Project Zomboid

Project Zomboid

Advanced Trajectory's Realistic Overhaul
Radon226  [developer] 4 Nov, 2023 @ 11:51am
Opinions on balancing
I'm making a discussion here as I'd like to hear everyone's opinion on the current state of the mod in regards to balancing. You'll have to state the weapon pack you're using since it can change the gunplay experience.

Few questions I have (should have an explanation so I can understand the reason behind your answer):
- Is crouch and prone too OP?
- Should levels past a certain point be nerfed?
- Should a particular moodle have more impact on the gunplay?
Last edited by Radon226; 4 Nov, 2023 @ 11:54am
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Showing 1-15 of 16 comments
Josko 4 Nov, 2023 @ 12:06pm 
I feel Crouch and Crawl is super op xD The bonus they give should be reduced by half, maybe even more.

Moodles should make a bigger impact, especially when being tired.

I was Very tired, still I didnt feel much difference, the crosshair should be much slower when tired and perhaps when being at the highest fatigue level you won't be able to get that green crosshair when aiming, it would be like aiming 1-2 when being Ridiculously Tired.

I have level 6 aiming, and with crawl shooting, it feels like aiming level 10, you seem to get that green crosshair much faster after you have made a successful shot rather than when you aim for the first time, feels pretty op too
Maybe add a certain chance to miss even when fully focused(Green crosshair) until aiming level 8 or something?

And the hitboxes really needs to be smaller, so many times I have completely missed but it still registred as a hit lol

"level 8: focus timer is ignored meaning players can quickly hit headshots with ease"

If focus timer is ignored at lvl8, does that mean level 9 and 10 wont bring anything?
I think it would be better if focus timer is ignored at level 10 instead.

I'm playing GunFighter/Brita
Last edited by Josko; 4 Nov, 2023 @ 12:12pm
Vandhal 6 Nov, 2023 @ 5:30am 
Past a certain point in aiming (around 5+), moodles become almost irrelevant. You can notice the crosshair effects, but it still closes very fast to even make an effect. A few times I had to take beta blockers to combat panic because I could not see the crosshair, which is good, but other effects barely made a difference.

Endurance and tired moodles reduce melee damage by 50% each, which is a big reduction to melee damage, but guns don't suffer from this, so its a free "get out of jail" card.

My main issue is that getting headshots is VERY easy, even with moodles, so I would try to fix this:

- Endurance: increase its effect drastically. Endurance is easily regained by sitting on the ground, specially on MP if tiredness is turned off. This prevents the player from ignoring exertion altogether. As I said, level 1 exertion reduces melee damage by 50%, it should have a significant effect for guns too. Consider adding a minimal, almost negligible stamina cost for shooting guns. Personally, this should be the main moodle the player should be worried about, just like for melee. Right now it can almost be ignored.

- Tiredness: hard to balance as many MP turn this off. Personally this moodle should ALSO increase the effect of other moodles. Tired AND exerted? Forget about getting headshots unless you have 6+ aiming or wait for the exact moment the crosshair focuses. Remember bodyshots do a lot of damage, you don't need to headshot every zombie, specially with a bunch of moodles.

- Sweat level 2+ should work like coughing, as if the player used a hand or wrist to clear sweat from their forehead/eyes/brows.

- Heavy load, starting at level 2 moodle, should also slow bloom reduction. Add a BIG penalty if the player is at max encumbrance, I found myself at this situation a few times and still could aim precisely despite carrying a whole freezer.

- Panic is fine. I like the panic effect. Consider adding it to tiredness too.

My character reached aiming 10 so he is basically a god at aiming, but there weren't many situations while leveling it where I said "damn this moodle effect is really working against me", most if not all of the time were a ignorable malus. The only one I really noticed and liked was invisible crosshair from panic. And I did not abuse crouching, I hate it because its free bonus.
Last edited by Vandhal; 6 Nov, 2023 @ 3:51pm
Vandhal 6 Nov, 2023 @ 7:54am 
Just in case this wasn't clear, all my rambling only applies past level 6 in aiming. 1 through 5 in aiming have noticeable moodle effects and is perfectly fine, specially with the limited resources of new games. Problem starts at level 6+ when the player can just ignore most moodles. At this point the player would have also access to better equipment/attachments, might have leveled fitness/strength, got desensitized, extra ammo, etc, things that boost the player's overall power. Combined with high aim, the player is almost unstoppable.
Radon226  [developer] 6 Nov, 2023 @ 4:59pm 
Thanks for the detailed feedback. I assume you want all moodle effects to scale with aiming level and have the same impact across all levels rather than have higher levels minimize its effects?
Vandhal 7 Nov, 2023 @ 4:56am 
To some extent, yes. The player should be rewarded for leveling aiming, just like any other skill, but not this much. Take axe skill. You can have axe 8 and be tired and exerted and you will rarely one shot zombies anymore, despite still having axe 8 (the same character I have with aiming 10 has axe 8). Still, on normal circumstances, you will one shot almost all zombies, thats your reward for having high level in axe.

Now take aiming. Aiming is safer because distance, and does not have damage drop because bullets have static damage, it does not depend on your strength or stamina or even aiming itself. So if you have bad moodles, guns become the ideal weapon, as you can still aim them perfectly, from a safe distance, without damage drop. So unlike axe or other melee weapon, you don't really get penalized past a certain point in aiming with moodles.

The only thing I can think so far is to lessen the effects of aiming on moodles past level 6-7, so that they are still dangerous, but not as much as when you have aiming 3 or 4. The ideal spot is the player thinking "I should have some trouble using guns if I have a few moodles". Having perfect aim with no negative moodles is ok. Having "almost" perfect aim with 3 negative moodles is not ok. Of course the player can still bodyshot, which is still very effective. Its just that they should not be able to headshot ALL zombies with moodles.

On your showcase video, you show the effect of moodles, and shows a great effect on focus, but those are level 4 moodles. The player will very rarely reach level 4 moodles (except panic that can be countered with beta blockers), most of the times it will be level 1 or 2, as the player will try to flee from combat or take a break because its dangerous.

Remember the player is still a regular civilian, even if they have gun training via trait or profession, they are not special forces and are still human.
Last edited by Vandhal; 7 Nov, 2023 @ 5:00am
Radon226  [developer] 7 Nov, 2023 @ 8:57am 
I undertsand now. Thanks, that was very insightful
Vandhal 8 Nov, 2023 @ 9:04am 
I also just noticed having hand injuries doesn't seem to have any effect either. Swinging weapons and transfering items is considerably slower when hand injured, but aiming seems unaffected. I don't think vanilla debuffs aiming with firearms when hand injured anyway, so I'm not sure if you plan to even change it.
Last edited by Vandhal; 8 Nov, 2023 @ 9:04am
Radon226  [developer] 8 Nov, 2023 @ 7:32pm 
Hand injuries never crossed my mind so thanks for letting me remember they exist. Perhaps I can have hand injuries have the same effect as stress moodles.
JNo-eL 9 Nov, 2023 @ 3:40pm 
can we modify the mod, so that while inside the car, you can only fire from a cone area visible through your window? this mod makes car rundown OP since you can fire 360deg.
Radon226  [developer] 9 Nov, 2023 @ 4:12pm 
@JNo-eL

Yeah, you guys can. However, it would be cool if you could submit a pull request of your changes to the github repository so everyone else who does PVP can benefit from the change. I'll update the mod with the changes and give credit for contribution.

Here's the repo: https://github.com/Radon226/Advanced-Trajectory-s-Realistic-Overhaul
Josko 17 Nov, 2023 @ 6:58pm 
Also I think traits dosnt affect too right? There is a trait in More Traits mod called Anti Gun Activist that is supposed to reduce aimtime and such but I dont that does anything ^^
morm 22 Jan, 2024 @ 11:16pm 
i miss the old crosshair from the original
speedUagon 4 Mar, 2024 @ 3:31am 
Hi, add support for PvP inside one Faction when Facrion PvP is allowed by faction admin :)
Revion 18 Mar, 2024 @ 5:51pm 
@mormal darket The old crosshair can be enabled in the settings. It should probably be something that is a client-side configuration rather than sandbox, but I like it like this too.
Britain Ball 11 Jun, 2024 @ 11:53am 
I feel like max drunk your crosshair shouldnt get any smaller
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