Project Zomboid

Project Zomboid

[Reworked] Madax Weapon Pack - B42
EzeePeez  [开发者] 10 月 15 日 上午 9:14
42 Stable Possible Feature?
1. How does everyone feel about being able to craft the weapons that break but leave behind a head or blade of some sort?

2. I’ve attempted to figure out the sandbox settings file a few times and for some reason I just can’t wrap my head around it. That said, if spawn rates were lowered what percentage do you think is adequate that would still leave the rates “fun” for players who don’t necessarily play every run on rare/very rare loot settings?

3. Outside of adding more weapons what other features would you like to see?
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OxTailSafu 10 月 16 日 下午 12:21 
1. I'm not sure I fully understand the question, but if you mean having the weapons work a bit more like vanilla where they leave the head of their weapon so that you can put it on a new handle, then I'm all for that. At the moment, it's a bit jarring when a knife handle breaks for instance only for it to then drop a hunting blade head instead.

2. I can't say I have exact values, but I think any nerf to their drop rates would be ideal. Weapons appear to drop extremely frequently, particularly knives due to their potential to be attached to zombies. As a resident player who does insanely rare loot, I've yet to get to a point where I need to craft any of my own knives as a result. I think the problem is compounded by their durability as well. They last far longer compared to vanilla weapons and so by the time one is near breaking, you're bound to find another one of its kind.

3. I can't think of any other features personally.

Please note I'm basing this all on their stats before your rebalance. My biggest hope with this mod moving forward is simply toning down the rarity of the weapons which is something I had to do on my end.
EzeePeez  [开发者] 10 月 18 日 上午 10:39 
So to respond, the first one is pretty much where the tags on the weapons are set and by default drop a hunting knife blade or hatchet head with a broken handle. If I can figure out how to make it work, I was hoping to put in that it would drop like a Crash Axe head and broken handle and allow you to recraft weapons from the modpack. That would be something I work on for stable release and may not even be possible without a ton of extra work.

For the second part, per container when I’ve tested drop rates, my weapons have an equal or lower percent drop chance than vanilla items, I think the issue comes in that I’ve made them spawn in more containers.

So to explain for those that don’t know how the loot in containers work. If a container has 4 items that will spawn in it, and each item has (for example) 40% chance to be the item that is chosen. The fact I have around 70+ items in the modpack and maybe 40 of them are set to a container, they will beat out the 10 other items for those 4 items that spawn more often. That is where it is hard for me to balance the drop rates because if I lower them too much then they will become super rare, and for some people that would ruin them even being in the game.

The durability of them should be fixed as I had the values cranked way up because of the implementation of head durability, sharpness, and handle durability, initially we didnt have ways to set all of those values separately so my solution was to just crank up what we could control. In my testing a vanilla hand-axe would kill almost twice as many zombies than a madax hatchet before I adjusted the values up about 50% (from 10 to 15).

I wrote all of this super loopy on cold/flu meds so if it doesn’t make sense or is rambling I’m sorry but I tried to explain what’s in my mind the best. Also I super appreciate everyone who uses the modpack, it never has made a “top mods” list and I doubt it ever will but those of us who use it I think can agree that Madax did an awesome job with the originals and I’ve tried to do my best to keep them relevant as TIS keeps developing the game we love.
OxTailSafu 10 月 21 日 上午 8:45 
引用自 EzeePeez

For the second part, per container when I’ve tested drop rates, my weapons have an equal or lower percent drop chance than vanilla items, I think the issue comes in that I’ve made them spawn in more containers.

So to explain for those that don’t know how the loot in containers work. If a container has 4 items that will spawn in it, and each item has (for example) 40% chance to be the item that is chosen. The fact I have around 70+ items in the modpack and maybe 40 of them are set to a container, they will beat out the 10 other items for those 4 items that spawn more often. That is where it is hard for me to balance the drop rates because if I lower them too much then they will become super rare, and for some people that would ruin them even being in the game.

When you say containers, are you also referring to weapons being attached to zombies? I do remember looking at the code prior to your update recently and the rates did seem to be weighted rather high compared to other weapon mod packs (I remember seeing a weight for 2 for multiple weapons). I'm not too experienced in Zomboid code however so I could be misinformed.

I see, so the durability had to be increased to make up for the inability to account for head sharpness, etc. Has that been changed then, or are we still unable to modify such traits?
OxTailSafu 10 月 21 日 上午 8:46 
It's okay :) you're doing such great work in keeping this mod alive. I know balancing can be such a fickle thing so you taking the time to go through the weapons is nothing short of commendable. I love mods that add additional weapons for me to collect, so this has been a must have mod for me.
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