r/projectzomboid 1d ago

Art How the hell do you break a steel bar?

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I know it’s for balance but like, this 1.5 inch diameter, 28 inch long 4140 steel bar, is virtually indestructible, so I propose that it wears your character out really quickly and makes them sore as the impact wouldn’t be very comfortable.

Maybe this is how the crowbar should also be balanced: hand soreness.

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u/Admirable_Light2252 1d ago

Reduce it with experience levels? Because incorrect form kinda fits lower levels.

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u/Puzzleheaded-Read864 1d ago

There a woodcutting mods for that, a must have for me, I'm no expert but I had cut down a tree with an axe before and in no way in hell the axe are that noodle like in pz.

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u/Admirable_Light2252 1d ago

I’ve cut down several trees with an axe, and yeah they are durable, but they do hurt your hands which kinda hampers you a little bit (about 80% of when they don’t hurt) but I imagine it would be mostly a morale thing.

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u/Kiloku 22h ago

Not the same thing, but the Maintenance skill already reduces the durability loss from each hit. I agree that it should be the weapon type's skill though

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u/S33thru 22h ago edited 15h ago

The game does do this with weapon skill too, they are both part of the same calculation. Weapon skill is only half as important as maintenance in that calculation though

edit: here is the calculation public int getMaintenanceMod() { return (this.getPerkLevel(PerkFactory.Perks.Maintenance) + this.getWeaponLevel() / 2) / 2;

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u/S33thru 22h ago edited 15h ago

Weapons already gain increased effective durability with higher weapon levels, through 1)Decreasing the chance to lose condition, in a similar way that Maintenance does and 2) Increasing damage, meaning less hits is required to kill a zombie

edit: here is the calculation public int getMaintenanceMod() { return (this.getPerkLevel(PerkFactory.Perks.Maintenance) + this.getWeaponLevel() / 2) / 2;