Human/zed progression discussion
Posted: May 17th, 2025, 5:24 am
I was gonna post this on the issue at github but i think it's better to do it here so more people can chime in.
As this feature is conceptionally quite complex and tricky to balance, i feel some brainstorming is in order. I'll start by dumping some unfiltered thoughts here.
Potential perks for zombies:
- HP increase
- Stamina increase
- Jump height
- Unarmed Damage (levelled up should be a good alt for chainsaw as you can also punch while moving while chainsaw has stunlocking which is kinda lame. Might be good to nerf chainlocking if possible. Would open up more active skills for zeds without being an instant guaranteed kill like stuns and grabs into chainlock)
- wall climb (imagine a nerfed /fly thats slower and only works when facing a wall)
- bite (similar function as before)
- combust (zed kills itself, spraying infected juices on survivors in an aoe effect, infecting them, dealing dmg until cure. Alternatively corrosive stomach acid does hp dmg over a finite length of time)
- stun
- grab
- call horde (spawns strong and fast npc zombies that chase players. Could be permanent pets like skellies for necromancers that follow player around and respawn when killed after some time has passed)
- disguise/stealth (change player name to a white color or hide it entirely for a period of time, even on radar. Maybe allow for blending in with npc zeds so you dont know which is which)
- lifeleech (unarmed damage to humans heals zed for a % of dmg dealt)
- Dot (unarmed dmg deals dmg over time, stacking to upper limit)
- Hobble (disable jumping for a time, bhoppers beware)
- vomit (projectile dmg to player in range)
- damage engine (turns off engine and stops it from being started for a period of time)
- borrowed strength ( sacrifice hp for a boost in dmg)
- borrowed speed (sacrifice hp for speed)
- cornered (passive, become stronger and faster when hp is below threshold)
Humans ( i think it would be interesting and sensible for human progression to be tied to items more than powers)
- hp
- stam
- str (melee dmg, defo need to nerf chainlocking for this to be remotely viable i think. As it stands melee weapons for humies are obsolete except for npcs)
- jump height (weaker than zed jumps)
- scavenging (better rarity and quantity)
- different ammo types (HP, AP, incendiary, nerve toxin(debuff enemies)
- throw net (stun)
- stun resist
- grappling hook (climb wall, item)
- scrapyard mechanic (use less scrap for anything that consumes scrap)
- radar (detect lifesigns on map, item)
- gas grenade (smoke that deals DOT, debuffs)
- martial arts (be able to swap between the martial arts you can learn in the game, maybe deal different dmg depending on style)
- molotovs
- armoured vehicles ( use scrap to reinforce car, increasing hp, make it more resilient against disable engine(resulting in a dice roll to determine if disable engine is a success or not)
- group cohesion (being near other players increases combat effectiveness, so higher dps)
- pilots manual (ability to use helicopters)
I'm more or less spent with ideas at this point.
I think not being able to get all skills and having to choose between 2-3 per level would be probably good. This will result in different builds, etc
@burridge with the idea of so many skills being introduced, i find that the idea of standing still to type /skill in combat to be kinda bad. Would it be possible to introduce hotkeys or i guess an alternative would be macros/ahk?
On another note, how would we counter players abusing the leveling system? One could make multiple accounts and kill their throwaway over and over to get xp. Or make an agreement with another player to help eachother level up doing essentially the same strat. I suppose they would show up on logs? XP penalty would make it so that one would have to lose x amount of times until a level up before they swapped roles so they should be more visible on the logs. Gonna stop rambling here for now.
As this feature is conceptionally quite complex and tricky to balance, i feel some brainstorming is in order. I'll start by dumping some unfiltered thoughts here.
Potential perks for zombies:
- HP increase
- Stamina increase
- Jump height
- Unarmed Damage (levelled up should be a good alt for chainsaw as you can also punch while moving while chainsaw has stunlocking which is kinda lame. Might be good to nerf chainlocking if possible. Would open up more active skills for zeds without being an instant guaranteed kill like stuns and grabs into chainlock)
- wall climb (imagine a nerfed /fly thats slower and only works when facing a wall)
- bite (similar function as before)
- combust (zed kills itself, spraying infected juices on survivors in an aoe effect, infecting them, dealing dmg until cure. Alternatively corrosive stomach acid does hp dmg over a finite length of time)
- stun
- grab
- call horde (spawns strong and fast npc zombies that chase players. Could be permanent pets like skellies for necromancers that follow player around and respawn when killed after some time has passed)
- disguise/stealth (change player name to a white color or hide it entirely for a period of time, even on radar. Maybe allow for blending in with npc zeds so you dont know which is which)
- lifeleech (unarmed damage to humans heals zed for a % of dmg dealt)
- Dot (unarmed dmg deals dmg over time, stacking to upper limit)
- Hobble (disable jumping for a time, bhoppers beware)
- vomit (projectile dmg to player in range)
- damage engine (turns off engine and stops it from being started for a period of time)
- borrowed strength ( sacrifice hp for a boost in dmg)
- borrowed speed (sacrifice hp for speed)
- cornered (passive, become stronger and faster when hp is below threshold)
Humans ( i think it would be interesting and sensible for human progression to be tied to items more than powers)
- hp
- stam
- str (melee dmg, defo need to nerf chainlocking for this to be remotely viable i think. As it stands melee weapons for humies are obsolete except for npcs)
- jump height (weaker than zed jumps)
- scavenging (better rarity and quantity)
- different ammo types (HP, AP, incendiary, nerve toxin(debuff enemies)
- throw net (stun)
- stun resist
- grappling hook (climb wall, item)
- scrapyard mechanic (use less scrap for anything that consumes scrap)
- radar (detect lifesigns on map, item)
- gas grenade (smoke that deals DOT, debuffs)
- martial arts (be able to swap between the martial arts you can learn in the game, maybe deal different dmg depending on style)
- molotovs
- armoured vehicles ( use scrap to reinforce car, increasing hp, make it more resilient against disable engine(resulting in a dice roll to determine if disable engine is a success or not)
- group cohesion (being near other players increases combat effectiveness, so higher dps)
- pilots manual (ability to use helicopters)
I'm more or less spent with ideas at this point.
I think not being able to get all skills and having to choose between 2-3 per level would be probably good. This will result in different builds, etc
@burridge with the idea of so many skills being introduced, i find that the idea of standing still to type /skill in combat to be kinda bad. Would it be possible to introduce hotkeys or i guess an alternative would be macros/ahk?
On another note, how would we counter players abusing the leveling system? One could make multiple accounts and kill their throwaway over and over to get xp. Or make an agreement with another player to help eachother level up doing essentially the same strat. I suppose they would show up on logs? XP penalty would make it so that one would have to lose x amount of times until a level up before they swapped roles so they should be more visible on the logs. Gonna stop rambling here for now.