Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
Feedback.
There really needs to be more documentation and some number changes here.

Am 3 months into a save with a friend going in with loose knowledge we’ve picked up over the course of a few other games, and as nice as this mod is, it’s just starting to hit us with so much extra baggage.

Let’s start with the killing traits. We both started with none of them, and I have desensitized and they have bloodlust after we’ve started trying to clear a lake nearby enough to fish. Now this happened a while ago but let’s take our current numbers. We are both at about 1000-1200 kills, and we are 3 months into so about 2160 hours. The base value to get blood lust is 15000. So that’s 15000 minus 3160, then we have to roll a 0 out of that new number which is 11840, assuming we kill 200 out of the 600+ zombies we’ll need to which are inhabiting that area (proof is out kill counts cause we have cleared that area now.) assuming we both kill 200 on our first trip out we have a 1/59 chance of getting bloodlust if we have desensitized trying to clear that lake, and we have to do this 2-3 times. What..? And this is a debuff. And mind you it becomes smaller as you survive, so you are punished for living?

This is already longer than I’ve meant it to be, but the banking depression and panic which is hidden information again no one the doc and only on one page in here, no information on what half these traits are even findable, and not on the doc, and the fact that despite that extremely easy chance to get bloodlust out of two players we still haven’t rolled physically active, happy in rain, outdoorsmen, etc or any other trait that isn’t killing based or melancholic/nervous wreak, only 1 of these 5 traits being positive is insane. The entire chances here needs not only a rebalance but redesign.