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* FanNickname: Baldspot for the original tutorial player character.

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* FanNickname: FanNickname:
**
Baldspot for the original tutorial player character.character.
** Zomboids for the zombies. For obvious reasons.



* GameBreaker: Cooperative Multiplayer makes multiple aspects of the game significantly easier. Not only is playing alongside friends a [[NightmareRetardant great way to break the gameplay's tension]], it makes combat, scavenging, base-building and defense much less challenging simply by basic teamwork and having extra hands to work it. Futhermore, co-op play is one of the best ways to bypass AntiGrinding, since you and each of your allies can specialize in a single field.

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* GameBreaker: GameBreaker:
**
Cooperative Multiplayer makes multiple aspects of the game significantly easier. Not only is playing alongside friends a [[NightmareRetardant great way to break the gameplay's tension]], it makes combat, scavenging, base-building and defense much less challenging simply by basic teamwork and having extra hands to work it. Futhermore, co-op play is one of the best ways to bypass AntiGrinding, since you and each of your allies can specialize in a single field.field.
** In the land of melee weapons, the crowbar and fire axe are kings. Both have ''very'' high durability, great reach and damage (to the point you can knock down and even kill a zombie in a single blow if you're lucky enough). The only weapon with nominally better stats is the Katana, however, the crowbar and fire axe are much more common across the map and have uses outside of combat.

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** The Life and Living meta. At the start of the game, the player can tune in on the eponymous TV channel to get free skill points. Virtually every playthrough starts with the player keeping up with a schedule so they can consistently watch the show.
*** The devs eventually acknowledged this and implemented video tapes that could do the same thing, freeing up players to focus on other tasks in the first week. Also useful for new characters in multiplayer, or scenarios with later starting dates where the power and water are already out. There are also tapes that cover skills that just don't exist on normal channels, such as the rare home-made tapes that cover First Aid, Metalworking, Tailoring, and Electrical.
** If one plans to ever use firearms, it is of utmost importance to get either an occupation that provides a starting Aiming skill or ''at least'' get the Hunter trait. This makes the difference between firearms being somewhat decent right from the start and getting at least a neat exp multiplier, or making it significantly more difficult to use them and to rank up Aiming itself

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** The Life and Living meta. At the start of the game, the player can tune in on the eponymous TV channel to get free skill points. Virtually every playthrough starts with the player keeping up with a schedule so they can consistently watch the show.
***
show. The devs eventually acknowledged this and implemented video tapes that could do the same thing, freeing up players to focus on other tasks in the first week. Also This is very useful for new characters in multiplayer, or scenarios with later starting dates where the power and water are already out. There are also tapes that cover skills that just don't exist on normal channels, such as the rare home-made tapes that cover First Aid, Metalworking, Tailoring, and Electrical.
** If one plans to ever use firearms, it is of utmost importance to get either an occupation that provides a starting Aiming skill (Police Officer, Veteran) or ''at least'' get the Hunter trait. This makes the difference between firearms being somewhat decent right from the start and getting at least a neat exp multiplier, or making it significantly more difficult to use them and to rank up Aiming itselfitself.



** A zombie that goes over a fence can lunge at you while it's prone. This attack can stagger you, giving other zombies nearby time to grab onto you. Worse, it can knock you over, possibly scratching you and damaging your clothes.

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** A zombie that goes over a fence can lunge at you while it's prone. This attack can stagger you, giving other zombies nearby time to grab onto you. Worse, it can knock you over, possibly scratching you and damaging your clothes.clothes while giving other zombies around you an opportunity to get in close.



** Asthmatic increases stamina loss when sprinting or running by 140% and makes swinging your weapon cost 130% more. With this trait, you tire out quickly and zombies take more hits to kill, making combat or escape risky as a misstep can get you swarmed to death.
** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading a book. In multiplayer, however, you can't fast-forward, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.

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** Asthmatic increases stamina loss when sprinting or running by 140% and makes swinging your weapon cost 130% more. With this trait, you tire out quickly and zombies take more hits to kill, making combat or escape risky as a misstep can get you swarmed to death.
with no way out.
** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading a book. reading. In multiplayer, however, you can't fast-forward, do this, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.skills.



** Illiterate is one of the two SelfImposedChallenge traits in the game. For 8 points, you lose the ability to gain recipes, XP boosts, or mood bonuses from books. Without books, managing your moods and leveling your skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.

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** Illiterate is one of the two SelfImposedChallenge traits in the game. For 8 points, you lose the ability to read. This means you can't gain recipes, XP boosts, or mood bonuses from books. Without books, managing your moods which makes mood management and leveling your skills is skill grinding much harder than normal. You also lose out on several recipes-- including the very useful ability to use operate generators gained from the rare generator manual book.manual.



** West Point has a sizable zombie population second only to Louisville, combined with a scarcity of good weapon spawns and a wealth of tight, cramped alleyways. Of the four starting towns, is the hardest one to start out in as [[EarlyGameHell you have to face off against sizable hordes in the early game while under-equipped]]. Even if you go into West Point from another town, you may end up running out of usable weapons if you don't take the population into account.
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enormous compared to the houses and businesses from other areas, often maze-like on the inside, and quite often infested by zombies too. Louisville's only upside is the abundant loot, with anything and everything you need available to you: unless you are desperate or very prepared, though, you're likely to leave with nothing... if you survive.

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** Of the four starting towns, West Point has is the hardest one to start out in, thanks to a sizable zombie population second only to Louisville, combined with a scarcity of good weapon spawns and a wealth of tight, cramped alleyways. Of the four starting towns, is the hardest one to start out The early game in as this town [[EarlyGameHell will pit you have to face off against sizable hordes in the early game while under-equipped]]. under-equipped]], as whatever weapons you find are only moderately useful at best, and the one kind of weapon that regularly spawns-- firearms-- are hard to use without a high enough skill rank and will quickly draw those hordes to you. Even if you go into West Point from another town, you may end up running out of usable weapons if you don't take the population into account.
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enormous compared to the houses and businesses from other areas, often maze-like on the inside, and quite often infested by
sheer number of zombies too. Louisville's only upside is the abundant loot, with anything and everything you need available to you: unless you are desperate or will end up chewing through your arsenal's durability very prepared, though, you're likely to leave with nothing... if you survive.quickly.



** The section of Dixie Highway that runs through Muldraugh houses the most loot-rich locations but also has the highest zombie population in the town. Going here will pit you against hundreds of zombies, making melee a losing proposition unless you have highly effective weapons. Getting caught out here during the helicopter event without an easy escape route is a death sentence.

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** The section of Dixie Highway that runs through Muldraugh Muldraugh. It houses the most loot-rich locations places in town with the best loot, but also has boasts the highest zombie population in the town.population. Going here will pit you against hundreds of zombies, making melee a losing proposition unless you have highly effective weapons. Getting If you're caught out here during the helicopter event without an easy escape route is route, it's effectively a death sentence.
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enormous compared to the houses and businesses from other areas, often maze-like on the inside, and quite often infested by zombies too. Louisville's only upside is the abundant loot, where anything and everything you could ever want can be found here. Unless you are desperate or very prepared, though, you're likely to escape with nothing... if you survive, that is.
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** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you won't be able to hear alarms, so every time you break into a building you could be drawing every zombie in earshot to your location and you wouldn't know it until they've flooded in. It's clearly designed to be a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].

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** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you won't be able to hear alarms, so every time you break into a building you could be drawing every zombie in earshot to your location and you wouldn't know it until they've flooded in. It's clearly designed to be a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, deaf yourself, though, it's [[MinmaxersDelight a whopping free 12 points]].

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* ThatOneAttack: Zombie attacks can deal four different types of damage: Blunt Trauma, Scratches, Lacerations, and Bites. Of the four, bites are guaranteed to transmit the Knox Infection, meaning that a player who has been bitten [[YouAreAlreadyDead is already (un)dead]].

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* ThatOneAttack: ThatOneAttack:
**
Zombie attacks can deal four different types of damage: Blunt Trauma, Scratches, Lacerations, and Bites. Of the four, bites are guaranteed to transmit the Knox Infection, meaning that a player who has been bitten [[YouAreAlreadyDead is already (un)dead]].(un)dead]].
** A zombie that goes over a fence can lunge at you while it's prone. This attack can stagger you, giving other zombies nearby time to grab onto you. Worse, it can knock you over, possibly scratching you and damaging your clothes.



** All Thumbs. For 2 points, it ''quadruples'' the time it takes for you to move items to and from your inventory. It makes looting and stockpiling tedious, and can end up costing you dearly if you ever find yourself ambushed without a weapon on hand.

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** All Thumbs. For 2 points, it ''quadruples'' ''triples'' the time it takes for you to move items to and from your inventory. It makes looting and stockpiling tedious, and can end up costing you dearly if you ever find yourself ambushed without a weapon on hand.



** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading to finish a book and learn recipes, gain XP bonuses, or boost your mood. In multiplayer, however, you can't fast-forward, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.

to:

** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading to finish a book and learn recipes, gain XP bonuses, or boost your mood.book. In multiplayer, however, you can't fast-forward, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.



** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you won't be able to hear alarms, so every time you break into a building you could be drawing every zombie in earshot to your location and you wouldn't know it until they've flooded in. It's clearly designed to be taken as a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].
* ThatOneLevel:
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enourmous compared to the houses and bussiness from other areas, often maze-like on the inside, and quite often infested by zombies too. Louisville's only upside is the abundant loot, but unless you are desperate or very prepared, it's simply not worth it.
** The Trailer Park is easily the worst spawn area in vanilla gameplay. The buildings are very loot-poor and near impossible to fortify and defend, and the place is packed way more zombies from the get-go that it has any right to be. If you spawn there, be ready to starting moving fast, and you can walk for a really good while until you find somewhere decent.

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** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you won't be able to hear alarms, so every time you break into a building you could be drawing every zombie in earshot to your location and you wouldn't know it until they've flooded in. It's clearly designed to be taken as a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].
* ThatOneLevel:
ThatOneLevel:
** West Point has a sizable zombie population second only to Louisville, combined with a scarcity of good weapon spawns and a wealth of tight, cramped alleyways. Of the four starting towns, is the hardest one to start out in as [[EarlyGameHell you have to face off against sizable hordes in the early game while under-equipped]]. Even if you go into West Point from another town, you may end up running out of usable weapons if you don't take the population into account.
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enourmous enormous compared to the houses and bussiness businesses from other areas, often maze-like on the inside, and quite often infested by zombies too. Louisville's only upside is the abundant loot, but with anything and everything you need available to you: unless you are desperate or very prepared, it's simply not worth it.
though, you're likely to leave with nothing... if you survive.
** The Scenic Grove Trailer Park in Riverside is easily the worst spawn area in vanilla gameplay. The buildings are very loot-poor and near impossible to fortify and defend, and the place is packed with way more zombies from the get-go that it has any right to be. If you spawn there, be ready to starting moving fast, and you can walk for a really good while until you find somewhere decent.
** The section of Dixie Highway that runs through Muldraugh houses the most loot-rich locations but also has the highest zombie population in the town. Going here will pit you against hundreds of zombies, making melee a losing proposition unless you have highly effective weapons. Getting caught out here during the helicopter event without an easy escape route is a death sentence.
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* ComeForTheGameStayForTheMods: The game has a ''massive'' modding community that often develops certain mechanics years ahead of the dev team and keeps expanding the scope and range of the game and the gameplay way past the vanilla experience. Some of those mods also focus on the WideOpenSandbox experience, ''removing'' the premise of the zombie apocalypse.
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** American housing[[note]]Among the non-American part of the player community, it's a running joke that everything has such low durability and can be tear down by a handful of zeds, while there will never be masonry added in the vanilla game - not due to game balance, but because it would be "un-American" to have structures that last. This often leads to in-game absurdities where a barricade made of piled-up chairs is actually ''better'' than building a section of a wall[[/note]].

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** The game does this with ReadingIsCoolAesop. It's one of the best sources of entertainment and stress-relief in the game, along with making your life and survival not only easier, but more esoteric skills and abilities ''possible''. Being illiterate gives a whopping 10 extra points during character creation and is considered a serious SelfImposedChallenge.

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** The game does this with ReadingIsCoolAesop. It's one of the best sources of entertainment and stress-relief in the game, along with making your life and survival not only easier, but more esoteric skills and abilities ''possible''. Being illiterate gives a whopping 10 8 extra points during character creation and is considered a serious SelfImposedChallenge.



** Illiterate. For 8 points, you're locked out of gaining recipes, XP boosts from books, or mood bonuses. Books make survival easier: without them, managing your moods and gaining skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.



** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't hear if you've tripped an alarm, so each building you enter could become a death trap and you wouldn't know it until the dead have flooded in. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].

to:

** Illiterate is one of the two SelfImposedChallenge traits in the game. For 8 points, you lose the ability to gain recipes, XP boosts, or mood bonuses from books. Without books, managing your moods and leveling your skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.
** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't won't be able to hear if you've tripped an alarm, alarms, so each every time you break into a building you enter could become a death trap be drawing every zombie in earshot to your location and you wouldn't know it until the dead have they've flooded in.in. It's clearly designed to be taken as a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].

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** Overreliance on modern amenities is dangerous. The game is designed in such a way that most modern products will disappear as time goes on. Running water and electricity shut off, complex weapons break down, cars run out of spare parts, gas stations run dry, food spoils, etc. The only true way to survive indefinitely is to transition to more primitive ways of life, and those who fail to do so are doomed to perish.

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** Overreliance Over-reliance on modern amenities is dangerous. The game is designed in such a way that most modern products will disappear as time goes on. Running water and electricity shut off, complex weapons break down, cars run out of spare parts, gas stations run dry, food spoils, etc. The only true way to survive indefinitely is to transition to more primitive ways of life, and those who fail to do so are doomed to perish.



* GameBreaker: Cooperative Multiplayer makes multiple aspects of the game significantly easier. Not only playing alongside friends is a [[NightmareRetardant great way to break the gameplay's tension]], it makes combat, scavenging, base-building and defense much less challenging simply by basic teamwork and having extra hands to work it. Futhermore, coop-ing is one of the best ways to break the AntiGrinding, since you and each of your allies can specialize in a single field.

to:

* GameBreaker: Cooperative Multiplayer makes multiple aspects of the game significantly easier. Not only is playing alongside friends is a [[NightmareRetardant great way to break the gameplay's tension]], it makes combat, scavenging, base-building and defense much less challenging simply by basic teamwork and having extra hands to work it. Futhermore, coop-ing co-op play is one of the best ways to break the bypass AntiGrinding, since you and each of your allies can specialize in a single field.



** Everyone in Knox Country throwing all the sledgehammers into the river[[note]]The rarity of sledgehammers, an important tool in advanced base-building, is jokingly explained as the result of Knox Country's populace throwing all the sledgehammers they could get their hands on into the river at the beginning of the apocalypse.[[/note]]



*** And then there is the general abstraction of the weight system, where your two backpacks can carry more than a trunk of a passenger car or even ''smaller vans'', because weight reduction only applies to bags, but not to containers (such as trunks). It's also possible for a vehicle's maximum weight load to degrade as it takes damage, which leads to cases where a vehicle that's been banged up enough will let you take out a case of ammo, but then won't let you put it back in until you've taken some arbitrary amount of other items out too.
** There is an entire set of extensive mechanics for growing, hunting for and preserving food. Except if you plan to use just about any other method of preserving than pickling in vinegar in a specific model of jar and (before an update) getting seeds from any other source than a seed packet. This includes even such bizarre situations like the inability to plant potatoes from the tubers or to get seeds from a grown plant rather than finding more seed packs. There is an entire selection of mods dedicated solely to solving the issue of how arbitrary the whole aspect of the gameplay is.

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*** And then there is the ** The general abstraction of the weight system, where system makes it so your two backpacks can carry more than a trunk of a passenger car or even ''smaller vans'', because weight reduction only applies to bags, but not to containers (such as trunks). It's also possible for a vehicle's maximum weight load to degrade as it takes damage, which leads to cases where a vehicle that's been banged up enough will let you take out a case of ammo, but then won't let you put it back in until you've taken some arbitrary amount of other items out too.
** There is an entire set of extensive mechanics for growing, hunting for and preserving food. Except if you plan to use just about any other method of preserving than pickling in vinegar in a specific model of jar and (before an update) getting seeds from any other source than a seed packet. This includes even such bizarre situations like the inability to plant potatoes from the tubers or to get seeds from a grown plant rather than finding more seed packs. There is an entire selection of mods dedicated solely to solving the issue of how arbitrary the this whole aspect of the gameplay aspect is.


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* ThatOneDisadvantage:
** Sunday Driver. For 1 point, vehicles you drive have a 40% slower acceleration rate and a max speed of 30 km/h, which seems inconspicuous. In play, however, this massively decreases the usefulness of cars, which are great for escaping hordes, exploring, and moving goods from place to place. With Sunday Driver, not only is it harder to harder to drive away from a horde, but your fuel consumption is doubled and off-roading can end up going badly if you hit a zombie, as it slows you down significantly. It also makes towing almost impossible, as the weight of the towed vehicle slows yours to a crawl.
** All Thumbs. For 2 points, it ''quadruples'' the time it takes for you to move items to and from your inventory. It makes looting and stockpiling tedious, and can end up costing you dearly if you ever find yourself ambushed without a weapon on hand.
** Restless Sleeper lowers the amount of hours you sleep... while also decreasing the amount of tiredness sleeping removes. This means you tire out quicker each day, decreasing the amount of time you can spend looting, crafting, reading, or building. Becoming tired also shrinks your field of vision and weakens you, making it easier for zombies to sneak up.
** Sleepyhead makes your fatigue go up faster by 30% and makes sleeping 10% less effective. Like Restless Sleeper, it makes the time you have to do things shorter and increases the risk of becoming tired while outside your base, which affects not just your combat abilities but your field of vision, meaning you can be surprised by zombies that you might have seen coming otherwise.
** Asthmatic increases stamina loss when sprinting or running by 140% and makes swinging your weapon cost 130% more. With this trait, you tire out quickly and zombies take more hits to kill, making combat or escape risky as a misstep can get you swarmed to death.
** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading to finish a book and learn recipes, gain XP bonuses, or boost your mood. In multiplayer, however, you can't fast-forward, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.
** Illiterate. For 8 points, you're locked out of gaining recipes, XP boosts from books, or mood bonuses. Books make survival easier: without them, managing your moods and gaining skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.
** Unfit gives you -4 Endurance and Weak gives you ''-5 Strength'' while also weakening your melee attacks by 40%. Both of these negatives lower your rank in two of the hardest skills to level up in the game, skills which affect your ability to fight and escape. The Weak trait also decreases your carrying capacity, meaning it takes less loot to make you overburdened: going over your carrying capacity increases the strain on your stamina and the risk of tripping or injury.
** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't hear if you've tripped an alarm, so each building you enter could become a death trap and you wouldn't know it until the dead have flooded in. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].
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* ThatOneLevel:
** '''Louisville'''. It's the biggest city in the game map, meaning that in default settings it has by far the biggest and most heavily concentrated zombie population you can hope to find. To make matters even worse, the city's buildings are enourmous compared to the houses and bussiness from other areas, often maze-like on the inside, and quite often infested by zombies too. Louisville's only upside is the abundant loot, but unless you are desperate or very prepared, it's simply not worth it.
** The Trailer Park is easily the worst spawn area in vanilla gameplay. The buildings are very loot-poor and near impossible to fortify and defend, and the place is packed way more zombies from the get-go that it has any right to be. If you spawn there, be ready to starting moving fast, and you can walk for a really good while until you find somewhere decent.
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Moved the Nightmare Fuel and Tear Jerker sections to their own pages.


* NightmareFuel:
** When you go to sleep, the game still advances (albeit at a highly accelerated rate). Let's just say there is a good reason why you should not sleep next to a broken window or an open door...
** Randomly during gameplay, you might hear distant gunshots. Not only are these gunshots [[JumpScare incredibly loud]], they also attract zombies towards the noise. Needless to say, if you hear gunfire in the distance, it might be time to move somewhere quieter - or at least keep a low profile.
** The ScareChord each time your player character is surprised by a zombie. There is nothing more horrifying than opening a door in a house that you think is abandoned, only for two zombies immediately lunge at your character while that sound effect plays. This was eventually acknowledged by the devs and the sound cue was changed to more low-key... making it ''just as frightening'' for people used to the old cue, since there is now no familiar warning.
** The Knox Infection. Did a zombie manage to get a bite on you? Yeah, you're dead.[[note]]Unless you disabled the infection option entirely in sandbox options - but you could still get a regular infection that can easily kill you when left untreated[[/note]] There's no cure. All you can do now is do your best to prolong the inevitable until you expire [[AndThenJohnWasAZombie and come back as a mindless zombie]]. Even worse, minor scratches also [[ParanoiaFuel have a small but non-zero chance]] to transmit the disease, while lacerations have a significant chance of doing so.
** Pay attention to the couple that appears on the menu screen: they are Bob and Kate Smith. At first glance it looks like Bob is comforting Kate... then [[TheReveal a flash of lightning reveals]] that ''he is a zombie'', and is in fact '''eating her'''! Both the scene and the BackgroundMusic convey the dark and hopeless atmosphere of the game.
** The entire game. Over the radio and the TV you get to hear as, day by day, the situation rapidly deteriorates. All it takes is around eight days for the last radio stations and TV networks to shut off for good. For some stations, you can tune in exactly in time to hear the last moments of the station hosts. After that, there is nothing. Besides emergency broadcasts played over the air on repeat, there is nothing. You are more alone than you could possibly imagine. The world has disappeared beneath a tide of shambling corpses. This was never a story of triumph; this is the story of how you died, and how the world died around you. Have fun.
** If the player survives long enough, a number of in-game events will cause your character's situation to go FromBadToWorse, each worse than the last.
*** The first one, happening about the end of your first week, is the infamous "Helicopter Event", where a chopper will fly by, causing ''dozens if not hundreds of zombies to pass through your area''. Unless you have a decent shelter and/or have the means to move quickly, this will likely be the end of your run. If you are in the open when this event happens, you are pretty much dead, since the helicopter will follow after you, bringing all the zombies after you, too.
*** The second one, the "Shutdown", happens in default settings by the end of your first month, and will cause the in-universe electrical grid and waterworks to stop functioning entirely. Not only is it [[AfterTheEnd a harsh reminder that the world has ended and everything left is breaking down]], it's ''devastating'' to long-term survival. Unless you have managed to find an alternate water source/stockpiled enough water ''and'' reduced your dependency on electricity, you're screwed. In the most extreme cases, you don't have enough skills to build rain catchers and that will simply kill you via dehydration.
** Playing with "sprinters" turned on makes an already tense and stealth-focused game ''much worse''. Even if you're playing with all other zombie lore options on default, you can be jumped and overwhelmed '''very''' easily. Not helped by the fact that that the fast zombies don't really make much more noise than the default ones.



* TearJerker: In the cut scenario ''Til Death Do Us Part'', the player can choose to skip the tutorial (which consists of providing for the player's injured wife, Kate). How is this done? By smothering her with a pillow.
--> '''Kate:''' What are you doing? Oh God no. I'm sorry I slowed you down. I love you. ***mmmfff***
** Listening to the various broadcasts on the televisions and radios can become quite heart-wrenching as the world outside of Knox Country begins to fall apart, before the broadcasts themselves eventually go dark as the infection quickly spreads beyond the quarantine zone.
---> "Hey everyone. I'm sorry but Knox Talk is tapping out. We want to be with our families. Good luck everyone. Thanks for calling in. Maybe we can do it again some day."
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It's 1993 in-universe, and the system is still in use, barely for 20 years. That's less than MOLLE, ALICE replacement, is in use.


** Carry weight capacity is an important element of the game. However, it is directly tied with the weight reduction stat of various bags and containers, rather than anything else - and said stat is fixed. When they are used as backpacks, this works perfectly fine with the logic of using proper strapping and frame to spread the weight of the cargo differently. But it goes completely out of the window the second a backpack is used as a secondary object, carried in one hand, leading to blatantly arbitrary outcomes. For example, a military bag loaded full with 27 units will only take 4 weight units from carry capacity when carried in hand, but a school bag, which can only contains 15 units, will take 6 weight units - solely because the military bag uses the old [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]]. You can end up with a situation where you can transport around 70 units of weight with two military packs, one carried in hand, or get penalties for encumbrance by the weight of two handbags and your weapon at a total weight of 16.

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** Carry weight capacity is an important element of the game. However, it is directly tied with the weight reduction stat of various bags and containers, rather than anything else - and said stat is fixed. When they are used as backpacks, this works perfectly fine with the logic of using proper strapping and frame to spread the weight of the cargo differently. But it goes completely out of the window the second a backpack is used as a secondary object, carried in one hand, leading to blatantly arbitrary outcomes. For example, a military bag loaded full with 27 units will only take 4 weight units from carry capacity when carried in hand, but a school bag, which can only contains 15 units, will take 6 weight units - solely because the military bag uses the old [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]]. You can end up with a situation where you can transport around 70 units of weight with two military packs, one carried in hand, or get penalties for encumbrance by the weight of two handbags and your weapon at a total weight of 16.
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** Playing with "sprinters" turned on makes an already tense and stealth-focused game ''much worse''. Even if you're playing with all other zombie lore options on default, you can be jumped and overwhelmed '''very''' easily. Not helped by the fact that that the fast zombies don't really make much more noise than the default ones.

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* OnceOriginalNowCommon: The game went through a lengthy development time, with the trend of zombie survival games dying out by each passing year. One of the main worries expressed was that by the time of a full release, the game would be promptly ignored due to oversaturation of its genre - until it reached that point while ''still in development''.



* SeinfeldIsUnfunny: The game went through a lengthy development time, with the trend of zombie survival games dying out by each passing year. One of the main worries expressed was that by the time of a full release, the game would be promptly ignored - until it reached that point while ''still in development''.

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