Project Zomboid

Project Zomboid

[B41/B42] Simple Overhaul: Traits and Occupations (SOTO)
 This topic has been pinned, so it's probably important
hea  [developer] Jul 27, 2022 @ 10:51pm
Occupations and Traits suggestions
Occupations:
Only vanilla friendly occupations for USA in 1993 year.
Occupation should offer something interesting to player or be really different from existing ones.
Office clerk, housewife and kinda stuff not working good because they are not unique with skills and can be counted as unemployed.
Please, do not offer occupations with decreasing skill like -1 Fitness, -1 Axes, etc.
Jobs should not have starting items except some clothes.

Traits:
Some traits impossible to add. I will not add overpowered or free points traits. Like Injured or naked start from More Traits mod.
Some traits like attack speed or movespeed are locked. Damage buffs working incorrectly.
Please keep it in mind.
Just give me your suggestions and we will see what I can do with that :3
Last edited by hea; Aug 22, 2022 @ 12:43am
< >
Showing 1-15 of 84 comments
Andserk Jul 28, 2022 @ 12:17am 
Here are a few, my 5 cent. Along with possible skills/traits.

Student
+(mini fast learner +15% xp) +(maybe mini wakeful -15%sleep required)

Paramedic
+medicine +fitness (maybe, to make it appealing) +desensitized(maybe)

Hunter
+trapping +sneaking +aim

Professional Athlete
+sprinting +fitness +(maybe an endurance minitrait)
hea  [developer] Jul 28, 2022 @ 12:29am 
@Andserk

I was thinking about those too.
Student isn't really an occupation. Its more like unemployed. Not every student are fast learning, some are slow learning and want much sleep. Haha.

Paramedic sounds interesting but its basically nurse with fitness. Not every paramedics are desensitized. But this is an good to add.

Is Hunter really an occupation? Game already have Hunter trait which doing the same as hobby.

Professional athlete, maybe. But there have to be heavy athlete too... questionable.

Thank you.
Andserk Jul 28, 2022 @ 12:46am 
Only good students survive the apocalypse! lol. Totally forgot hunter was a trait haha, sorry. On a side suggestion, maybe every ocupation could have a slight reduction of their total cost of skills? (as a discount for commiting to a package), don't know if this is balanced though, I'll leave it to you haha.
hea  [developer] Jul 28, 2022 @ 1:40am 
@Andserk occupations have reduced cost for their "job traits". For example dexterous cost 4 but Tailor getting it for 2 points. Etc.
Also occupations recieving some recipes for none or small cost.
But its bit off topic.
Last edited by hea; Jul 28, 2022 @ 1:41am
Daevinski Jul 28, 2022 @ 12:41pm 
I have two suggestions of occupations to pair with mods like "Antibodies", "Susceptible", and "ReVaccine" (that combines "They Knew", "Zombie Virus Vaccine", and "Antiserum"). The occupations work and are useful standalone, but they can be a major plus for anyone playing with one of these mods.

Mortician: Start with a Shovel, Matches and Gas Can. Receive less health debuff from decaying corpses, has speed bonus to dig graves, the corpses weight less when carried, and has a unique trait called "Blood Camouflage" that gives up to 100% Inconspicuous while covered in Zombie Blood, but that can be removed after cleaning itself, under the rain or after 1 hour in-game.

Researcher: Starts with a Satchel, a Hazmat Suit, and a full First Aid Kit. Is less prone to get Zombie Infection, receive extra XP points from First Aid Skill Books, has carry weight reduction for First Aid Items. Has a unique trait called "Bookworm" that reduce the moodles "Stress" and "Unhappy" penalties while reading any Skill Book, but increases "Bored" and "Tired" when reading regular Books, Magazines or watching VHS.

Personally I believe it would be nice to have occupations that are not too focused on crafting and fighting, but more in escaping and surviving in the long run and also to role play like a "mad scientist" (especially while using the mods I mentioned) for a change. :SBpanda:
hea  [developer] Jul 28, 2022 @ 11:32pm 
@Daevinski
Those occupations looks way too overpowered. I don't like when you start with lot of items. BUT some ideas are interesting and may be implied in my mod. I will look into that.
Mortician or Gravedigger sounds like an occupation to add.
Scientist or researcher also possible.
Main problem - limitation of the game and my knowledge of game code.
Thank you for suggestions. 🧡
EtherealAvian Jul 29, 2022 @ 2:12am 
Maybe add Homeless? (It's not really an 'occupation' per-se, but it still counts as a 'making-a-living'. Heh)

- Gets +2 buff to foraging and is more likely to find useful items like dead rats or empty bottles laying around or inside trash cans
hea  [developer] Jul 29, 2022 @ 2:57am 
@A.T.P. Engineer I can understand the idea of homeless who can find additional stuff in trash cans etc, but every person can do that literally. I mean if for example fire officer and homeless will inspect same container they should find same items. I have faced situations in multiplayer with different mods where one person forced to loot every containers for additional loot because of traits. I prefer to avoid it.
There enough traits with foraging to make homeless type person.
I hope I explained it well.
But I very appreciate you for suggestion.
Daevinski Jul 29, 2022 @ 4:24am 
Originally posted by hea:
@Daevinski
Those occupations looks way too overpowered. I don't like when you start with lot of items. BUT some ideas are interesting and may be implied in my mod. I will look into that.
Mortician or Gravedigger sounds like an occupation to add.
Scientist or researcher also possible.
Main problem - limitation of the game and my knowledge of game code.
Thank you for suggestions. 🧡

No problem. Just see what is useful and possible and adapt however you see fit. Will be nice to have something different to play and roleplay with. :spiffo:
Lore11 Jul 30, 2022 @ 3:00am 
How about Politician, Teacher/Professor, Plumber, Actor, Architect, Dancer and biologist?
hea  [developer] Jul 30, 2022 @ 3:06am 
@Lollo11 those are good occupations, but if really i don't know what can do politic, teacher, etc. Same as office worker they can't really offer some gameplay. Even skills not really fitting them :( forcing them to wear glasses is bad. Not every of those people like read books also... Dunno. Maybe if you come up with skill ideas I can think about it.
Plumber is repairman job in general.
I was thinking before about Dancer, is good one.
Biologist ~ botanist from my mod.
Thank you for suggestions. 🧡
Last edited by hea; Jul 30, 2022 @ 3:07am
Lore11 Jul 30, 2022 @ 5:30am 
I know but some professions are too similar and adding some variety would be the best thing. The professor could have some skills regarding books and knowledge and give bonuses to others or multipliers for reading. The architect on the other hand, some skills on carpentry and something on house plans or perks on dismantling walls and building items. The dancer agility and movement skills, such as parkour, but penalty if he eats too much. The politician would be interesting if there were skills in the game regarding speaking and leading, perhaps bonuses to other players in his team. The actor similar but instead of bonuses will give malus to players not in his group, or even draw zombie attention to himself as if he were in the spotlight. The plumber if there were more skills in the game concerning pipes, water and plumbing would have skills such as water systems and connecting tanks to sinks, showers and toilets. Finally the biologist, he is not like a botanist, he specializes in animals, so he knows the habitats, the areas, what they eat and everything about these.

Also the priest would be interesting to include.
Last edited by Lore11; Jul 30, 2022 @ 9:43am
EtherealAvian Jul 30, 2022 @ 2:40pm 
Originally posted by Lollo11:
I know but some professions are too similar and adding some variety would be the best thing. The professor could have some skills regarding books and knowledge and give bonuses to others or multipliers for reading. The architect on the other hand, some skills on carpentry and something on house plans or perks on dismantling walls and building items. The dancer agility and movement skills, such as parkour, but penalty if he eats too much. The politician would be interesting if there were skills in the game regarding speaking and leading, perhaps bonuses to other players in his team. The actor similar but instead of bonuses will give malus to players not in his group, or even draw zombie attention to himself as if he were in the spotlight. The plumber if there were more skills in the game concerning pipes, water and plumbing would have skills such as water systems and connecting tanks to sinks, showers and toilets. Finally the biologist, he is not like a botanist, he specializes in animals, so he knows the habitats, the areas, what they eat and everything about these.

Also the priest would be interesting to include.

Maybe the Priest could raise the mood of survivors when he's in the same room, kind of like optimistic, but for everyone around the Priest. Maybe a new occupation-trait called "Faithful" that could allow such thing. Although this could be too OP I think.
Last edited by EtherealAvian; Jul 30, 2022 @ 2:49pm
EtherealAvian Jul 30, 2022 @ 2:41pm 
Also, I've been thinking about getting back "Brawler", BUT change the +1 axe, +1 long blunt buff to something like increased critical chance when hitting zombies, or perhaps allow improvised weaponry like pool clubs to deal noticeably more damage. Plus it could do some spice for roleplay as a gang member or bar-keeper or something.
Last edited by EtherealAvian; Jul 30, 2022 @ 3:00pm
Doorguard Danny Jul 30, 2022 @ 5:44pm 
A couple occupation ideas,

Surgeon - +3 First Aid, + 2 Short Blade, + 2 Aiming. Maybe -6 ~ 10 skill points
Why Aiming? Well, surgeons have a steady hand, and know anatomy very well, so they would be good with firearms.

Detective - +2 Aiming, +1 Reloading, +2 Sneaking(or other stealth skill), +2 Foraging. -8~12 skill points. Foraging because detectives are used to looking for small things that could be clues.

Maybe add a unique perk to the Loader occupation that is like an improved version of organized, like plus 50% storage for containers, and maybe even more if that container is a vehicle trunk.
< >
Showing 1-15 of 84 comments
Per page: 1530 50