Project Zomboid

Project Zomboid

Metabolism traits are so bad
So I can no longer start the game as a fat ♥♥♥♥ or a skeleton and "work it out" through gameplay by losing or gaining weight. Not only is it a PERMANENT malus now (because you either lose or gain weight faster), but it's only worth 2 negative points?

I get the smoker nerf, but this feels entirely unnecessary.

I also have no idea if it's possible to gain/lose certain traits, like the physical ones (Athletic/Strong out of the positives Weal/Puny out of the negatives), seeing how they want to make traits more inflexible.
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Beiträge 1630 von 44
Ursprünglich geschrieben von Mahpell:
Ursprünglich geschrieben von SgtEmissary Kane's Will:
I'm starting to agree after playing for abit. As to that, the rest of the traits and their changes also dont make sense.
Honestly, I don't even want to try new "Metabolism" traits. Not only they are worthless in terms of points, it's seemingly an obstacle you can't completely overcome, only stave off by a strict diet.

I'll have to do more testing but I theorize that taking Slow Metabolism will become the new meta. The idea is you'll consume less calories, therefore gaining and maintaining weight to be easier while taking High Metabolism would be more for a challenge run or gimping you out-right. I can however see High Metabolism synergizing well with Hearty Eater. Speaking from a game-play point view.

While speaking from a role-play point of view its nice to have if you wanted to recreate yourself in-game. I know for me, I have a high metabolism in real life. So points for that.

So theoretically speaking this wont completely solve the meta-game problem. People will find a way to incorporate it into their builds and work around it.

Still, for only 2 points it is something for someone to carefully consider on whether its worth it to them to take these traits or not. I would argue that they would be far more balanced if they gave you about 4 points. 4 seems to be about the sweet-spot in the current build abroad.
Zuletzt bearbeitet von SgtEmissary [Kane's Will]; 19. Dez. 2024 um 13:25
Ursprünglich geschrieben von DrLamp:
Ursprünglich geschrieben von Jet:
its so hard to gain weight nowadays. im eating steak and getting full to bursting modifier 3x a day and somehow STILL lose weight. the loot tables also seem way off compared to before. theres like 1 can of food every other house.
You gotta overcome that initial calorie deficit. I did this by eating a couple tubs of ice cream and washing it down with a ham...an entire ham. Yeah, I'm putting on some weight now. haha

Gotta raid them houses for new clothes it is then!
(I wonder if i start as a burger flipper will i start in the diner in Echo Creek?:D)
Khornet 19. Dez. 2024 um 13:28 
The feedback I've seen on other places regarding the new calories/weight gain/loss system is that it's completely broken - you regularly need to eat like 8 full meals every in-game day to be actively gaining weight.
So yeah, I'm putting a checkmark under this as another untested tediumcore rework. Another reason to wait for a couple of patches, I guess...
Zuletzt bearbeitet von Khornet; 19. Dez. 2024 um 13:29
I'm fine with the metabolism traits becoming more of a permanent issue so long as the points given from it are re-balanced to be a little more worth it.
Realm 19. Dez. 2024 um 13:39 
Yeah w/o the old weight traits it's just Puny + Unfit gaming if you want high point negatives that won't permanently mess your character up. It's going to be very awkward to plan MP builds without weight traits, since you can't take either of the sleep-related negatives on most MP servers.
Cushy 19. Dez. 2024 um 13:50 
IRL, I have a high metabolism and a hearty appetite especially when exercising.
So I pick those.
What I hope is that they're realistic.
The point cost can be adjusted after.

Min/max inclination is typically to learn the game, but at some point this gives way to the value of novelty.
Those who play Competitive Multiplayer will probably be the main driver behind point cost adjustment.
@CaptainBinky

Would it be possible to consider making some traits tiered as a way of giving more flexibility and depth to character customization? For instance with the metabolism traits first tier would effect how quickly/slowly the character burn through calories and gives 2 points. Second tier tacks on an minor weight penalty making the character under or over weight and gives 4 points. Third tier hits the character with an even steeper weight penalty causing them to be obese/ emaciated as well as applying a penalty to caloric intake (say +20% if obese -20% if emaciated) and gives 6 points.

Or in the case of starting penalties/ perks perhaps they could be hidden effects based on trait combos? So if say a character has both the speed demon and Vehicle knowledge traits that gives the character the hidden trait "Gearhead" which reduces stress and/or unhappiness when driving a vehicle. Or if they took Weak Stomach and Fear of blood they gain the "Squeamish" trait where they have a chance of vomiting (i.e loosing a chunk of their hunger stat) when they're near bloody area and corpses.
Zuletzt bearbeitet von mrblueandmrred; 19. Dez. 2024 um 16:23
hi :3 19. Dez. 2024 um 17:20 
Ursprünglich geschrieben von CaptainBinky:
Ursprünglich geschrieben von DrLamp:
I used to start my characters as obese, weak and unfit. So, zero strength, zero fitness and fat as hell on top of it. ROUGH start, but with work (and LOTS of it) you can become a lean mean zombie killing machine.

The ability to load yourself up with particularly temporary issues and work your way out of them (such in, for example, the CDDA challenge) is an important aspect of the game. I can see why these sorts of free traits were changed to be inline with all the other traits which are permanent, but I'm sure there's some way in the future that we can work something in.

I'm thinking of maybe an additional part of character creation to customise starting penalties - like the things in the CDDA challenge, but each optional. So, for instance, starting the game obese, or drunk, or incredibly tired, or anything else which can produce problematic moodle consequences. On the flip side, you could also give yourself a boost by starting the game well fed, etc.

So yeah, I think there is a way to satisfy you - we'd just need to think about how the best way to do that is - whether it should tie into trait points, be its own point system thing, or be a sandbox thing, etc.
the removing of the underweight trait and overweight traits was a mistake just nerf the skill points it gives kinda makes it a bit less realistc aswell that your character cant be someone who's fat or underweight that now has to adapt to a apocalyptic environment
Neskess 19. Dez. 2024 um 17:33 
Quick reminder: ALWAYS pick slow metabolism "negative"(lmao) trait. Thank me later
Eve 19. Dez. 2024 um 22:45 
Ursprünglich geschrieben von Neskess:
Quick reminder: ALWAYS pick slow metabolism "negative"(lmao) trait. Thank me later
is a measly two points enough to warrant it?
based on me reading this, so if i choose the obese perk i cant lose the weight and remove the perk now?
Ursprünglich geschrieben von Eve:
Ursprünglich geschrieben von Neskess:
Quick reminder: ALWAYS pick slow metabolism "negative"(lmao) trait. Thank me later
is a measly two points enough to warrant it?
You take it for 2 freebies and most importantly to keep your weight from going down, less time wasting time in kitchen eating 10 burgers to just keep calories in neutral
Zuletzt bearbeitet von Neskess; 20. Dez. 2024 um 3:52
Ursprünglich geschrieben von Overheadace:
based on me reading this, so if i choose the obese perk i cant lose the weight and remove the perk now?

No,chunky boy are no more. You gonna need to rethink all those META build now.
Ursprünglich geschrieben von Khornet:
So I can no longer start the game as a fat ♥♥♥♥ or a skeleton and "work it out" through gameplay by losing or gaining weight. Not only is it a PERMANENT malus now (because you either lose or gain weight faster), but it's only worth 2 negative points?

I get the smoker nerf, but this feels entirely unnecessary.

I also have no idea if it's possible to gain/lose certain traits, like the physical ones (Athletic/Strong out of the positives Weal/Puny out of the negatives), seeing how they want to make traits more inflexible.
I'm pretty sure they're still reworking it. Chances are they will allow us to start obese again, hopefully.
Zuletzt bearbeitet von Lexyvil; 20. Dez. 2024 um 3:58
Ursprünglich geschrieben von CaptainBinky:
Ursprünglich geschrieben von DrLamp:
I used to start my characters as obese, weak and unfit. So, zero strength, zero fitness and fat as hell on top of it. ROUGH start, but with work (and LOTS of it) you can become a lean mean zombie killing machine.

The ability to load yourself up with particularly temporary issues and work your way out of them (such in, for example, the CDDA challenge) is an important aspect of the game. I can see why these sorts of free traits were changed to be inline with all the other traits which are permanent, but I'm sure there's some way in the future that we can work something in.

I'm thinking of maybe an additional part of character creation to customise starting penalties - like the things in the CDDA challenge, but each optional. So, for instance, starting the game obese, or drunk, or incredibly tired, or anything else which can produce problematic moodle consequences. On the flip side, you could also give yourself a boost by starting the game well fed, etc.

So yeah, I think there is a way to satisfy you - we'd just need to think about how the best way to do that is - whether it should tie into trait points, be its own point system thing, or be a sandbox thing, etc.

Losing a point of fitness for 2 trait points is a very bad deal even without considering the 95kg start.
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Geschrieben am: 19. Dez. 2024 um 12:15
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