Follow TV Tropes

Following

History YMMV / ProjectZomboid

Go To

OR

Changed: 21

Removed: 468

Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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
serious SelfImposedChallenge.



* FishingforSole: Socks and shoes are the two items the player can catch while fishing.



* AKA47: The only guns in the game that doesn't have a slightly different, legally-distinct name is the M16, M1911, and M14.



* NoisyGuns: Although many people still acknowledge how powerful they can be, guns are widely-regarded are being more dangerous to the player than the zombies; as even zombies currently inside of buildings can get attracted to gunshots.
Is there an issue? Send a MessageReason:
No idea what happened here, but probably a posting error


[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/projzomb_2.png]]
[[caption-width-right:300:The official game cover, depicting who is believed to be Bob Smith.]]

->''"These are the end times. There was no hope for survival. This is how you died."''
-->-- '''The Project Zomboid loading screen quotes''
With development dating back to 2011, Project Zomboid is an isometric zombie survival game taking place in Knox County, Kentucky; with many of the prominent areas being that of Muldraugh, West Point, Riverside, Rosewood, March Ridge, and Louisville.

The plot, loosely revealed to the player through various TV news channels and radio broadcasts, revolves around Knox County being quarantined through heavy military presence after a disease referred to as the "Knox Infection" had began rapidly spreading through the area. The disease, being theorized of either being bio-terrorism, a prion, or act of God, would immediately start as a high-temperature fever before graduating to death and homicidal aggression.

Each game begins on July 9th, 1993; three days after the military blockade had been established, unless the player specifically uses the game's Sandbox mode to change it or plays on the 'Six Months Later' scenario. Although there's no ending other than death, the ultimate goal set on the player is to survive as long as possible.

----
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/projzomb_2.png]]
[[caption-width-right:300:The official game cover, depicting who is believed to be Bob Smith.]]

->''"These are the end times. There was no hope for survival. This is how you died."''
-->-- '''The Project Zomboid loading screen quotes''
With development dating back to 2011, Project Zomboid is an isometric zombie survival game taking place in Knox County, Kentucky; with many of the prominent areas being that of Muldraugh, West Point, Riverside, Rosewood, March Ridge, and Louisville.

The plot, loosely revealed to the player through various TV news channels and radio broadcasts, revolves around Knox County being quarantined through heavy military presence after a disease referred to as the "Knox Infection" had began rapidly spreading through the area. The disease, being theorized of either being bio-terrorism, a prion, or act of God, would immediately start as a high-temperature fever before graduating to death and homicidal aggression.

Each game begins on July 9th, 1993; three days after the military blockade had been established, unless the player specifically uses the game's Sandbox mode to change it or plays on the 'Six Months Later' scenario. Although there's no ending other than death, the ultimate goal set on the player is to survive as long as possible.

----
Is there an issue? Send a MessageReason:
Same reason I had for adding Project Zomboid in the Fishing for Sole article. I also hoped to add a few more tropes to this page that are seen within the game.


** 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.

to:

** 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 serious
SelfImposedChallenge.


Added DiffLines:

* FishingforSole: Socks and shoes are the two items the player can catch while fishing.


Added DiffLines:

* AKA47: The only guns in the game that doesn't have a slightly different, legally-distinct name is the M16, M1911, and M14.


Added DiffLines:

* NoisyGuns: Although many people still acknowledge how powerful they can be, guns are widely-regarded are being more dangerous to the player than the zombies; as even zombies currently inside of buildings can get attracted to gunshots.
Is there an issue? Send a MessageReason:
None


** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to its good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability even when the player's ''long blunt and maintenance skill is at 0.''

to:

** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to its good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it only has a 1 in 70 chance of losing its durability even when the player's ''long blunt and maintenance skill is at 0.''



* 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 especialize in a single field.

to:

* 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 especialize specialize in a single field.



** Once the waterworks are out, the player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans every day while the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. saucepans could boil water to purify it, but tin cans couldn't).
** 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 encumbrance penalty by the weight of two handbags and your weapon at a total weight of 16.

to:

** Once the waterworks are out, the player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans every day while the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's the county waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. saucepans tin cans can be left out in the rain to collect rain water, but would then require you to pour them into a sauce pan specifically before you could boil that water to purify it, but tin cans couldn't).
it).
** 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 penalty by the weight of two handbags and your weapon at a total weight of 16.
Is there an issue? Send a MessageReason:
In addition to this being not a YMMV trope related to the audience reaction or opinions, it's also zero-context. Pointed out in ATT thread here.


* DoNotGoGentle: A common outcome if one discovers a bite or begins suffering signs of the Knox infection.
Is there an issue? Send a MessageReason:
None


* 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 delegating tasks. Futhermore, coop-ing is one of the best ways to break the AntiGrinding, since you and each of yor allies can especialize in a single field.

to:

* 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 delegating tasks. having extra hands to work it. Futhermore, coop-ing is one of the best ways to break the AntiGrinding, since you and each of yor your allies can especialize in a single field.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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 delegating tasks. Futhermore, coop-ing is one of the best ways to break the AntiGrinding, since you and each of yor allies can especialize in a single field.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DoNotGoGentle: A common outcome if one discovers a bite or begins suffering signs of the Knox infection.
Is there an issue? Send a MessageReason:
None


* CheeseStrategy: Sneaking is normally pretty tough to rise. However, the game takes into account the player characters being ''hidden'' from the zombies, not the zeds ''looking'' for the [=PCs=]. So things like just crouching on a rooftop, while a horde is passing down the street allow you to score a few ranks of the skill within mere seconds, as there is, in theory, a huge crowd that you've just managed to successfully "sneak" past. In fact, the normally dreadful helicopter event can be milked for loads of easy Sneaking experience, as all it takes is being inside any given building and watching the horde passing through from a second store window or a balcony - the zombies won't even bother raising their heads.

to:

* CheeseStrategy: Sneaking is normally pretty tough to rise. However, the game takes into account the player characters being ''hidden'' from the zombies, not the zeds ''looking'' for the [=PCs=]. So things like just crouching on a rooftop, while a horde is passing down the street allow you to score a few ranks of the skill within mere seconds, as there is, in theory, a huge crowd that you've just managed to successfully "sneak" past. In fact, the normally dreadful helicopter event can be milked for loads of easy Sneaking experience, as all it takes is being inside any given building and watching the horde passing through from a second store window or a balcony - the zombies won't even bother raising their heads. Multiplayer makes it all that cheesier, because you can artificially herd a horde with friends.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CheeseStrategy: Sneaking is normally pretty tough to rise. However, the game takes into account the player characters being ''hidden'' from the zombies, not the zeds ''looking'' for the [=PCs=]. So things like just crouching on a rooftop, while a horde is passing down the street allow you to score a few ranks of the skill within mere seconds, as there is, in theory, a huge crowd that you've just managed to successfully "sneak" past. In fact, the normally dreadful helicopter event can be milked for loads of easy Sneaking experience, as all it takes is being inside any given building and watching the horde passing through from a second store window or a balcony - the zombies won't even bother raising their heads.
Is there an issue? Send a MessageReason:
None


** 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 simply possible in case of more esoteric skills and abilities. In the same time, being illiterate gives a whooping 10 extra points during character creation and is considered a serious SelfImposedChallenge.

to:

** 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 simply possible in case of more esoteric skills and abilities. In the same time, being abilities ''possible''. Being illiterate gives a whooping whopping 10 extra points during character creation and is considered a serious SelfImposedChallenge.



* AngstWhatAngst: Unless the Survivor is bored for an extended period of time or eats something bad they never actually become sad despite being right in the centre of a zombie apocalypse.

to:

* AngstWhatAngst: Unless the Survivor is bored for an extended period of time or eats something bad bad, they never actually become sad despite being right in the centre of a zombie apocalypse.
Is there an issue? Send a MessageReason:
None


** 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 fairly significant chance]] to transmit the disease too.

to:

** 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 fairly significant small but non-zero chance]] to transmit the disease too.disease, while lacerations have a significant chance of doing so.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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]].
Is there an issue? Send a MessageReason:
None


** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to it good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability even when the player's ''long blunt and maintenance skill is at 0.''

to:

** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to it its good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability even when the player's ''long blunt and maintenance skill is at 0.''
Is there an issue? Send a MessageReason:
None


** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to it good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability, even when the player's ''long blunt and maintenance skill is at 0.''

to:

** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to it good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability, durability even when the player's ''long blunt and maintenance skill is at 0.''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The crowbar is a weapon that may be borderline [[GameBreaker overpowered]] due to it good damage and having the most durability out of all the vanilla weapons, not helped by the fact that it has a 1 in 70 chance of losing its durability, even when the player's ''long blunt and maintenance skill is at 0.''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs: If there is a working tap, it will always provide purified water. including situations in which it is connected to a rain barrel placed on the roof and is thus gravity-fed with raw water. This is not an intended feature, but so far, no patch over the years since gravity-fed taps were introduced has addressed it. The bug is obviously highly-useful to players, as it removes the tedious process of purifying water and the barrel can always be manually refilled, even without rain.
Is there an issue? Send a MessageReason:
None


** 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 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.

to:

** 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.
Is there an issue? Send a MessageReason:
None


** Once the waterworks are out, player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans for ''months'' when the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. saucepans could boil water to purify it, but tin cans couldn't).
** 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 still 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 has [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]] to it. 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 encumbrance penalty by the weight of two handbags and your weapon at the total weight of 16.
*** 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.
**  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 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 getting seeds out of a bell pepper (or from the plants you can even get via 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.

to:

** Once the waterworks are out, the player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans for ''months'' when every day while the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. saucepans could boil water to purify it, but tin cans couldn't).
** 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 still 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 has uses the old [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]] to it. 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 encumbrance penalty by the weight of two handbags and your weapon at the a total weight of 16.
*** 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.
in until you've taken some arbitrary amount of other items out too.
**  There There is an entire set of extensive mechanics for growing, hunting for and 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 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 getting to get seeds out of a bell pepper (or from the plants you can even get via a grown plant rather than finding more seed packs).packs. There is an entire selection of mods dedicated solely to solving the issue of how arbitrary the whole aspect of the gameplay is.
Is there an issue? Send a MessageReason:
Red link


* MostWonderfulSound: The uplifting banjo sound that plays when the Survivor reaches a new level in some skill.

to:

* MostWonderfulSound: SugarWiki/MostWonderfulSound: The uplifting banjo sound that plays when the Survivor reaches a new level in some skill.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MostWonderfulSound: The uplifting banjo sound that plays when the Survivor reaches a new level in some skill.

Added: 848

Changed: 768

Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: 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.

to:

* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
**
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.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
Is there an issue? Send a MessageReason:
Added "Ensemble Dark Horse" trope to YMMV page

Added DiffLines:

* EnsembleDarkHorse: The Woodcraft host on the Life and Living channel is well liked by fans for his affable personality, plus the fact he increases the carpentry skill which is arguably one of the most important skills in the game seems to further help his popularity amongst the playerbase.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AngstWhatAngst: Unless the Survivor is bored for an extended period of time or eats something bad they never actually become sad despite being right in the centre of a zombie apocalypse.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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 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 getting seeds out of a bell pepper (or from the plants you can even get via 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.
Is there an issue? Send a MessageReason:
Added "Funny Moments" to the YMMV page

Added DiffLines:

* SugarWiki/FunnyMoments: Even though Project Zomboid has a very grim atmosphere, there's still some humor hidden in the game.
** When searching a house, there's a possibly that every single container will be filled with ''toilet paper'' as a nod to the panicked mass-buying of toilet paper during the start of the COVID-19 pandemic.
** If you sprint into a wall, you get to watch your survivor flop backwards onto the ground like a ragdoll before getting back up like nothing happened.
** You can occasionally find "stories" such as a Jason Voorhees-like zombie with a machete embedded in their torso, the previously mentioned hoards of toilet paper, and [[BreadEggsMilkSquick zombies dressed only in their underwear with clothes strewn about in a bedroom.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Jokes that the helicopter event is just [[VideoGame/DeadRising Frank West]] snapping pictures to farm you for PP tend to pop up.
Is there an issue? Send a MessageReason:
None


*** 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).

to:

*** 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.
Is there an issue? Send a MessageReason:
None


** Once the waterworks are out, player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans for ''months'' when the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. .
** 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 still 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 such backpack is used as 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 has [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]] to it. 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 encumbrance penalty by the weight of two handbags and your weapon at the total weight of 16.
*** And then there is the general abstraction of 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).

to:

** Once the waterworks are out, player has to scavenge for water and then likely to purify it. However, the water never evaporates and never goes stagnant, meaning that in theory, nothing prevents you from filling up random pots and pans for ''months'' when the system is still operating, and use that later. As long as water is drawn from places that were previously hooked up to county's waterworks, the water will be pure, too, no matter how long ago the services went down. Also, the number of things that the game considers to be a water container is pretty limited and weird - you can use a cupboard full of cups, but you can't fill up a bathtub. Drinking any water that wasn't purified will almost instantly give you food poisoning, too, and the only way to purify it is to boil it (whereupon it can be stored for months, too) - and until an update, you could only do so as long as the water was in a specific set of containers (e.g. .\n saucepans could boil water to purify it, but tin cans couldn't).
** 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 still 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 such 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 has [[https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment ALICE system]] to it. 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 encumbrance penalty by the weight of two handbags and your weapon at the total weight of 16.
*** 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).

Top