Project Zomboid

Project Zomboid

Johnny Boy Dec 18, 2024 @ 8:59am
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Hot Take: I kinda like combat muscle fatigue
In Build 41 you could take out like 50 zombies day 1 with a character that was out of shape, weak, etc, any character could be an action hero so long as you knew what you were doing. Now in Unstable 42, you take out 10 or so with the same character and he actually FEELS weak, out of shape, etc.

More immersive, makes the game hard again, etc. It may build up a hair too fast, but otherwise I kinda like it.
Last edited by Johnny Boy; Dec 18, 2024 @ 11:17am
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Showing 1-15 of 62 comments
Owl Dec 18, 2024 @ 9:06am 
Same. Boxers gas out after 10 minutes and they have to take rest breaks every 2 minutes, no reason you wouldn't fighting zombies for 2 hours. Balanced, good.
katsuragi Dec 18, 2024 @ 9:06am 
Me too. I'm even playing my Fire Officer action hero build and I still have to approach things strategically or I get into trouble.
Also I'm not worried about how fast it's building up right now because as you level your combat skills it reduces the rate muscle fatigue grows.
Last edited by katsuragi; Dec 18, 2024 @ 9:07am
Frogging101 Dec 18, 2024 @ 9:07am 
It'd work better if there were fewer zombies and stealth was more effective. Because now your character can't fight but you can't hide either.
Delumen Dec 18, 2024 @ 9:08am 
The idea is great, the implementation not relying on fitness and apparently affecting all weapons the same is just a little wonky.
i dont think its that bad but ive only tested like fighting maybe 10 zombies within 5mins with a fresh start x man
Gyrgon Dec 18, 2024 @ 9:16am 
I like it, but still think it should be tied into strength and fitness in addition to the weapon skills. Strong and fit is good, but even a strong person can hurt themselves swinging a hammer wrong.
Johnny Boy Dec 18, 2024 @ 9:18am 
Originally posted by Gyrgon:
I like it, but still think it should be tied into strength and fitness in addition to the weapon skills. Strong and fit is good, but even a strong person can hurt themselves swinging a hammer wrong.
I haven't played long enough to scale fitness and strength, is it *not* tied to those? I just assumed it was
Beep Dec 18, 2024 @ 9:20am 
That's my take, too. I think it'd be better if weapon skills has a bit less importance than general fitness when determining combat fatigue, and I think it builds up a bit too fast. It's a good change in general, though, and even manageable with higher zombie pops if you turn down the severity.

Originally posted by Johnny Boy:
Originally posted by Gyrgon:
I like it, but still think it should be tied into strength and fitness in addition to the weapon skills. Strong and fit is good, but even a strong person can hurt themselves swinging a hammer wrong.
I haven't played long enough to scale fitness and strength, is it *not* tied to those? I just assumed it was

The tooltips suggest it is tied into those skills, and I feel like there is a noticeable difference between a strength 1 and a strength 6 character's combat fatigue - but the strength 1 character lasted longer, so I don't know.
Last edited by Beep; Dec 18, 2024 @ 9:22am
Rocky Jet Dec 18, 2024 @ 10:21am 
I love it. really got to approach things with more caution and thinking.
Eyeless Pilot Dec 18, 2024 @ 10:24am 
I agree, but it definitely builds up way too fast. Exercise and fitness feels like it is actually going to be a big deal now. I have gone from being able to clear out Westpoint hand to hand in a couple of weeks in game, to not surviving the first day in Muldraugh again.

Edit: Reading the comments, apparently strength and fitness is not the deciding factor, that shocked me a little bit. Somebody that is fit and strong can swing a weapon badly for much longer than somebody that is unfit and weak doing the same thing. If they could have it so that the skill multiplier has a larger effect at higher skill levels, and the fitness and strength has a larger effect at low skill levels, it would probably be the ideal compromise.
Last edited by Eyeless Pilot; Dec 18, 2024 @ 10:35am
tilarium Dec 18, 2024 @ 10:25am 
Originally posted by Johnny Boy:
In Build 41 you could take out like 50 zombies day 1 with a character that was out of shape, weak, etc, any character could be an action hero so long as you knew what you were doing. Now in Unstable 42, you take out 10 or so with the same character and your he actually FEELS weak, out of shape, etc.

More immersive, makes the game hard again, etc. It may build up a hair too fast, but otherwise I kinda like it.

Same. Now we have to earn our way to being an action hero. I get why some people don’t like it. It’s new and it causes them to not be able to play how they used to. They need to relearn things and so they don’t like it. I personally love it. You have to go slower and take your time.
larhtas Dec 18, 2024 @ 10:27am 
Originally posted by Johnny Boy:
In Build 41 you could take out like 50 zombies day 1 with a character that was out of shape, weak, etc, any character could be an action hero so long as you knew what you were doing. Now in Unstable 42, you take out 10 or so with the same character and your he actually FEELS weak, out of shape, etc.

More immersive, makes the game hard again, etc. It may build up a hair too fast, but otherwise I kinda like it.
+1
Same here.
Eyeless Pilot Dec 18, 2024 @ 10:30am 
I agree with the comments on weapon skill, except when it comes to bladed weapons and axes, they do require genuine skill to wield effectively. Blunt weapons should tie to fitness and strength, blades should tie to skill.
Business Lawyer Dec 18, 2024 @ 10:34am 
Stealth definitely needs a further rework. I think low solid fences and running crouched and close to a wall or fence should fully conceal you if the zombie attempting to spot you is on the opposite side, and ideally there would be bonuses/penalties to stealth based on where you are standing.

I feel the fatigue element of combat adds to the immersion of the game.
Eyeless Pilot Dec 18, 2024 @ 10:36am 
Originally posted by Business Lawyer:
Stealth definitely needs a further rework. I think low solid fences and running crouched and close to a wall or fence should fully conceal you if the zombie attempting to spot you is on the opposite side, and ideally there would be bonuses/penalties to stealth based on where you are standing.

I feel the fatigue element of combat adds to the immersion of the game.

Yeah, I went for the inconspicuous, graceful, quiet, burglar, gymnast, build... and stealth did nothing. :mimir_lol:
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Date Posted: Dec 18, 2024 @ 8:59am
Posts: 62