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Found 10 results

  1. Here I want to share my opinion why spears are too OP (at least for low levels) and how I think it could be fixed. Introduction. First of all I want to say THANK YOU DEVS! You managed to turn one of the best survival game to THE BEST survival game ever ! And it is not really about animations itself but about realism and difficulty. No more superhero style gameplay. My favorite part is a variety of weapons. Apart from openly “funny” weapons like violins and saxophone, I see how everybody finds their own favorite thing to kill with. Somebody uses a hand axe; the other one says a police baton is the best and so on. Long and short ranges, one weapon is damaging, another is fast, some of them stun zombies, some do everything but they are extremely rare and can’t be repaired (hi to katana ). In other words BALANCE and MEGA VIRIETY. Almost… Why I do think spears are OP. And my suggestions how it could be solved. 1) They are easy to get. As soon as u found a kitchen knife or a hunting knife making a spear is a question of couple minutes. Wooden planks are everywhere in cities, branches are everywhere in woods. And furthermore one can make them in a great amount! It’s basically like pre-41 build knives: with 10 butter knives in your inventory you can clear the whole neighborhood. How I think these issues could be solved. First method is to make them harder to get. For example you also need an axe to make it. It’s also closer to realism since I hardly can imagine how you make a spear from a whole plank only with a knife in adequate amount of time. The second way (or as additional to the first) is to lower the durability of a spear. Now one spear is enough to kill more than 10 zombies. In my opinion the number should be much lower (5-6). Another way is very straight forward. Just get rid of the “empty” spears (without knives/forks and so on on the end). It wouldn’t be so much against common sense as well, one can hardly use a self-sharpened end of a mere stick to kill with it in one hit. Additionally I would like to suggest regarding making spears with knives (and other things) is to use a rope but not duct tape (I am not sure how it’s called in the English version). And ropes should be quite rare. Or for example the player might still use a tape instead of a rope but the durability of the spear would be lower in this case (2/3 or 1/2 of the usual for instance). 2) The spears are very long range weapon. Because of this it’s also one of the safest type of a weapon in the game in my opinion. And you know… I’m fine with it! It should be spear’s feature. It’s main advantage among hundreds (ok maybe tens but I hope one day hundreds ) of other kinds of weapons! 3) Player with a spear killing zombies with one hit on the low spear skill levels. Maybe not every hit but definitely every third or fourth. It is already too OP. That is the main core problem. Already some PZ streamers that I watch begin to figure it out (after their audience in comments shouting about new spear “wunderwaffe”) and now instead of constant search for more effective weapon in countless wardrobes and warehouses (as I suppose is one of main game ideas), the first thing they do is making spears (already during the first game day). Because spears are basically new knives. Spears’ chance of one hit death should be drastically decreased. Again, I am not talking about high levels! I think it’s more than fair then “old and experienced” character with a high level spear skill destroys zombies with 70-85% (!) chance of one hit kill (that actually should apply to almost every type of weapon at the maximum skill, I suppose). But come on! A beginner with a hunting knife spear is pretty much a killing machine. I sure this is a main problem developers wanted to get rid of. That is all! Love new difficulty, new fear of zombie groups, new AWSOME weapons, new crazy variety of clothes, new realism and bond between player and the character. Please, do not think that I am against spears. They definitely should be one of the main weapons of the late game. They just should not push other awesome weapons out of the game! At the very end here my suggestion about adding to the game a very rare (!) zombie with a spear stuck in its body, I think it would be cool! What do you think?
  2. Enabling Normal/Hardcore reloading causes XP gain for reloading pistols to occur when inserting the magazine. Additionally, the magazine can be ejected/inserted repeatedly for continued XP gain without using any ammo. Despite this, XP gain appears to only be 0.33 per eject/insert cycle which is laughable. If the pistol were to be used realistically (let's assume you average half a clip before reloading) you would have fired 1710 rounds before finishing THE FIRST LEVEL. (And this is with Fast Learner) This is especially problematic as the "Reload" keybinding only ejects/inserts the magazine, making it extremely cumbersome to try to maximize XP gain without making use of what is clearly an exploit. Additionally, the fact that Hardcore in particular drastically increases the reload time for a pistol just makes the reloading skill that much more important when compared to the easier difficulties. An Easy difficulty player can trivially reload after each shot, allowing them to gain reloading XP when it is not really needed, while a Hardcore difficulty player can not. Using a shotgun should not be 7-15 times more efficient for training reloading, and players using pistols with Reload Difficulty set to Hardcore should not feel like they have to engage in meta behavior in order to raise their reloading skill.
  3. I think the sheet ropes should be overhaul with the purpose to difficult of using, because it's the easiest way to have a completely secure base. For example, it would be logical that we can not use them in any way when we have damaged hands. Also we are unable to use them, when we have overweight or underweight traits. The same for when we are heavily loaded. It also would be nice if zombies could break them when hitting from below.
  4. "37% of Americans say they or someone in their household owns a gun" according to a Pew Research Center survey conducted in February, 2013. A 2007 study by the U.N.'s Office on Drugs and Crime found that the United States, which has 5% of the world's population, owns 50% of the world's guns. Another Pew Research Center study found that people living in a rural area were twice as likely to own a gun as those living in an urban area. I'm just saying, while searching through houses in a rural area of Kentucky, it doesn't feel like I'm finding a proportionate amount of 50% of the worlds guns.
  5. When playing single player there's almost an excess of items, but as soon as I go multiplayer, the items get stupid hard to find. The warehouse had 120 cigarettes and NOTHING ELSE. Empty shelves in the spawn location where in every single player game they were full. We've tried changing this servertest_SandboxVars.lua with Notepad++ , and there was no difference. Changes to temperature and locks worked, but item frequency did not noticeably change. If anyone knows how to balance this, I would greatly appreciate the help.
  6. I find it unrealistic that I can push a zombie hard enough to send him 2+ cells away and he still has enough coordination to stay on his feet. I know our characters lose strength through exertion, but the zombies in PZ have better equilibrium than a Flying Wallenda crossing a tight rope. I don't mind if zombies getting knocked to the ground have their rest period shortened if this is added. Zombies that I've knocked down should recover quicker anyways, because they don't suffer from pain or any other standard weaknesses from being pushed to the ground Also it would be good to be able to connect hitting a stumbling zombie when they're falling backwards. It annoys the hell out of me that when I push a zombie into a corner, it's trying to stay standing animation goes into affect and my attacks don't register. Players should be able to hit a zombie with weapons or pushing at all times. When a zombie goes into that mode, it should be very easy to knock off balanced zombies down even when over exerted. And since I'm throwing out zombie fixes, when one falls from the second story it should either automatically become a crawler or on a very lucky chance die from brain injury. Its good that IS added that when they hit the ground they lay on the ground before recovery instead of just landing on their feet and immediately return to going after you. All that's left is to add in the damage zombies take from falling.
  7. TL:DR for those that don't feel like reading: Unarmed combat feels way too strong compared to majority of weapons, excluding those that are capable of hitting multiple zed's like a bat or axe, and insta kill weapons like knives, and in OP's honest opinion, could use a solid nerf. As of right now, unarmed combat allows you to shove up three (might be more, correct me if i am wrong) zombies, doesn't tire you (again, correct me if i am wrong, but just minutes before writing this post i've gone through killing 150~ zed's in WP school with just my hands and the exhaustion moodle didn't show up), has infinite durabilty, and even with standard 5 strength, offers you a crazy high knockdown chance, and enough damage to kill a default health zed with four or five stomps (on rare occasion requiring few more), and doesn't weight anything. Why would one even use stuff like hammers or golf bats, capable of hitting a single zombie, having pretty much the same knockdown chance, barely offering any damage increase, and in addition to that having pitiful durability and exhausting your character, when they have access to a much stronger zed killing tool? Why even sacrifice carrying weight for them? Using said weapons, i haven't really noticed any damage or knockdown increase compared to head stomping and shoving, number of hits to kill one did feel pretty much the same. Ability to damage a zombie without knocking them down doesn't really feel that usefull due to how pitiful and unnoticable damage without the "on the ground" bonus is. I haven't really reached higher melee skill levels to see if they get any better later on, basically due to being able to handle mostly everything exclusively using unarmed combat. Right now if feels that every weapon other than a bat, axe, or knives, is a waste of carrying capacity. Increased exhaustion when shoving zed's away is a must in my honest opinion. I believe shoving charging undead flesh bags would be pretty tiresome. Reduced knockdown chance would be in place aswell, as of right now it is hillariously easy to keep six or seven zeds knocked down, while slowly kicking their brains out. Discuss.
  8. I have noticed that, at least in multiplayer, some people have a nasty habit of undoing your hard-made barricades. I know for a fact that, in build 31, TIS made it so that a player may only interact with curtains from the inside. I feel that the game would become much more fair and immersive if looters were made unable to interact with barricades unless they accessed them from the side they were barricaded from. P.s. I am tired and writing on a phone, plz no judge :[
  9. I Was thinking that is unrealistic that a zombie can stay years walking , so my idea is that when the zombie spawn it start like a internal clock that it Will die in 2 weeks or more time (you can change it).Whit these we can have a balanced population of zeds , because whit migration they can go to the city and repopulate it.
  10. Hello everybody! I`ve been playing this game for a couple weeks, and really loving it, so I hope I can help with some suggestions to it. I'm seeing that somewhat, the food gathering skills looks a little unbalanced, and now with the sea fishing maybe overpower towards others. Making other skills useless cause of the needs they have. Let`s see: -Farming -> Provides a good amount of food, but it needs a high amount of water, need something to protect from zombies, diseases and also takes much time to harvest. In the end the food will rotten really quick. -Trapping -> You have to spend some precious non-perishable food in order to get some animals, sometimes. (could have some hunting skill books as other`s) -Fishing -> This one could be improved. I really like to fish in the game, but I think it`s too easy. What makes it hard is the twine availability and the breaking the rod possibility, but its really easy to maintain a calm life with your day-by-day fish without any problems. With you get a good supply of line, you may have an ''infinite'' food supply. Also the fishes you get, despite different sizes, they all weight the same. Maybe makes more harder to get fishes at lower levels, or just to get really tiny fishes at those, I don't see much improvement when you level up fishing. ------- -About some other skills, I don't know if there`s something planned, but carpentry lvl 5, I don't know what adds on the game, cause you can build everything at lvl 4. -And cooking could be more useful, cause despite all the bonuses, you need a lot of efforts to cook, because power usually get`s off pretty soon and you don't use the skill in the beginning. Yet, the bonuses of cooking, could be achieved easily by eating a little bit more, or reading book and having some antidepressants. Im not saying it is bad, just, could have some differential to make the skill really useful, even with the higher fed possibility. .... Ok guys, I maybe wrote too much. Im not saying it is bad, actually I really loved the game, that's why I want to make some points there. Usually I don't say anything, but as I liked it so much, I would like to help. Feel free to criticize me, and by the way, I did read the ''how to write a good suggestion post'', so if anything wrong or already suggested, please take it easy =)
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