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Badgzerz

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Everything posted by Badgzerz

  1. I disagree with most of this thread but I applaud your effort in going far enough to research the muzzle energy of .223 and create a spreadsheet. Here's my criticisms and suggestions; Particularity in balancing weapon stats is silly to me, I think weapon damage should always be a function of caliber energy and weapon velocity. Aim time should be based off weapon weight and length. Max range (not tied to accuracy) for guns should be virtually unlimited, including shotguns. Accuracy should be based off the weapon's velocity (barrel length) and the cartridge's accuracy. Players should be able to figure out in game how their weapon performs just by understanding these intrinsic mechanics and stats through intuition. Your understanding of how scopes work is skewed, they do not increase aim time, they make it significantly easier to aim at targets provided they do not have too much zoom that ends up making it hard to pick out your target. If you practice shooting with both eyes open you can effectively use a 12x scope at shorter distances, because your reticle gets projected onto your target if you focus with your inactive eye (the one not looking through the scope) In zomboid scopes should not increase aim time, but reduce it. If your character has low aim level, sure they increase aim time; at ranges too short. They need to get rid of minimum range stats on scopes too. I can use a 40x at close range, not as well as a collimator such as an eotech, but I could hit a target that way.
  2. I don't like where guns are in Zomboid, even modded firearms. Hardcore Reloading (not handloading) is about the only mod that drifts close to what I wish firearms were. Otherwise mods that accomplish these things do not exist. There aren't any survival games that do these things either. If I had my way I would; Increase their volume to being louder than what it ever was Require more user input to use; Racking the bolt always requires the player to press X. Doing a full reload always requires the player to press X to release the bolt after inserting a new magazine/topping off the internal magazine or tube. Be more sensitive to character moodles while still being absolutely lethal at any aim skill. Low skills and bad moodles means your character will drop ammunition, they will fail to cycle the weapon by short stroking the bolt, which requires you to re attempt a cycle or reload which may fail yet again as per RNG. You will lose any ammunition from a failed reload, but not a short stroke. Being in motion greatly increases the chance of firearm failure. Characters cannot clear jams under high enough panic without high enough aim. Characters with low reloading CANNOT top off magazines while moving. Any degree of panic at any skill removes the ability to top off magazines while walking. (Not internally fed firearms such as the MSR and JS2000. Its possible for a character to accidentally shoot themselves while drawing a handgun at low aim skill under high panic. This would never be an instant kill. Guarantee one hit kills on zombies if criteria is met at level 0 aiming. Anybody can headshot a crawler or immobilized zombie if they are not panicked. Merge aiming with reloading into a single firearms skill. I think these changes would make firearms far more realistic and immersive, it would also make them a difficult to use liability if not used properly. These changes would also set Zomboid far, far apart and above all other survival/hardcore games that have guns as there are no games that do these things with firearms.
  3. Melee weapon durability also grinds my gears. A pipe wrench is unbreakable if you are using it as a club. You might lose the upper jaw, but that entire wrench is a solid forging; you will never break that. Same goes for axes; you will never ever break an axe head unless its defective. What also annoys me is the lack of injuries in the game. There should be a vast quantity of incidents where you accidentally harm yourself in game. Whether doing mechanics, tailoring, gardening, carpentry, drawing weapons (people shoot themselves more often than you think drawing a pistol) and especially swinging a melee weapon at walking biohazards; you are going to injure yourself. Especially if you have negative moodles or are simply unskilled. Then there is the lack of threat from zombies when it comes to anything but getting injured by them. What if you mess up a melee attack with a bloodied weapon and end up cutting yourself?!?!?! What if your bloody axe handle or spear breaks and punctures your skin? Melee shouldn't be overpowered or an easy no brainer, but an injury system like this would keep melee from being overpowered even if melee weapons were indestructible. It would also make you a bigger threat to yourself than any zombie, which is how it always should be.
  4. I suggest that weapon durability gets reformatted to be more intuitive and transparent, as of now weapons have a varying durability numbers and they have a chance to lose one condition with each hit. One weapon may have 20 durability and a 30% chance to lose durability, and another weapon may have 10 durability and a 2.5% chance to lose durability. Its not very intuitive but I understand the double-mechanic for durability, a lot more can be done with it than a simple number with a 100% loss. I suggest durability is 10, or 100%, with each durability hit costing the weapon 10% of its bar except durability loss rates are adjusted. Furthermore it would be interesting if moodles affected the rate of durability loss, and if weapons had a hidden durability loss curve where they either lose durability slower the more they break, or if they lose durability at an exponential rate, such as when you crack a baseball bat or spear. Durability loss plays an audio cue to alert the player. It may be a crackle, snap, or a pop depending on severity. Moodles should affect rate of durability loss. If the strength of your swings varies according to moodles, durability loss should scale with that strength. If you are panicked, you should suffer more durability loss and maybe even swing a little harder. If you are stressed, maybe you swing harder with a lot more exertion. If you are depressed, maybe your swings are delayed weaker, and more fatiguing. This was the main suggestion, the rest is additional reading. I think durability should be split into head and handle durability with sharpness as well. I think this could be very well visualized with textures on the handle, a sprite, or an inspection window that allows you to assess the quality of these 3 aspects. The head is the strongest and most irreparable part. This can break instantly but only if you miss a zombie's head and strike the side of the head on the street or sidewalk due to moodles. The handle is going to be breaking much more and is expendable, and is infinitely renewable on a single head. This can break instantly if you hit a zombie too close or have bad moodles that cause a handle strike. It can be repaired with high enough metalworking. Sharpness is restorable at the expense of head durability.
  5. Your character wakes up into a nightmare and plays out until they die and you then wake up with your world untouched.
  6. It takes too long to level up skills to a functional proficiency while its too good having those skills forever until I die. Grinding mechanics, tailoring, electrical, and combat skills takes an ungodly amount of effort and if you run out of axes, its going to take you forever to get your short blunt or long blunt skill up and you will go from being an axe wielding chad to being some wimp with a hammer. Long blade is a worthless weapon class because you only got a few machetes and maybe a single katana in the world at any given moment. In multiplayer skill leveling is too slow because no fast forward, and if it isn't a dedicated server and you aren't the host, you won't ever be leveling your character anywhere nice. Once those skills are made, you spent an uncountable amount of time grinding that skill to do something as small as move a stove or construct a couple level 7 rain barrels, or a set of stairs, Or so you could perform once a month repairs on a vehicle's suspension, brakes, muffler, or engine. If I want to experiment with pipe bombs, I have to kill my character and start over again with the engineer profession, why can't my character be flexible enough over time to become an engineer, or to develop new traits? Why can't traits I've developed and lost be scored when I die?
  7. I will assume that higher level mechanics gives you more durability out of those parts. If you check the engine, check its quality, that will determine your longevity for that vehicle. I maintain my primary emergency vehicle, but I use multiple beaters with good engine quality to run my trapline, scout, go on supply runs etc. I do think spare engine parts could come in basic, performance, and heavy duty and they should do more for the vehicle, or to outright have the ability to transfer an engine. With this said I wish there was fuel spoilage and bikes.
  8. I shouldn't have to live that long to develop the skill required to fix an engine, or to learn to use a fireaxe properly, or to get fitness leveled up, or to simply fix clothing or add some decent armor to clothes. I shouldn't have to fastforward time doing menial tasks so I can perform a task I won't be repeating for weeks, this isn't compatible with multiplayer. If everybody could grind a skill quickly and never lose it, soon they wouldnt be worth anything, but if you need to maintain that skill, or be conscious of where your playstyle is adapting your character, that's an entirely new gameplay dynamic, currently its static. Skill decay isn't a difficulty, nor an easy mode, its a complete re design of how people see skills to something that mirrors reality. You can binge study for an exam, but if you do that you will rapidly forget what you studied unless you use that information in the future.
  9. I would like to set phases for zombies, for example 28 days layer zombies all become fast shamblers, and 28 weeks later they all have become sprinters with better AI. Initially they all started out as slow shamblers but with a very high pop and dumb AI. Maybe on the 28th week zombies will never respawn and so the sprinters that are left is all that remains of the apocalypse.
  10. All tools and weapons should be infinitely renewable in some way or another, that does not involve looting them off zombie corpses. A weapon should have infinite longevity as long as you do not do something stupid with it, such as using the weapon with bad moodle effects in an otherwise avoidable way. An axe should only be unrestorable if you crack the head by slamming it into pavement or by side striking it on a hard object. Otherwise a broken handle is infinitely fixable. I can go to any large flea market and Ill find dozens and dozens of cheap hundred year old axe and hammer heads that are 100% usable with a new handle, and I will have them for the rest of my life. not in zomboid. That axe is gone after 40 or so zombies.
  11. These three moodles could affect your characters rate of injury, accidental self harm, and rate of tool deterioration. I once broke a hammer at work, I was not paying attention, swung, and I struck a piece of wood with the side of the handle. It instantly broke. Axes will break the same way. I think these moodles should play a very insidious role in your ability to do actions without hurting yourself, or your tool. Panic is already bad enough, but I think panic should be the only way to break an axe, hammer, or bat on a zombies head; swing the tool wrong. Lets say you got a brand new fireaxe, you fight zombies while sad, you panic, and you slam the handle on their head. Womp womp instantly broken axe. But that axe can be infinitely repaired with new handles as long as you don't break the head doing something avoidable.
  12. My opinion is that the skill system leaves much to be desired, and skill grinding no matter what is very tedious and boring, but once you have those skills, you have them until you die. I do not like this for whatever reason. I don't like the tedious grind, the always present skills, and the extreme pain of dying because you lost the skills, not the character/ their equipment. My basic concept is that skills level logarithmically, and they are forgotten exponentially, and yes I am referring to mathematical curves. If you google what they look like you may correctly assume what I am describing. The rate of skill loss is also tied to the rate of skill gain. If you grind master level proficiency within a couple of days, it will be forgotten faster than if you spent a week leveling that skill. Levels are removed in favor of proficiency, which is a percentage ranging from 0 to 100 and books are reduced to 3 levels, beginner, advanced, and master. Books can be re read because skills will be forgotten. Skilled actions will reduce or pause atrophy. Training Materials are the only way to gain multipliers. (this is a new Info tab that shows books, magazines, CD's, and VHS tapes) If you forget a skill, rereading or rewatching will immediately regain most of your lost skill and give you a multiplier, you will regress less the next time as well Professions serve to ensure that you will forget those skills at a much slower rate and that they cannot fall below the initial proficiency you started out with. They do not increase XP gain unless you are regaining lost proficiency. Traits can be gained by focusing a skill for long enough if they were not started with, and the traits you gain will be counted when you die, so you can see how far your character grew beyond spawn when you died. Maybe even unlocking hidden traits for the next time if you stick around until your character zombifies. Effectively your characters skills and traits would feel more organic, as if they are constantly adapting with your gameplay, with the ability to force them along to temporarily binge certain actions such as construction, crafting, or combat.
  13. Badgzerz

    Happy New Yearoid

    Congratulations on the player count and sales, I've seen many of my friends pick this game up recently! A lot of us from Escape From Tarkov seem to be playing.
  14. Badgzerz

    ClutterZed

    Im excited to get the sound update, any word on reverb for gunshots indoors?
  15. Go Zac, get me my B41 MP!
  16. I've never played foxhole but it seems like quite a refreshing and fun RTS. Badgerz Unemployed Rosewood I have over 300 hours I've RP'ed in unturned for a good 1500 hours
  17. I left the game in my car while seated in it while it was running. I really want to recover this save without having to open debug and cheat in all my progress back. console.zip
  18. Idk, maybe they are seeds mistaken to be weed seeds.
  19. The recovery on this animation is awful. I'm standing still for a good second but I can't do anything, I can't shove, I can't swing, I can't move, all while my character is standing upright. It would be great if that animation had my character still backpedaling throughout the animation so I'm not rooted in place long enough for a zombie to grab me every time. The zombie almost always has enough time to get up on you and grab you, which is when its too late to shove. This animation is usually triggered when a zombie that flopped over a fence or through a window pushes you back (somehow they get superhuman upper body strength when laying down)
  20. That mod is nothing more than a restricted cheat mode from the description you've given. I don't want to give people more carryweight. I want to give them the ability to specialize their way of carrying weight at the expense of versatility. Maybe they could cheat the system for a couple extra kg of carryweight with a leveled tailoring skill. My most important part of this thread was the part about having 3 different types of backpacks; Sackpacks - Stuff your stuff into a zippered bag like we have now. General purpose backpack. Rackpacks - Tie those bulky large items to a bare alicepack/hiking pack frame to carry the most amount of gear possible in a secure way by sacrificing your ability to (un)pack your backpack in a timely manner. Ideal for logging and hauling lots of bulky items. Basketpacks - The most convenient backpack, it has no (un)packing speed penalty, looted items automatically go into it and items into it can be hotkeyed. But your loot will fall out of it very easily and it has a comparatively poor weight reduction, plus it makes your character louder. Ideal for farming, foraging, looting, base management. This would make looting and carrying gear more interesting and it would add replayability by having 3x as many ways to carry gear.
  21. The current weight system is set up only to consider weight and weight reduction. Its adequate but there are many times where I wish I could trade this for that. And there are many times where I wish I could have a backpack that has the ability for me to attach things to for quick access. Many times I wish I could have a contractor tool belt because I am building and there is little chance for combat and carrying lots of loot. BACKPACKS I think an overhaul of backpacks would be interesting. Backpacks not described or listed here will not be affected. Currently PZ just has what I will call sack packs because they are just bags you stuff items into. But in real life we also have basket packs which trappers and bushcrafters use and we can have bare backpack frames which you can tie things onto (the same way a carpenter ties lumber to the roofrack on his truck, he doesn't stuff them into a bag or into a box. I'll make up a term and call them rackpacks. I've just described two new backpack types. The problem they solve is speed of (un)packing items, accessibility for hotbars, and generally they allow for specialization by sacrificing the versatility of sackpacks. Rackpacks (bare backpack frames) These will degrade with use regardless of what pack is attached to them and require either carpentry or metalworking to maintain. Wearing a bare frame means you need twine/rope/HDPE twine/nylon cord to secure items to the frame and you can only secure items that weigh more than 1.5 to the frame. This style of carrying items nets the highest possible capacity but you need to put your backpack on the ground to (un)pack it and it will take substantially longer to do so. This pack would excel in loading up logs, planks, sheets, pipes, and other bulky items for bulk transport elsewhere. It would be nothing but a liability if speed matters. Alice frame (Both military pack variants are attached to this, and can be removed from it) It is very durable, but it is heavy and has the highest movement speed penalty when loaded with weight Expedition frame (Both hiking pack variants are attached to this and can be removed from it) It is the lightest, carries almost as much as the alice frame, and has little movement speed penalty. It is less durable than the alice frame, and requires a much higher metalworking skill to maintain, thus it is less renewable and practical for everyday use. Its a premium frame. Handmade frame It is the worst frame in every way except for speed penalty and weight. With low carpentry it is crap, but with high carpentry it can be a decent frame that has the versatility of being a frame while also being infinitely renewable. A several year game will see you running out of factory made backpacks and clothes. Basketpacks are handcrafted and attached to frames. These are a favorite of trappers and bushcrafters because everything is very easily accessed in them. These packs sacrifice loot security and carry weight for accessibility. They have no (un(packing speed penalty and they give you a radial menu to access everything in them with the speed of a hotbar. Items acquired by doing things like harvesting crops or ripping clothes go straight into the backpack. Their downsides are weight reduction and items WILL fall out of them if you turn rapidly, hop fences, fight zombies, sprint crouch, sprint. These are the ideal workmans pack, they are great for carrying and using every tool needed for demo, construction, and they would be the best backpack for rapidly (un)loading/transfering loot short distances, for example taking planks/logs from your car to your base. Taking harvested crops to storage. Handmade basket (can be made from many things, leather jackets, wood, sheets, metal etc.) Wildland basket Then there would be a little bit of overlap. Frames would have a small ability to mount toolbelts and holsters, maybe they could mount first aid kits as well. This sacrifices the frame/packs capacity for accessing one or two more tools and conveniently carrying items. Frames would be able to attach fanny packs/satchels to them on the hip/groin straps, this sacrifices no carry weight but makes the pack a bit more clumsy. This feature I would LOVE because I'd be able to stick my maps, pens/pencils/erasers and medical items into a separate container from my backpack. It would clear up the cluttered list in my pack. Sackpacks are the current backpacks, there would be a couple new ones added. The new ones do not attach to a frame. Backpacks that do not have hip straps (no frame) can be worn with a fannypack/satchel. Assault pack, this would carry as much weight as the hiking packs, but it has a poor weight reduction because it does not attach to a frame and so in game it cannot have hip straps. A long gun can be equipped on this backpack itself freeing up a slot for an axe, bat, metal pipe etc. Tube pack, This would carry as much as a military pack but again, it has a pathetic weight reduction compared to backpacks with hip straps (frames) FANNY PACKS/HIP PACKS/LEG BAGS - these have the best weight reductions due to all their weight being supported on your legs, but they cannot carry bulky items. Leg bag - Has a holster slot and can carry enough weight for your maps, meds, etc. Has a high enough weight reduction to almost be considered free carry weight, it has less because it can carry a handgun. Cannot carry single items that weigh more than 1.0 Field Satchel - This is purely for carrying weight, it can carry a lot of it, but it cannot carry items that weigh more than 1.5. It can equip a couple small tools. MISC Unused slots in your toolbelt will automatically be taken up by any items equipped on your back, they will give a full weight reduction as if you had that item equipped as long as they are empty. Lets say I have a free slot in my toolbelt and I have a JS2000, I can realistically stick the stock of the JS into the tool belt pouch and it will reduce the weight of the gun felt on my shoulder. Long guns are too heavy btw. JS should weigh less than 3.5. Equipping an item in any remaining belt slots removes this benefit. This topic is not finished/optimized to not be a tl;dr.
  22. It would be nice if we could build, dig, water, sow, and harvest crops by using a box selection to set up our character to loop their actions without further input. This would be especially nice for sowing, watering, harvesting, plowing, building, and disassembling. What would also be very nice is if these actions trained strength and fitness. Demolition, Carpentry, and Farming are extremely hard work, especially without powertools when you also have to carry all your tools because you have no helpers. Most people cannot saw through a 4x4 without stopping or pacing themselves slowly. Animations and sounds could use a bit of an improvement too, but this point is me just looking for something to fix rather than it hitting me in the face. As for other actions like tailoring, tailoring actions cannot be queued up and it is very hard to level up this skill, so hard to the point where I almost want to spend points on the tailor trait. I have to wait until my tailoring action is done to start another one. There is no queueing up this action endlessly until you run out of materials and hitting F6, which is one of the reasons it is such a bad skill. As for cooking, adding ingredients is kind of meh. It would be great if we could get a bulk amount of anything, and evenly split any single type of ingredient into multiple containers. This would come to be a great help for cooking. Lets say I got 6 cabbages, that is roughly 150 units of food, I should be able to split that 150 into 5 roasting pans. If I got 5 opened cans of bolognese or corned beef, it would be great if I can split them evenly into those roasting pans. When it comes to picking up/dropping/(un)packing items, I think it should be quicker, except panic, anxiety, rest, strength, and exertion should play a role in how fast it happens. If my character is stout, well rested, completely mentally whole, and not panicked, I think I should be able to toss around items as if they were all feathers. Maybe dexterity just means you are less susceptible to having transfer speed deteriorate to outside factors. It would also be great if backpacks influenced how quickly (un)packing happens. I have ideas for that but that is for another thread.
  23. I'd rather primitive survival/maintenance be vanilla and not a mod. Its such a basic and foundational bit of gameplay that provides renewable means for survival. Mods are for things like boats, planes, maps, etc. All a player should need to get every carpentry related resource should be a saw, a knife, and a lighter. You should spawn with the latter two every single time on every difficulty. The knife enables you to split plants into sticks and craft spears from foraged tree branches. It also enables you to craft wedges from tree branches. The saw enables you to craft wooden mallets, and most importantly create logs from sawn down trees trees. It CANNOT saw logs into planks however, the idea of handsawing a log down the grain for the length of an entire tree as if you are a human sawmill is ridiculous. The only time you ripcut an entire tree into boards is when you are using powertools. The calories required to do that would make it an impossible survival strategy. Also the idea of sawing a plank into a stick is kinda stupid. A knife can split a plank with much less effort. The stick wedges you crafted from sticks/branches allow you to split logs into planks if you have a mallet/hammer. These are very limited use items. Axes only allow you to go straight to splitting logs to planks, or planks into sticks. Axes are the slowest and worst way to fell trees, but if your saw isn't big enough for a tree, an axe is the way to go, axes are a very versatile but less specialized tool. Saws would be how I fell trees. As for keeping these tools throughout a save, it should be possible to renewably and indefinitely maintain quality tools. Axe/hammer heads & Knife blanks/tangs made of quality metal are pretty much indestructible, you can't break or fix them. You need to sharpen them, but they can't break unless you try to smash a zombie's skull when hes lying on pavement and you whack your tool into the pavement. Knife blades/tangs could break when destroying windows or smashing concrete, or batoning if its a crap blade. Otherwise for good tools, you would only ever need to sharpen them with a file/whetstone/bench grinder, and fix them by making new handles for them. I don't like the thought of my world running out of metal tools and glue/tape for fixing them, or having to get renewable tools from zombies. It just doesn't feel right as someone who knows how to maintain and use them.
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