History VideoGame / ProjectZomboid

30th Dec '16 5:38:21 PM TheNicestGuy
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* BurnTheUndead: Zombies can be killed by conventional combat, although there is at least an implication that it takes RemovingTheHeadOrDestroyingTheBrain. Still, only fire can completely ''get rid off them'', because EverythingFades is averted. Used-zombie disposal means starting a fire and hoping you can convince it to consume the zombie bodies you're bored with, without spreading to the houses and so forth you still want to loot or sleep in. Even then the cremated remains will stick around, at least for a while.



* EverythingFades: Completely averted. In later versions bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in the current version, every single corpse, bit of gore, and blood spatter will remain on the map ''permanently'', providing a rather satisfying visual record of the player's exploits.

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* EverythingFades: Completely averted. In later versions Averted to a great extent. Eventually, the plan is that bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in bloodstains. In the current version, every single corpse, bit of gore, and blood spatter corpse will remain on the map ''permanently'', providing permanently, while blood spatter decals will remain until a rather satisfying map segment is reloaded or [[UnexpectedlyRealisticGameplay until you clean them manually with bleach and a towel]]. This provides a visual record of the player's exploits.exploits that is either gratifying or galling, depending on how you feel about undead carcasses and gore in your path. (Also don't forget, each corpse is a moveable mini-container, if you're really that desperate to organize junk.)



* HouseFire: With the way zombies burn and fire spreads, it's not hard to start one (or more) of these yourself with an ill-advised MolotovCocktail or a carelessly-placed campfire. Firefighting does in fact exist in the game, but once a typical house is more than seared, you and your little bucket of water may as well kiss it goodbye.
** In later releases, some procedural variety was applied to the map, so you will occasionally find a house that's been pre-burnt to the ground.



* KillItWithFire: How? Why, with Molotovs of course!

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* KillItWithFire: How? Why, with Molotovs [[MolotovCocktail Molotovs]] of course!course! Or, if you're too lazy for that, just build a campfire and persuade one trend-setting zombie that the shortest route to your juicy brain goes right through it. Zombies swarm together, of couse, and they ignite one another stunningly well. However, beware that pyrocombat is often AwesomeButImpractical. While zombies are [[MadeOfIncendium good fuel]], fire does not kill them quickly, nor does it affect their [[SetTheWorldOnFire mobility]].


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* SurvivalistStash: A late addition to the game was randomly applying "scenarios" to houses for some variety while you loot. You may find a corpse surrounded by [[DrowningMySorrows empty liquor bottles]], for example. Probably the most interesting is the Survivalist Stash, a house that may have some or all of the first-floor openings barricaded, probably has a greatly increased number of zombies inside and out, and has its kitchen and bathroom cabinets filled to the brim with canned food, guns, and ammo.
** Not to mention, of course, that creating and maintaining your own Survivalist Stash is one of the most straightforward ways to succeed in the game. There's always nomadism and hand-to-mouth scrounging, but they're arguably harder.
5th Nov '16 4:22:20 PM TheNicestGuy
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* DefogOfWar: The darkness of night can make exploration extremely hazardous, especially indoors after [[spoiler:the power goes out]]. There are various solutions for raising light levels, both stationary and portable, ranging from cigarette lighters to jury-rigged lampposts. Another example of defog would be taking beta blocker pills to counteract the loss of peripheral vision that comes with panic.
5th Nov '16 4:01:31 PM TheNicestGuy
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* FogOfWar: ''Zomboid'' uses a sophisticated line-of-sight lighting system to prevent the bird's-eye view of the action from being an unrealistic advantage. The sense of hearing is subtly accounted for, but nonetheless the profusion of opaque obstructions inside buildings—to say nothing of a dense forest—adds to the suspense considerably. Especially at night.
7th Aug '16 3:12:52 PM TheAussieBlue
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* DeadlineNews: With the addition of radio and TV reports this became inevitable. Kentucky News Radio broadcasts this twice, once when the quarantine is overrun by thousands of undead, a second time when the station is attacked directly.
27th Jul '16 3:12:37 PM TheNicestGuy
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* InUniverseGameClock: Six hours of real world time equals about a month in game time.

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* InUniverseGameClock: Six hours of The default timescale is 24:1—you play one game day in an hour. In single-player you can fast forward through tedious activities at a few different speeds, and this happens automatically when you sleep. In Sandbox or multi-player, you can customize the timescale from as fast as 96:1 to as slow as real world time. The game clock tracks not only time equals about a month in game time.of day, which is important since night can get very dark, but also the date. The weather changes according to the calendar, to the point of forcing wardrobe changes to avoid heat stroke and frostbite.


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* VideoGameTime: When a game combines homemaking activities that would not be out of place in ''VideoGame/TheSims'' with zombie pounding combat of a similar feel to ''VideoGame/DeadIsland'', it's only natural that finding the right timescale would be a tricky thing. If the same scale were used for everything, then either cooking a stew would take literally hours of your life away, or running from zombies would look like ''Franchise/TheFlash''. The balance here lies in an InUniverseGameClock that runs twenty-four times faster than real time (play one day per hour, adjustable in Sandbox or multi-player), and an [[AcceptableBreakFromReality Acceptable Break from that Reality]] when it comes to tactical movement and combat. Moving and fighting look like normal speed, though according to the clock they are happening much too slowly. More relaxed activities take a fairly plausible amount of in-game time to complete, as do gradual changes like getting hungry or tired. Since some of these activities would still take an unreasonable amount of real time to complete, like reading a 300-page how-to book or getting a night's sleep, single-player allows you to switch into some "fast-forward" speeds. (Doing this with even the slightest chance of being approached by a zombie is an easy way to die.)
** Some activities, on the other hand, take bizarre amounts of in-game time. One of the worst offenders is filling gun magazines in Normal or Hardcore reload mode. Presumably because the developers wanted this to happen in "tactical" time, it takes more than ''thirteen minutes'' of game time to get fifteen rounds into a pistol mag. There is even a Reloading skill, and while it might speed up that time, performing this tedious task does not build the skill!
** When multi-player was introduced, there was the obvious question of how to handle sleeping, since time could not be sped for some players and not others. Originally the answer was to disable tiredness and sleeping altogether, but that caused a different sort of tedium. Nighttime can get dark enough that some players would consider it too risky to venture out, so being awake was just as boring. Later, the option to allow/require sleeping was added to multi-player, with the convenience that if all players on the server are asleep at the same time, time will in fact speed up.
27th Jul '16 8:32:54 AM TheNicestGuy
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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.

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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your you survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.
26th Jul '16 10:44:05 AM TheNicestGuy
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* AntiGrinding: The effectiveness of skill grinding has varied somewhat over the game's history, as the developers have tried to make up their minds how difficult it should be for one character to be [[MasterOfAll good at everything]]. Currently, most skill-building actions provide only small amounts of XP, so those skills are very slow to train unless you've got an XP multiplier going, either from your starting occupation or traits, or by reading a how-to book.


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* CharacterCustomization: With twenty occupations, more than fifty traits (positive and negative), and twenty skills to train and use in-game, you've got a lot of room to make characters that play very differently from one another. Maybe you can't even run to the end of the block without needing to catch your breath, but you can read how-to books in double time and don't need to eat much. Specialization is encouraged by most skills being [[AntiGrinding very slow to train]] unless you get an XP multiplier on them from somewhere.


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* LuckStat: The "Lucky" trait, which improves your loot and weapon repair rolls.


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* MasterOfAll: With infinite time and resources, you could become this, but it's not likely. If you didn't start with bonus ranks and an XP multiplier in a skill because of your occupation and traits, it will probably be very slow to train. Some, like First Aid, just don't have enough opportunity to practice (you hope), while others, like Electrical, depend on a huge supply of scavenged items to practice on. The CharacterCustomization encourages specialization.


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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.


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* NoStatAtrophy: Played straight, as far as the skills on your character sheet. But there is "stat atrophy" in the sense that the game considers things like hunger and thirst to be "stats". Many of these will absolutely deteriorate if you do nothing about them, sometimes quite quickly.


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* PointBuildSystem: The foundation of CharacterCustomization. Each occupation comes with a positive or negative number of points to be spent on positive and negative traits. Some of these may come with free skill ranks, but after that all skills can only be improved through [[StatGrinding practice]].


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* SkillScoresAndPerks: There is a hard line between these. Perks are occupations and traits, which you choose a [[PointBuildSystem balance]] of at character creation. With a couple exceptions, these will never change through play. Skills, on the other hand, may start with a few free ranks from your perks, but otherwise they increase only through [[StatGrinding practice]].


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* StatGrinding: There is a character sheet of twenty skills, from Blunt Weapon Maintenance, to Sneaking, to Cooking, plus two physical stats, Strength and Fitness. All are rated from zero to ten, and there are only two ways to improve them. Either you start with a few ranks by choosing certain occupations and traits from the start, or you grind them up through use. The grinding can take a very long time without an XP boost of some sort, discouraging a player from trying to be [[MasterOfAll good at everything]] at once. Occupations and traits that come with free skill ranks generally also come with a mild XP multiplier in those skills. There are also a series of how-to books that can be scavenged, each covering two ranks of one skill and providing a large XP boost over those ranks if you take the time to read the whole thing. Only five skills have books so far, but there are plans to include more.
24th Jul '16 10:21:35 PM TheNicestGuy
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* TwoByFore: Planks are a very basic item, being the staple of the carpentry segment of the game. You can also choose to grasp one end and direct the other end at a zombie temple, if you must. You can even shove some random nails into it if such misuse is not unforeseen.
24th Jul '16 9:24:42 PM TheNicestGuy
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* TheAlcoholic: The character can get drunk in order to reduce panic. If you get drunk enough, your character will randomly stumble around.



* TheAlcoholic: The character can get drunk in order to reduce panic. If you get drunk enough, your character will randomly stumble around.
* AllOrNothingReloads: Averted. Maybe not in the case of [[OneBulletClips magical]] reloading of semi-automatic pistols in "Easy" mode, but otherwise any activity involving ammunition can be interrupted by sprinting, then continued later with little or no redundancy.



* GunsDoNotWorkThatWay: ''Optionally'' averted, in some respects. ''Zomboid'' is not a shooter game, and guns are not dwelt on. There are only five models in four classes, for example, compared to more than a dozen melee weapons. And yet, apparently more thought was put into portraying firearm use realistically than into many games that pride themselves on their GunPorn. See AllOrNothingReloads and OneBulletClips for details, but the most telling detail out of the gate is that the player is allowed to choose how realistic they want their reloading to be: Easy, Normal, or Hardcore, with Hardcore venturing into territory normally associated with ''{{VideoGame/Receiver}}''.



* OneBulletClips: Avert it or play it straight—it's up to you! The fiddliness of reloading guns comes in three flavors. "Easy" will deduct loose cartridges straight into your gun (one at a time with a shotgun). "Normal" will make you eject, fill (tediously!), and insert individually-tracked magazines into semi-automatic guns. "Hardcore" will make you do that ''and'' use a separate key to chamber a round. Working the action when a round is already chambered will even [[UnexpectedlyRealisticGameplay eject unspent cartridges onto the ground]].



* ScavengerWorld: As would presumably follow a zombie apocalypse.
* SchmuckBait: TheMall. The likely place where the first (numerous) survivors of the Zombie Apocalypse would ever go and so did the likely disease of said apocalypse along with it. Despite of this, it has abundant valuable resources to survive and are still intact even up to the game's timeline. Good luck getting there though.



* SawedOffShotgun: You can make one. Only standard shotguns can be looted, but Shotgun + Saw = "Sawn Off Shotgun". Damage and range goes down, spread goes way up, and weight lightens. According to the item's icon, only the barrel is sawed, not the stock.
* ScavengerWorld: As would presumably follow a zombie apocalypse.
* SchmuckBait: TheMall. The likely place where the first (numerous) survivors of the Zombie Apocalypse would ever go and so did the likely disease of said apocalypse along with it. Despite of this, it has abundant valuable resources to survive and are still intact even up to the game's timeline. Good luck getting there though.



* ShortRangeShotgun: The shotgun is really only useful up to a few feet.

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* ShortRangeShotgun: The shotgun is really only useful up to a few feet. A few feet less if it is [[SawedOffShotgun sawn off]].



* SpreadShot: The shotgun is basically a wedge of death.

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* SpreadShot: The shotgun is basically a wedge of death. Wider if you [[SawedOffShotgun saw it off]].


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* UnexpectedlyRealisticGameplay: The game is rife with this. If you can't open a door, you break a window and climb in, obviously; but if you don't take the time to remove the glass from the frame, now you have a bleeding hand to fix (you might actually need a "tweezers" object to deal with it). Accidental fall from a second story? Broken leg, naturally; but okay, it's easy to make a splint from sticks and rags. However, you'll need to keep that on for weeks (already very generous), with your movement speed being not at all zombie-compatible the whole time, even with painkillers. And then there's the "Hardcore reloading" option for firearms. One key will eject or insert a magazine, or start tube-feeding rounds into a shotgun, while another will work the action to chamber a round. If you [[DramaticGunCock work the action]] when a round is already chambered, you will actually eject unfired rounds onto the floor.
* UniversalAmmunition: Averted to an extent, but only because the guns are so distilled. There are four classes of ammunition for four models of gun. (Not counting that you can [[SawedOffShotgun saw off a shotgun]].) In ''Zomboid'', all pistols are 9mm, all shotguns are... shotguns (presumably 12 gauge), varmint rifles are .223, and hunting rifles are .308. This is not hard to swallow when your scavenging of guns & ammo occurs in Kentucky households or even police armories, where these would in fact probably be the most common chamberings. But then there are some dedicated gun stores you can break into. The lack of firearms or munitions outside these constraints requires a bit more suspension of disbelief when looting shelves that were originally stocked for NRA dues-payers.
24th Jul '16 1:14:14 PM TheNicestGuy
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* SlidingScaleOfVideoGameWorldSizeAndScale: In terms of scale (literal ''scale'', not ''scope''), it would be very hard to find a game that surpasses ''Zomboid'' on the realistic end of the meter and is set in the real world. The game map mimics real-world Kentucky's dimensions shockingly well, down to the level of municipal zones (e.g., residential vs. commercial) and often individual buildings or other landmarks. The scope is nothing to sneeze at either, being somewhere on the order of 13km x 10km, covering two cities and the wide space between and around. Future plans call for this to be extended even further, to Fort Knox and Louisville. Most likely, even if you did find competition on either score, none would have even a fraction of ''Zomboid's'' count of enterable, fully-furnished buildings. Even if you weren't able to fight zombies and scavenge houses within it, the map alone is an exceedingly ambitious project. Travel within the map, on the other hand, is quite compressed when measured in real time. By the game clock, it's roughly plausible.
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