpoint on the bridge and I barely got anything… more loot on the zombies then in the the crates
My experience too. 3 M16's with full mags and a military bag from sombies while looting the entire complex netted me only 9 boxes of 9mm and 2 m9s