Mr. Bambu
Suffer-Not-Injustice Bambu
VS Battles
Joke Battles
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The pages are pretty garbage right now. So, I'm going to offer a little CRT because I ******* adore this game (about 750 hours in at time of writing).
Let's start with the biggest offender, the Player.
Let's start with the biggest offender, the Player.
The Player
In no particular order, here are some issues.- "Limited Information Analysis (With the "nutritionist" trait the player is capable of seeing the nutritional values of a food item even those that arent packaged)" (Nothing implies that the trait actually offers any particular analytical abilities, rather just general knowledge of nutrition)
- "Accelerated Development (Able to learn entire occupations in less than a month just by reading books/watching VHS tapes relating to the subject, things like electrician, mechanic, cooking, foraging, carpentry, metal working, etc, can all be learned in under a month)" (For the most part, the character achieves their skills within a reasonable timeframe for a human being; it takes a great deal of time and more or less round-the-clock learning to make any significant progress in a given profession, barring one of three things: past experience in said field (say, from being a carpenter before the apocalypse), a comprehensive guide book to quicken the rate at which you learn the skill, or a combination of the two. There really is zero evidence of "Accelerated Development", especially given that for many of these there are no particular feats for their skill in the profession beyond a standard professional- they make very basic structures at an acceptable level, that is all)
- "Increased Agility (With the nimble/gymnast traits)" (These refer to the in-game "Nimble" stat, which literally just slightly increases your speed while carrying a weapon- nothing resembling acrobatics, parkour, etc is present within the game)
"Attack Potency:Street Level Every player should be around this level when they first start (Although a new player is capable of killing a Zed it takes multiple hit to eventually kill them even if the player is given a weapon; Capable of crushing Zed skulls rather easily usually even in just one hit) Likely Higher with firearms/explosive weaponry"(So as mentioned, new players can perform a 9-C feat via several attacks; crushing a skull with your boot, normally, takes some time. This is a minor thing, but I'd propose "At least 10-A, possibly 9-C" for this, and just assigning "Varies from 9-C to 9-B with Weapons", as their explosives are likely in this range- I can do a calc on this later, thinking on it)- "Lifting Strength: Peak Human (Should be superior to Zeds who are able to break down high security metal doors)" (Zeds do chip damage to break down doors and often cannot do it on their own against more durable doors, even given days to do so; I'd go so far as to say that zombies don't even damage the doors themselves, oftentimes, instead just knocking them off their hinges, as they are completely incapable of knocking down shutters on storefronts. However, the player can lift things such as french-door refridgerators, which are 136.08 kilos and represent the heaviest thing they can lift that I can think of)
- "Standard Equipment: weaponry like: baseball bats, hatchets, a variety of handguns, rifles and shotguns" (This should just be expanded on significantly, there are a wealth of improvised weapons in the game, and this doesn't even touch on explosives)
- "Stamina: Superhuman (Inferior to Zeds)" (This is horseshit, the player is practically narcoleptic and tires easily from strenuous activity. At best I'd place them at above average, arguably average.)
"Durability:Street level (Can tank scratches/lacerations from Zeds, they can also tank hits from relative players)"(Players possess no significant durability over a normal athletic human, and can die rather quickly from a single hit if it is in the right place, such as the neck. Bullet wounds are pretty much just game enders and falling from even a one-story height can be lethal depending on what you're carrying. Point is, drop this to 10-A)- "Weaknesses: Standard human weaknesses " (Technically you can indeed play the game with no weaknesses, however I think since we include their strengths and positive traits, we ought to at least list the potential negative traits here as optional)
As a side note, change Superhuman Physical Characteristics to Peak Human Physical Characteristics, as none of their traits are Superhuman.
The Zeds
First of all, I hate this name so much. I'd rather just call them Zombies, there's no reason to stylize the name in this specific fashion. Alternatively, while the community does prefer the term "Zombie", "Zomboids" is regularly used, too. Anywho.- They should receive Immortality (Type 2), as regardless of your wounds when you go down, the zombie resulting from you more or less functions the same. It is possible to render a zombie's legs unable to function but that's likely moreso a structural issue.
- In doing this we can remove their Resistance to Pain/Fear, as pain would fall under Immortality (Type 2), and fear would fall under mind hax. As zombies lack minds, they are immune to such things- although haxes that work through mindlessness would still apply.
"Attack Potency:Street Level (Can heavily damage bullet proof vests which are capable of stopping most handgun rounds; Can significantly harm the player who is capable of crushing skulls which would require this much energy)"(As shown here, currently they still scale to crushing skulls; swap this out for the abstract feat of being able to bite directly through bulletproof vests, making them at least on-par with small handguns such as the M1911)- "Speed: Below Average Human (Normally Zeds can be easily outpaced a walking player), likely Average Human (When sprinters are enabled zeds are capable of keeping up with the player running at top speed, though are still slower than the player)" (I would just make this a "Varies from X to Y")
- "Lifting Strength: Athletic Human, likely Peak Human (Are capable of dragging players down to the ground; the players are capable of carrying an antique oven which can weigh anywhere from 180 Kg to 360 Kg)" (Partially untrue, the drag down requires multiple zombies. A single zombie can knock a player down, but it normally is part of a lunging attack and is more of an unbalancing thing than actually pushing back their resistance, as said lunging attack is directed at the feet/lower legs. Given time to react, a player can shove zombies fairly easily; therefore, I'd just downscale them from the player)
"Durability:Street Level (Can tank attacks from players using handguns; Can occasionally survive getting hit by slower moving vehicles which would produce this much energy)"(While all of this is true, I'd also mention that zombies can tank attacks from larger weapons as well, just less consistently- M14s, M16s, and double-barrel shotguns are all more or less survivable for zombies in the base-game)- "Stamina: Superhuman" (Infinite. They don't need anything to survive. Matter of fact, they should have all forms of Self-Sustenance)
- "Intelligence: Possibly High animalistic (although they only have very basic cognitive functions some zeds are capable of opening doors if they believe a player is inside, they are also capable of retaining memories of seeing the player and will follow them for an extended amount of time even if they are no longer in view, Zeds are also capable of playing dead as to trick the player)" (The usage of a door is not a feat for high animalistic, I would just leave them down at normal animalistic; zombies playing dead are not necessarily doing so as a means of tricking the player but may simply go inert occasionally, there isn't an explanation for it nor would Occam's Razor say that they must have intelligence when they otherwise show little penchant for it)
Important Update
I did a calculation based on zombies being capable of ripping through military bulletproof vests. The result is just barely into Wall level. So, this CRT now begrudgingly proposes that both zombies and the player scale to Wall level via this calculation, with feats such as skull crushing serving as support.
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