Project Zomboid

Project Zomboid

[B41/B42] Simple Overhaul: Traits and Occupations (SOTO)
 This topic has been pinned, so it's probably important
hea  [developer] Aug 10, 2022 @ 5:16am
Questions and Answers
- Does SOTO make the game easier or harder?
If you've ever watched any occupations and traits tier list or guides, you'll almost always hear the same thing. Exactly the same meta occupations and traits. Because of that all other occupations and traits unconditionally fly into the trash bin. What is the point of choosing them if there is a better alternative?
SOTO is trying to fix this by making character creation and further game more flexible, balanced and fair. At the same time, the gameplay and the feeling of the game remain as close as possible to the original, but with nice bonuses, such as the possibility to quit Smoking or become Brave.

- Where can I find out more information about the changes?
There is an online spreadsheet in Google Docs. All you need is to copy the link and paste it into your browser.
Everything is detailed in the table: new traits and their effects, new occupations, as well as differences from the original game.
Link - https://docs.google.com/spreadsheets/d/1FlcV3lKgHqfWixly7OwRVYnJHQJ7XhaH5XEHRwEF2DY

- Why does the original game need a rebalance of occupations and traits?
Because current balance was created a long time ago and has didn’t changed for a very long time.
Some occupations simply dominate others in every way. No one will start with -6 points with Metalworker occupation if Fire Officer with 0 points, which is many times stronger and will help you survive much longer.
Traits like "First Aider" and "Nutritionist" are never taken, but every second character created is a "Smoker" with "High Thirst".
Why not to change that?

- How are occupations balanced?
Everything is pretty simple here. Each occupation starts with 10 free points, but unlike the Unemployed, each other occupation already has fixed skills and traits. Occupations are provides traits with a discount. For example, the new trait "Generator Expert" (allows you to use generators from the beginning of the game) will cost 1 points for everyone. For Electrician occupation this trait is mandatory, but will cost nothing for him. Tailor will get "Dexterous" trait for 2 points, but everyone else can take it for 4 points.
Skills should logically fit the occupation: Police Officer must be able to shoot and use a baton in close combat; and a Lumberjack must be strong and good with axes; Loader (new occupation) must be strong, nimble and able to carry more weight.
There are rules by which skills, traits and their total cost are distributed for all occupations. For example +1 Maintenance will cost 3 points for every occupation. +1 Carpentry will cost 2 points, and so on.
Some mathematics:
Fire Officer stats: +1 Axes (4 points), +1 Strehgth (3 points), +1 Fitness (3 points), trait "Axe Man" (2 points) = 10 - (4+3+3+2) = -2 starting points.
Dancer stats: +2 Nimble (4 points), +1 Lightfooted (1 point), +1 Fitness (3 points), trait "Graceful" (1 point) = 10 - (4+1+3+1) = 1 starting points.
Basically, each occupation has a maximum +2 bonus to the main skill. This gives you the opportunity to take another +1 to the main skill from the traits list (including new ones) and get +3 to the main skill and a maximum bonus to experience +125% at the beginning. Or you can spend points on something else, this will give you the opportunity to develop the character as the game progresses and get the maximum bonus, which is quite nice.
The exceptions are Doctor, Chef and Farmer. They immediately get a +4 bonus to their primary skill, as their skills are easy to level or have little to no effect on the game, but can be useful one way or another.
There are also some restrictions for occupations that specialize in shooting: Police Officer, Veteran and Soldier (new occupation). They get the "Shooter" trait (+1 Aiming and +1 Reloading) by default and can boost their Aiming skill with the additional "Sniper" and "Hunter" traits.

- How are traits balanced?
Again, it's pretty simple. If a trait costs little and gives a lot, then its cost is subject to revision and further cost increase. If the trait costs a lot and gives little - cost decrease. The same goes for negative traits.
For example, the negative trait "High Thirst" in the original game gives +6 points for + 100% thirst. Every guide or tier list you find on the internet will tell you that this trait should be picked up anyway, since water is plentiful and easy to find, and +6 points is quite a lot for such a complication.
In opposition, the positive trait "Low Thirst" costs 6 points and reduces thirst by 50%. Turning again to the guides and tier lists, we see it in the lists of those traits that should never be taken. Water is everywhere, the bonus is not high, and the cost of 6 points is unjustified.
In SOTO, the "High Thirst" trait has been nerfed to give +3 points instead of +6, and the "Low Thirst" trait is worth 2 points instead of 6, making it more attractive in some cases. Or you can refuse both traits altogether, because you won’t lose much.
For some traits, like the Smoker, the cost has not changed, although +4 points for this trait is a lot. But here the approach is slightly different - the trait received an additional negative effect: the character may cough if endurance drops below 70%.
This is how it works for all other traits as well. Some traits now cost more, some less. Some began to give more effects, some less.

- Why SOTO and not any other mod?
My wish to make the game more balanced, and icons that fit almost perfectly into the original game (which drawn by me). Isn't that enough? Huh.
In fact, at the moment there are no other mods that would organically change the balance, add new traits and occupations at the same time and seamlessly. At the same time, without going far from the precepts of the original.
There are good alternatives, but for all-in-one, no. And often the balance in such mods is based on rules that I don’t understand at all and more often than not, they don't fit into the overall picture.

- Why not let characters with certain occupations/traits start with additional items/clothes?
In this regard, SOTO tries to be as close to the original as possible. Adding starter items can highly impacts the early game. Also starter items cannot be added in some challenges like CDDA.
In terms of clothing, SOTO has a similar system to the original. Some occupations like Detective may start with a hat and coat, but this is more the exception than the rule.

- As the author of this mod, do you consider yourself competent enough in these changes?
I have over 1000 hours of gaming experience in both single player and multiplayer sessions. And somewhere else like 100 hours spent in the game tweaking and testing mechanics/mods.
Whether it's a little or a lot, everyone decides for himself. But I believe that I have enough experience, both theoretical and practical, to take on the balancing of the game.
I watched dozens of videos and read a lot of guides to get an additional picture of the opinions of other players.

- I think the occupation/trait is not balanced.
Every player has their own opinion and that's great. I am always open to criticism and suggestions. You can write to me about any problems, as well as offer your ideas. I assure that everyone will be heard and, perhaps, that I will agree to some changes.
Last edited by hea; Jun 13 @ 8:37am