Project Zomboid

Project Zomboid

Skeletonking Oct 5, 2022 @ 11:44am
Fireman's Jacket needs a buff because its the biggest noob trap after nerfs
I dont get why they added a 10% combat speed nerf but yet it still gets holes and becomes unusable after one (maybe two) attacks and you can't repair it. A Rottweiler or Pitbull would struggle to make a dent in a Kevlar-reinforced jacket but lil old Rosemary down the street who turned two years ago and is decaying can take a bite out of it like a cake. This is some Loony Tunes-tier logic.

My solution is simple: keep the combat speed reduction but make it so it can take at least 10 scratches/bites before getting a hole. This should be a late-game tank item and it should really feel more like one.
Originally posted by Aidal:
Originally posted by Skeletonking:
I dont get why they added a 10% combat speed nerf but yet it still gets holes and becomes unusable after one (maybe two) attacks and you can't repair it. A Rottweiler or Pitbull would struggle to make a dent in a Kevlar-reinforced jacket but lil old Rosemary down the street who turned two years ago and is decaying can take a bite out of it like a cake. This is some Loony Tunes-tier logic.

My solution is simple: keep the combat speed reduction but make it so it can take at least 10 scratches/bites before getting a hole. This should be a late-game tank item and it should really feel more like one.

https://www.pseudonymouscodeviews.com/2021/08/why-100-protection-doesnt-protect-100.html

They would need adjust how being damaged functions first, sorry dude you're raging against the code.
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Showing 1-15 of 21 comments
skinnywattie Oct 5, 2022 @ 11:45am 
I second this
Webs Oct 5, 2022 @ 11:58am 
solution: dont get hit
Skeletonking Oct 5, 2022 @ 12:00pm 
Originally posted by Webs:
solution: dont get hit
thanks thats why I dont use the Fireman's jacket because that 10% can kill you. thanks for the smart ass reply though
The author of this thread has indicated that this post answers the original topic.
Aidal Oct 5, 2022 @ 12:00pm 
Originally posted by Skeletonking:
I dont get why they added a 10% combat speed nerf but yet it still gets holes and becomes unusable after one (maybe two) attacks and you can't repair it. A Rottweiler or Pitbull would struggle to make a dent in a Kevlar-reinforced jacket but lil old Rosemary down the street who turned two years ago and is decaying can take a bite out of it like a cake. This is some Loony Tunes-tier logic.

My solution is simple: keep the combat speed reduction but make it so it can take at least 10 scratches/bites before getting a hole. This should be a late-game tank item and it should really feel more like one.

https://www.pseudonymouscodeviews.com/2021/08/why-100-protection-doesnt-protect-100.html

They would need adjust how being damaged functions first, sorry dude you're raging against the code.
Skeletonking Oct 5, 2022 @ 12:02pm 
Originally posted by Aidal:
Originally posted by Skeletonking:
I dont get why they added a 10% combat speed nerf but yet it still gets holes and becomes unusable after one (maybe two) attacks and you can't repair it. A Rottweiler or Pitbull would struggle to make a dent in a Kevlar-reinforced jacket but lil old Rosemary down the street who turned two years ago and is decaying can take a bite out of it like a cake. This is some Loony Tunes-tier logic.

My solution is simple: keep the combat speed reduction but make it so it can take at least 10 scratches/bites before getting a hole. This should be a late-game tank item and it should really feel more like one.

https://www.pseudonymouscodeviews.com/2021/08/why-100-protection-doesnt-protect-100.html

They would need adjust how being damaged functions first, sorry dude you're raging against the code.
This makes more sense, that its a hardcoded issue. I guess theres no fixing stuff like this o well. Guess its military jackets + tailoring til the end of days.
DoktorFar Oct 5, 2022 @ 12:18pm 
Instead of the bites always causing a hole that leaves 0% protection, maybe each bite could have a range of possible outcomes, like a bite could either cause a hole or cause a hole + leave a patch there with some percentage of the original % protection. Say you had 100% protection, you get bit and then that protection got reduced somewhere between 0-100%, where 0% is just creating a hole and 100% is the clothing luckily not getting any damage.
Undefined (Banned) Oct 5, 2022 @ 12:26pm 
Originally posted by Skeletonking:
Fireman's Jacket needs a buff because its the biggest noob trap after nerfs
Sorry, but that honor belongs to Boots.
LYNX Scout Oct 5, 2022 @ 12:38pm 
if youre not running around in a bathing suit and a summer hat you're not armored enough
Aidal Oct 5, 2022 @ 12:50pm 
Originally posted by DoktorFar:
Instead of the bites always causing a hole that leaves 0% protection, maybe each bite could have a range of possible outcomes, like a bite could either cause a hole or cause a hole + leave a patch there with some percentage of the original % protection. Say you had 100% protection, you get bit and then that protection got reduced somewhere between 0-100%, where 0% is just creating a hole and 100% is the clothing luckily not getting any damage.

I don't believe it matters what the attack is (unless its a punch), a scratch or bite will simply throw a coin to determine if it will produce a hole or not. Protection is separate from hole calculation. This is probably because of how durability is calculated for clothing. If you read the link I provided, you might get a better understanding.
martindirt Oct 5, 2022 @ 12:56pm 
Originally posted by Undefined:
Originally posted by Skeletonking:
Fireman's Jacket needs a buff because its the biggest noob trap after nerfs
Sorry, but that honor belongs to Boots.
Boots at least looks fancy with military gear...
Firefighter gear is just useless & ugly.
DoktorFar Oct 5, 2022 @ 1:21pm 
Originally posted by Aidal:
Originally posted by DoktorFar:
Instead of the bites always causing a hole that leaves 0% protection, maybe each bite could have a range of possible outcomes, like a bite could either cause a hole or cause a hole + leave a patch there with some percentage of the original % protection. Say you had 100% protection, you get bit and then that protection got reduced somewhere between 0-100%, where 0% is just creating a hole and 100% is the clothing luckily not getting any damage.

I don't believe it matters what the attack is (unless its a punch), a scratch or bite will simply throw a coin to determine if it will produce a hole or not. Protection is separate from hole calculation. This is probably because of how durability is calculated for clothing. If you read the link I provided, you might get a better understanding.

You misunderstand, or perhaps I did not explain well enough. I was SUGGESTING a new way of how damage to clothing could happen when getting bitten, or scratched also as you mention. So if you read my comment again now keeping in mind it is a suggestion, dont you think this could work pretty well, especially in terms of what you actually want?
Aidal Oct 5, 2022 @ 1:29pm 
Originally posted by DoktorFar:
You misunderstand, or perhaps I did not explain well enough. I was SUGGESTING a new way of how damage to clothing could happen when getting bitten, or scratched also as you mention. So if you read my comment again now keeping in mind it is a suggestion, dont you think this could work pretty well, especially in terms of what you actually want?

I do not disagree that the current durability system is wonky, but I do wonder if such a thing could be achieved without reworking the whole system and adding to dev time. While I do not wish be so simple as to say "it works, lets leave it" I also wish to take into consideration that it is not their focus at this time.
DoktorFar Oct 5, 2022 @ 1:44pm 
If the code responsible for hole calculation and protection calculation is properly compartmentalized it should not be difficult at all. Of course balance issues is another thing and that of course can be time consuming, you change one thing and risk throwing off balance against other stuff.
Last edited by DoktorFar; Oct 5, 2022 @ 1:45pm
Aidal Oct 5, 2022 @ 1:49pm 
Originally posted by DoktorFar:
If the code responsible for hole calculation and protection calculation is properly compartmentalized it should not be difficult at all. Of course balance issues is another thing and that of course can be time consuming, you change one thing and risk throwing off balance against other stuff.

Correct. As it stands right now the system, while wonky, is somewhat figured out. You wear layers to protect layers. It just so happens that the outer most layer however endures the most damage.

Thankfully there's plenty of clothing replacements coming from the never ending hordes, however.
DarkFenix Oct 5, 2022 @ 2:30pm 
Originally posted by Aidal:
Originally posted by Skeletonking:
I dont get why they added a 10% combat speed nerf but yet it still gets holes and becomes unusable after one (maybe two) attacks and you can't repair it. A Rottweiler or Pitbull would struggle to make a dent in a Kevlar-reinforced jacket but lil old Rosemary down the street who turned two years ago and is decaying can take a bite out of it like a cake. This is some Loony Tunes-tier logic.

My solution is simple: keep the combat speed reduction but make it so it can take at least 10 scratches/bites before getting a hole. This should be a late-game tank item and it should really feel more like one.

https://www.pseudonymouscodeviews.com/2021/08/why-100-protection-doesnt-protect-100.html

They would need adjust how being damaged functions first, sorry dude you're raging against the code.
The article you linked literally begins with "Update 2021-09-16: In Build 41.54 this has been fixed. Holes are put in clothing AFTER protection is determined." So that hasn't been true for more than a year. Am I seriously the first person here to actually read it?
Last edited by DarkFenix; Oct 5, 2022 @ 2:32pm
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Date Posted: Oct 5, 2022 @ 11:44am
Posts: 21