Jump to content

Search the Community

Showing results for tags 'damage'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

Found 11 results

  1. Right now, the Damage Constructions option in Zombie Lore has two options: Damage Constructions On: Zombies can attack player-built structures (of any kind.) Damage Constructions Off: Zombies cannot attack player-built structures (of any kind, including barricades, doors, etc.) Can there not be some extra options/variations for this setting so players don't have to rely on mod support? (And the fact that, after hours of searching, I've come to the conclusion that no one has made an invincible, normal wooden walls mod - not log walls, wooden walls.) My reasoning behind this is an issue I'm sure most players run into. They want to build a base, or house, or some kind of structure but zombies will always aggro on the walls of the structure, when every other wall in the world (rightfully) is invincible. Even if the player plasters the wall, or makes metal walls, zombies will beat right threw em'. I personally would prefer being able to adjust settings so that zombies can attack doors, furniture, barricades, things that should be targeted by the hordes barreling down on my base, because those aren't foundational type of structures, they're moreso obstacles. This allows the overall, definitive structure of the player's base to be safe, but gives the zombies weak points that you'll need to defend, and with multiple windows, doors, or entry points, you'll still be facing a challenging experience that won't force you to rebuild tedious parts of the base that, honestly, shouldn't be targeted at all if the reason for them being targeted is simply that it was built by the player. Below are a few simple Sandbox Option concepts that I've made to help paint the kind of picture I'm describing. I hope this could be considered as it adds a lot more to the quality of the gameplay experience in regards to the "fortify a location and try to survive" playstyle while letting players worry about actually surviving through realistic objectives rather than "Alright, guess I need to rebuild the walls of my living room and kitchen, should've just used a pre-built map location instead of utilizing the game's expansive building features to build a house from the ground up when it's just going to get torn down." I know I missed a few things, like gates for example. But I'm sure multiple other things can get added to the list and provide players with the perfect amount of control over how vulnerable their bases, hideouts, or bathroom bunkers are, and will go a long way. Thanks for reading!
  2. This feedback is based on my 100 hours gameplay, no mods, single player and "HoboHaven PVPVE vanilla server (50.20.248.138:27060)" with no weapon mods. Benchmarked with a character with 6 aiming stat. Handguns Magnum Damage 1.2-1.9 => 1.6-2.3 Maximum range 11 => 12 Knockback 0.3 => 0.4 Knockdown 2 => 4 D-E Pistol Damage 1.0-1.9 => 1.2-2.2 Noise radius 100 => 90 Maximum range 10 => 11 Knockback 0.3 => 0.4 Knockdown 2 => 3 M9 Pistol Damage 0.6-1.0 => 0.5-0.85 M36 Revolver Damage 0.7-1.2 => 0.6-1.0 M625 Revolver Noise radius 70 => 60 .44 Ammo box Amount of ammo 12 => 20 User experience .44 handguns are one of the most disappointing things in the game in my opinion. The ammo is insanely scarce, the guns are loud and attract a lot of zombies, the skill requirement is high. In most cases, when you find ammo in the game, it will come in the form of ammo boxes. And .44 ammo boxes provide 12 ammo VS 30 ammo for all other pistol types. So when you grab a .44 pistol with the rarest ammo in the game, high skill requirement and loud yet cool sound - you expect that it will be POWERFUL. And the disappointing thing is that it is not. In fact it is slightly more powerful than other pistols... but not even significantly. M9 pistol has 2.5x the ammo capacity of Magnum, 3x more ammo from boxes, 3x higher "accuracy". A commonsense suggests that with these stats M9 must spend 3 bullets to put down something that Magnum can oneshot. This is just to have EQUAL total damage output on M9 and Magnum... not to mention that Magnum has higher skill requirement so you might expect it to have HIGHER damage output in total. In reality M9 does 0.8dmg on average VS 1.55 Magnum. And the most important thing here is that DAMAGE DOES NOT DIRECTLY DETERMINE THE CHANCES TO KILL THE TARGET i.e. a weapon with 3x higher damage will not necessarily kill targets 3x more often because of hit RNG. You can still oneshot a zed with M9 in 50% cases at 6-level aim so there is no point in picking other weapons with higher damage as this "higher damage" is sometimes an overkill and sometimes still not enough to ALWAYS kill a target with one shot. So, it looks like I spend an average of 1.7 bullets per kill with M9 and an average of 1.3 bullet per kill with Magnum while aggroing more zeds and total availability of .44 bullets is 3x less. At the other hand, starter pistols M9 and M36 seem to perform too well when compared with their "advanced" counterparts. I found that M9 is the best weapon in the game outperforming even shotguns / auto rifles in some cases thanks to its high firing rate and very high magazine capacity. And M36 is just a silent killer - not that powerful but reliable enough. I have developed a google spreadsheet where I wrote the stats of all handguns taken from https://pzwiki.net/ (hope it is relevant). I did some "score calculations" by multiplying the average_damage * ammo capacity(magazine size) * ammo_per_box and divided it by noise_radius as these are the most essential stats for a handgun. The results correlated with my in-game experience to a significant degree so I'd like to share it here: https://docs.google.com/spreadsheets/d/1N4AwBXB9YV59WhYFXo9oxM3Y-MEsCLl6lJCKxfWkFj0/edit?usp=sharing Rifles MSR700 This rifle is the most disappointing thing in the entire game. One of the worst damage outputs in the game. It almost never kills stuff. It's hard to aim and unusable at close range while it occupies the "back" slot of a large weapon. Feels more like an air-pumped rifle rather than a gun. I did some research on Remington 700 that fires .223 rounds and its energy is ~1700 Joules. This is at least 2x higher than 600-800 Joules of .45 ACP. The point of having a rifle is that you should carefully aim... and if you do - it should deliver a powerful punch. Damage 0.6-1.3 =>1.2 => 2.0 Aiming time 30 => 90 Default max range without scope 10 => 15 Noise radius 70 => 90 (why the hell a .44 pistol is more loud than a long-range rifle? from balancing point of view) MSR788 Well, this one is better. But still barely usable if you are dealing with high number of zombies or if you have running zombies on your server and how fast you can kill them determines whether you will survive or not. And it's still too quiet for a RIFLE that fires .308 cartridges. It would be reasonable for such a rifle to have the highest damage per shot outputs in the game. Even if it will almost always one-shot its target - it will be still quite hard to use efficiently. With 2.0-2.8 damage double-barrel shotgun does not always one-shot its target. Damage 1.2-2.0 =>1.7-2.7 Aiming time 40 => 100 Default max range without scope 10 => 15 Noise radius 70 => 100 Scopes The point of a scope is that you can see EXACTLY what you are looking at and you don't see anything around. So, it would be reasonable to make "scope" narrow down the vision cone of the rifle owner dramatically while he is "aiming" (he can still look normally while not aiming through the scope of a rifle). The scope should also increase the aiming time as it takes time to aim carefully if you want to deliver a perfect shot. At the other hand, the well-aimed shot with a scope must be almost a guaranteed kill. Damage multiplier 1.5x with a scope Aiming time multiplier 1.5 for 2x scope / 2.0 for 4x scope / 2.5 for 8x scope The higher the magnitude of a scope - the narrower the vision cone while aiming through it It would be nice to allow players to shoot further than 35 tiles. 50 still looks reasonable. 35 tiles is not that far for zombies to travel especially runners can cover this distance faster than you will kill 3 of them.
  3. Currently, character doesn't even feel pain when he get hit by zombire or blunt weapon like frying pan (But I think that he should), so I decided to suggest a new type of injure that blunt weapon can do — bruises. Bruises appear in short time after getting hit and cause minor pain (and Pain if trying to do something with it). It doesn't need extra medication to heal it, but you can speed up healing by ?applying bandage? Bruises, usually, disappear in 1-2 days, so it won't be a injure that you need to worry about.
  4. I've fallen while building onto the upper level of my safehouses a few times now (33.9-33.10), and would love for there to at least be a stall in the player's movement before he/she falls, and/or a chance of recovering balance and not falling. Perhaps this could be modified by traits and skills, ie graceful, light-footed, etc? Also RE falling, what's with the broken right thighbone being the invariable result? Falling 1 floor onto grass in the summertime is really more of a sprain or broken ankle type of injury, rather than instant femur snappage. Maybe back injuries or broken wrists could be an option? If I'm careless enough to let the character fall 2 floors onto concrete in the freezing winter though, break whatever you like. I've also been standing in front of an unlocked door adjacent to a broken window, pressed E to open the door, and had the character climb through the broken window instead and get deeply wounded and glass lodged in his hand. In this situation there were no zombies nearby and I hadn't been running and button-mashing, though I could probably have been more careful. If the E button defaulted to opening a door or attempting to open a door, rather than taking a glass bath, that could be a nice feature? If devs see this, thanks for an excellent game : ]
  5. I'm very confused about how zombie attacks work, and am very curious about the exact code involved here. The wikis don't answer this at all, and I'm not sure how to find the code involved here... 1. Is every zombie hit a chance of a punch/scratch/bite? If so, what are the percentages of each? And how do the body parts work for that, are they random? 2. According to this wiki page: http://projectzomboid.wikia.com/wiki/Zombie guard skill can limit the chance of a scratch, so can max 10 levels into guard prevent scratches? It's annoying that wiki only lists up to level 5, so I'd love to find out the values all the way up to level 10, because it doesn't seem to always be incrementing by 2. Or, with the thick skinned trait, can it prevent scratches? 3. Also on that wiki page: > There is always a 25 percent chance of being bitten. Wtf does that mean? Just some basic testing of this, there definitely isn't a 25% chance of being bitten on every zombie hit. So either that fact is entirely false, or it's missing a lot of info to it here. ------------- I just started this game with some friends, and so far I really like it. It's kinda slow (seriously cabbages take 14 IRL hours to grow?), but it's a great survival game. But if I spent a ton of time getting to end-game, and die due to a single misclick that makes me take a single zombie hit, which ends up killing me due to pure RNG, I think that's ridiculous. I really would like to know if that's the case before I continue playing this game.
  6. Hello, I am here to make several suggestions about bags. 1. Backpacks should also be able to be broken/ripped. They would wear-down however, only when you are almost at their weight limit/at the weight limit. If a bag broke, all the contents could drop onto the ground, or items could slowly fall out depending if it was torn or ripped. These could also make it so you could no longer carry it on your back. 2. You know when you go on a scavenging run, and you load up with tons of pointy little objects like hunting/kitchen knifes, well, if you had them in a bag on your back they could have a very small chance of when you are running of them poking/cutting you. The worst they could do would make you bleed and get scratched. This would be very uncommon. 3.If you had a lot of sharp things in your backpack as well, sprinting with them could make the bag deterorate quicker. 4.Sheaths and other containers for knifes and other blade weapons could be implemented to make the chance for the bladed weapons to damage your bag lower if at all. 5. Also, I'd like to see clothing items such as Shorts, Athletic Shorts, Cargo Shorts, Cargo Pants, Hoodies, and Rain Jackets. Cargo shorts could have a bag option on the side but only be able to hold like 2 lbs, and cargo pants 3lbs. Same with the hoodie. 6. Also, I'd like some more canned foods such as Peaches and Chili. Thank you for reading these, please, post your opinions in the comments on these suggestions! PS: Sorry if any of this is planned or has been commonly suggested, I didn't see anything on it however.
  7. So from the nutrition section we've spawned some new ideas about sickness, which made me think of bodily damage as well. There are already signs of broken limbs in our health screens, however they don't debilitate us as much as they should. Also they heal MUCH quicker than they should. How long should a broken arm or leg have to be set though? In single player a broken limb would be a death sentence. Sickness is another issue. Rain doesn't cause sickness! Cold doesn't cause sickness! They can sometimes facilitate sickness, weaken your body, but they don't cause it. People get sick mostly from catching sickness from other people. Also from touching infected items. I think the game should reflect that.
  8. I recently had the idea while playing the game. I was followed by a horde and my bat was broken and I didn't want to come near the zombies with the Knifes I had. So what if I could throw offensively my broken bat to a zombie in order ro both get rid of the item and also deal damage to the enemy from a safe range. The range that you throw each item will have to do with its weigh , your max Carrying capacity and your load. If you have a low load and a 12 carrying capacity (max) and the items weight 1 you will throw it further than throwing an item that weights 3 or than if you had a 12/12 load. The damage each weapon will deal will be calculated by the range of the zombie from you , the max range the item will reach and also the Weight of the item. If you do not equip an item you will throw stones from the ground. So what do you think ? Should we have the option to throw any item to the zombies.It would also give a meaning to rotten food (distract zombies by throwing a rotten tomato to a wall at the other side of the road etc)
  9. So we were having this discussion (that is semi-related to this suggestion) about how right now the fighting mechanics seem a little unbalanced (too easy). My suggestion to help balance this would be to have weapon maximum damage and a weapon minimum damage. No, I do not think that you should deal a random damage between these ranges. Instead, I think as your weapon condition decreases the damage it does decreases. You wouldn't have constant damage from an axe as it is used more and more. Instead, the axe blade would begin to become dull and deal a little less damage. The only weapons I could really see this effecting much is bladed weapons. This could also have a slight (very minimal) effect on guns also, as they would build up residue and degrade over use causing the bullets to come out slightly slower. Considering blunt objects, I don't really see how they would degrade to cause less damage (but if someone can rationalize it, I'm all for it). Link to discussion mentioned in the first sentence: http://theindiestone.com/forums/index.php/topic/7990-these-not-so-scary-zombies/page-2#entry105393
  10. Now, can somebody tell me why the fuck I kill zeds like lambs with knives? (1 hit kill) But with a damn Axe or other blunt I can't beat the shit out of them? (can be 1, so damn rare, or 10 hit) I mean... it's quite nonsense. I've just think about that wile I was working in the joinery.. I thought: "I can easly smash my collegue head with one shot with an axe, why can't I do it in PZ?". You can tell it was an hard day. Ok. I have complained enought, no real need to tell me why. I'm ok with that but you know.. just to. Your turn.
  11. I want to be able to put a knife in primary slot and another knife in secondary slot and do a pretty spectacular dual stabby kill in zombies heads, like the jaw stab, but with both knifes in the left and right side of the skull. Also, dual wielding two bats would be awesome, of course with a swing speed penalty or something... Dual wield would only be usable once you Grandmaster that particular skill.
×
×
  • Create New...