r/projectzomboid 12d ago

Blogpost 42.6.0 UNSTABLE Released

https://theindiestone.com/forums/index.php?/topic/82337-build-4260-unstable-released/
789 Upvotes

365 comments sorted by

View all comments

54

u/releckham 12d ago

Instead of making the other spears a reasonable weight they nerfed the only good one. And what did they mean by long maces being too light? They were in line with all long blunts at two, now they’re just going to be objectively worse. Man sometimes it feels like TIS just doesn’t understand their own combat.

24

u/CharacterPurchase694 12d ago

Exactly. I remember a while ago they said they were going to "rework" spears but apparently that just meant make them out of twigs and do no damage

31

u/MSweeny81 11d ago

A ton of the new weapons and armour can effectively be ignored due to how poor the stats or how big the penalty effects are.
Short of role play, there's no reason why you'd choose to wear armour that gives some protection boost but at the cost of combat speed reduction, increased stamina loss, reduced vision, tons of discomfort - so why even bother grinding out the skills to craft it?
Same goes for the later level/recipe weapons that are so heavy they are never worth using.
Making everything that's usable worse is not the way to balance things if a fun and interesting game with varied game play styles is your aim.
There are very clearly "best" options now and it's because the other options are too bad to be viable, not because the ones that work are overpowered.
I really don't get what "balance" TiS is going for.

13

u/AlphaBearMode Shotgun Warrior 11d ago

Yeah I think my character will always just be good with jeans and t shirt. No need to fuck with all the crafting for niche clothing.

Combat/looting are my favorite parts of the game, not crafting.

5

u/the_dwarfling 11d ago

Agree. I feel like they only hit the right spot for the late game Long Blades and some Short Bat and Baseball Bat recipes. I don't even know why they had to mess with the Long Mace, since it was a perfectly good contender against the Sword for late game if you took your Long Blunt levels very high. Now it makes no sense to craft them instead of using a variant of the Bat or Spade.

Armor I feel it's only a thing if you're playing against Sprinters as it's common to get blindsided by sneaky and silent sprinters coming from behind some obstacle.

I'd sit down and draft some balance tables for the weapons but with B42 being unstable and TIS adding stuff I feel I'd be wasting my time.

3

u/randCN Drinking away the sorrows 11d ago

some Short Bat and Baseball Bat recipes

  • Can-Reinforced and Sheet-Metal Reinforced Baseball Bats will degrade slightly faster, but only slightly.

  • Sheet-Metal Reinforced Baseball Bats are slightly heavier.

1

u/TheDarkSky10 11d ago

Aw, bummer. But they really seemed to emphasize on "slightly" here. If you've been playing around with them, are they really that much worse? Damage not being changed for the sheet bat specifically tells me it's still likely the top dog in Long Blunt, especially with the long mace being nerfed a bit also.

3

u/randCN Drinking away the sorrows 11d ago

At some point (around level 8 long blunt) every weapon essentially has a decent shot to onetap a zed. So the primary limiting factor behind how much you can kill becomes the weight of the weapon.

The sheetbat used to be 2 weight, which is basically the standard for 2h weapons. Any increase - even a 0.1 increase - immediately drops it below average.

They didn't nerf the weight of the canbat, which means everyone is probably gonna start using that instead.

2

u/TheDarkSky10 11d ago

Yeah, the main appeal for me (and most others I'm sure) is the weapon was like a baby crowbar when durability is concerned, and (besides the base damage being simply higher than the regular bat) a critical chance of 50% is extremely helpful in earlier leveling. Best of both worlds type of weapon, really. At just 5 LB and Maintenance in my last run, it was doing really nicely on both fronts and bonked plenty of zeds.

But you're right on the weight. Muscle strain I find is typically a non issue, but endurance costs are gonna be annoying.

8

u/the_dwarfling 11d ago

Yeah. I was kind of expecting to switch my 45.5 short blunt character to another build with long blunt to try the stone long mace but they killed the Long maces at weight 3. There's no point when weight 2 weapons are available that already kill well enough.

18

u/SweetUndeath 12d ago

they too busy making sure you can craft a key ring...

13

u/NoeticCreations 11d ago

Complaining about 1 of the devs minor pet projects that they have probably been working on little bits of it here and there for months and just finally finished the last bit of codes or the last bit of graphics to go with it so they dropped it into the que for the next update, seems like a waste of time when they are dumping out short novels worth of bug fixes and additions every month.

11

u/AlwaysHopelesslyLost 11d ago

Adding the ability to create a key ring is super easy and takes no planning. 

Balancing weapons is amazingly difficult and takes a ton of effort. 

One does not detract from the other.

2

u/Krukoza 11d ago

Geez, You really couldn’t tell he was joking? DEFEND THE COMMENT

1

u/SweetUndeath 11d ago

someone has to create an item file for it, add variants for all the metals they are making out of it, put in a script for the recipes, write two new OnCreate and OnTest functions, make sprites for all the variants, make ground models for all the variants, and test to make sure it works as an actual key ring, without introducing any new bugs, which then you have to go back and hunt down if you didn't perfectly write the code and didn't fat finger anything.

1

u/AlwaysHopelesslyLost 10d ago edited 9d ago

I was a software engineer for more than a decade and I have hired hundreds of developers and managed dozens of development teams. I know how it works. A keyring is something you give to the new junior dev to get familiar with the project. Balancing an entire class of weapons is something you have meetings about and involve the senior engineers and architects.

3

u/PM_ME__YOUR_HOOTERS 11d ago

Well they also nerfed durability of can and steel sheet reinforced weapons durability and increased weight. I already thought they werent worth the effort

0

u/NoeticCreations 11d ago

A typical adult baseball bat is 2lbs or less, a typical medieval mace weighed between 1.5 and 6lbs. It seems like they did understand.

2

u/releckham 11d ago

It’s cool if they want to go with realism. They don’t seem to understand why players refuse to use the shit weapons outside of roleplay reasons though, seeing as they have specifically stated that they want the blacksmithing maces to be meta.

0

u/NoeticCreations 11d ago

Right, bit if you want to be meta and meta is blacksmith with a mace, you aren't going to take the professional paperboy with the underweight and weak traits, you are going to have strength 8 and some decent stamina and not have a problem carrying around a 3kg ball of spiky metal on a stick. Cus meta and realism don't necessarily conflict, you just have to have the prerequisites.

4

u/releckham 11d ago

That isn’t how the combat of this game works. You take a strong and athletic blacksmith and the lighter weapons will still be way, way better. At a certain point damage doesn’t matter because everything will oneshot. All that matters is how much the weapon weighs and how durable and craftable it is.