History VideoGame / ProjectZomboid

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.
24th Jul '16 11:54:25 AM TheNicestGuy
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* BoringButPractical: The Park Ranger profession. While it doesn't help with combat or barricading, given how much it rains in Knox County, the weather resistance is actually pretty handy.

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* BoringButPractical: BoringButPractical:
**
The Park Ranger profession. While it doesn't help with combat or barricading, given how much it rains in Knox County, the weather resistance is actually pretty handy.handy.
** The "end game". Technically [[EndlessGame there is no such thing]], but if you choose to play for maximum survivability it's feasible to set up a sustainable, well-fortified life for yourself where risky scavenging is a thing of the past. You can stay inside, only needing to clear stray zombies from your walls every few weeks. This monotony of farming and water purifying can go on indefinitely.



* EndlessGame: Well, endless in that the game doesn't end until you die.

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* EndlessGame: Well, endless in that the game doesn't end until you die. In some early releases the game was not technically endless because you could not keep yourself fed and hydrated without scavenging, and theoretically you could strip the entire map. (The size of the map makes this an unlikely feat.) However, now that food can come from farming, fishing and trapping, while water can come from rain-catching and boiling groundwater, setting up a lifestyle that is [[BoringButPractical well-protected and fully self-sustainable]] is feasible.
23rd Jul '16 5:11:02 PM TheNicestGuy
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* OfficialFanSubmittedContent: [[invoked]] In later releases, you'll find that the environment slowly changes as the weeks and months of neglect pass, with grass overgrowing and pavement falling apart. This feature was originally a popular fan mod called "Erosion", which the developers liked enough to officially fold into the base game. Some other features were also borrowed from the mod community, such as being able to randomize or save your character build.
23rd Jul '16 4:11:22 AM Morgenthaler
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-> ''[[EndOfTheWorldAsWeKnowIt These are the end-times.]]''
-> ''[[FailureIsTheOnlyOption There was no hope of survival.]]''
-> ''[[ForegoneConclusion This is how you died.]]''

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-> ''[[EndOfTheWorldAsWeKnowIt These ''These are the end-times.]]''
''
-> ''[[FailureIsTheOnlyOption There ''There was no hope of survival.]]''
''
-> ''[[ForegoneConclusion This ''This is how you died.]]''
''
22nd Jul '16 4:00:02 PM TheNicestGuy
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* TacticalDoorUse: Unless you tweak the "Zombie Lore" settings in Sandbox mode, zombies cannot open doors—the normal way. So in an emergency, closing a door behind you with a horde right on your heels will at least give you a moment to breathe. You might be able to sneak out the window while they're busy, too, because the other tactical use of doors is that once a zombie gets started on trying to batter one down, it takes a fair bit to distract them. However, for long-term fortification purposes, the best way to use doors is to ''not'' use them. Instead, dangle a rope from a second-story window, then board up all the ground-floor openings completely. Those former doors are not now useless; rather, they make a great focal point for incoming zombies so that you can sneak out and brain them from behind.
** While locked doors were always there, a later update added the magic of keys. Occasionally, a zombie will have a house key on its body, generally of the house they're in or near. The game tracks which keys are for which doors, and it even remembers when you bash down the door ''and scavenge the doorknob'' to install on your own door later. While the ability to lock and unlock your own doors is useless in single-player (again, unless you decided to grant zombies door privileges), in [[NinjaLooting multi-player on the other hand]]...
22nd Jul '16 3:41:29 PM TheNicestGuy
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* InsurmountableWaistHighFence: When it comes to literal waist-high fences, this is generally averted, as anything that is waist-high can be vaulted over by players or zombies—it just takes a little extra time. (There's even a skill for this, Nimbleness.) The part that is bizarrely played straight is that those fences can have gates, which can be opened and closed just like doors, and like doors have a chance to be locked. A locked gate cannot be opened from either side, even when you can step a foot to your left and just climb over. Another oddity is that the player can erect a barbed wire fence. Climbing one of these will not injure you, even though things like broken windows absolutely will. This is probably a temporary oversight.
22nd Jul '16 3:27:40 PM TheNicestGuy
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* ZombieGait

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* ZombieGaitZombieGait: Officially, the game observes this. Zombies can vary in speed, and they lurch faster when they [[DeadlyLunge go for the kill]], but even the fastest are very easy to outrun, assuming you're not winded, wounded, or overburdened. However in Sandbox mode, or when configuring a server for multiplayer, there are many parameters of "Zombie Lore" that you can tune to your preference. The "Proper Zombies" preset uses "fast shamblers" for speed, but you can dial it up to "sprinters" if you want a workout. You can also choose several levels of intelligence for zombie pathfinding, if you aren't utterly terrified at the thought of zombies [[TacticalDoorUse using doorknobs]].
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.ProjectZomboid