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It also means long-term survival just got much less freedom of playstyles which is sad :( You now have only 1 or 2 ways to survive longtime: to ultra micromanage min/max cabbage growing or very high end fishing to maintain such a high calorie burn versus playing different routes, or you will die. Growing anything else will be pointless.
I think all that's needed is a slight adjustment to walking burn rate. From what I remember walking IRL burns about 1/3 the calories running/ jogging. So perhaps that should be the modifier of .3 instead of .6? Otherwise as it stands now his point of walking burning more calories than running the same distance is accurate given the .6 modifier, but the increased rate of speed you get places from running. Seems like there is no purpose in walking anymore and oddly enough with this change if you are starving you can now save calories by running places?
I think the process of gaining weight on my most recent play seemed to slow down a bit once I was near or around 85 kg, since energy consumption has been adjusted for weight? But I mostly lost interest in playing the character so I haven't tried stuffing my character by eating all the fish I can catch in the evening in the current game version. Typically I'd stop playing a character when I can survive as long as I want, it's just fishing, farming and patrol chores with zero or near zero zombies encountered daily.
In an older version of the game I got my character to what seemed like the max weight of 130 from stuffing the character on fish.
I do agree it was too easy to gain weight before but this still doesn't address the fact that the .6 walking modifier for calories is now broken. It means if you are trying to save calories in 41.78 there is no benefit now, not even a tiny one, from walking versus running. Very counter intuitive that players now need to run everywhere when starving in order to "gain weight" and that just walking around my house relaxed doing chores or organizing things is a caloric death sentence on challenge games.
I wondered why my last character ended up underweight despite me playing how I usually do. Obviously the problem here is that in real life you'd burn less than 100 calories for every mile walked and in game time you probably don't walk much more than a mile on any given day, so the two are difficult to compare, but it's pretty crazy to need a 3400 calorie bodybuilder diet just to maintain your weight from walking around inside your safehouse. Maintenance calories for the average man are about 2,500.
To balance this out they should significantly lower the calories burned from walking and up them for running, because running definitely burns a lot more than double the calories of walking. And sprinting should absolutely torch calories and have you exhausted within 20 seconds.
Hopefully with animal NPCs coming, they will change that up by offering new hunting options.
30 mins at a walking pace of 3.5mph is 150~ cals, 30 mins at a 6mph run/jog is 350~. Roughly 2.3x
Per distance travelled(Ie, a mile), running is about 25~% more calorie consumptive than walking.
Also, What the character does in game isn't technically Sprinting; It's running. The animation cycles are basically walk/jog/run.
The average human can't maintain a top speed sprint for more than 10 seconds, Not even olympians. Our bodies just can't keep up the transfer of resources needed to maintain it so we necessarily slow to a near sprint run when our muscles exhaust their existing stockpile and have to work off only what can be delivered. That near sprint speed can be maintained for around 30~ seconds before dropping off even further.
To reach 3400 calories consumed you'd literally have to be walking in circles all day (as Enigma said, 16 hours) doing literally nothing else that requires you to pause and wait- Which is most of your base maintenance tasks.
I think Zomboid could use more ways to preserve food, to smoke or dry the fish and meat, to dig cellars to store food, winter temperature can help to preserve food.
Also I hope for more realistic starvation mechanics like in Unreal World. You shouldn't die quickly from just "hunger", lack of nutrition weakens the character and takes a long time to kill a character through starvation. You shouldn't power up your character with a green moodle just from stuffing up on cabbage. Hunger should increase at a rate affected by nutrition level, hunger grows faster when nutrition is low.
Unless you literally set your game time for 1 in-game day to equal 24 real life hours, it makes perfect sense.
The default setting is 24 hours = 1 real hour. Your character absolutely does not walk much over a mile in real distance in 16 game hours.
Yes it does. You spend 40% less calories by walking, but you get from point A to B 40% faster approx by running and spend less time burning calories. See the video I posted at 2 mins 15 seconds. Over the same distance it takes him 22 calories to run across his yard but 24 calories to walk the same distance. <-- This is what Im talking about. Regardless the larger debate on calorie balance, this shouldnt be a thing and it messes up a lot by having it be so.
Nah, your confusion here is Googling running and it giving you figures for jogging at a leisurely pace, which is not what your game character is doing. As somebody who runs in real life I can tell you categorically that running at the pace this character does would burn a hell of a lot more than double it's walking pace.
Shift is to run, alt is to sprint. And again, you don't need to regurgitate Google to me, I do this in real life, and arguing about the difference between 10 seconds and 20 seconds, as well as what constitutes a maximal speed, is just pedantry. This forum seems to have a ♥♥♥♥♥♥♥♥ of that for some reason.
You don't get this at all.