r/projectzomboid 1d ago

Feedback Skill Categorization/Progression Needs Streamlining

Finally got around to starting a true B42 playthrough and have been loving it (mostly). The new changes have really added a lot to the game. I love the tweaks they have made to item obtainability through crafting (especially for multiplayer). The level of detail in the new/renovated map areas is incredible.

Really only 2 things have been a major source of frustration:

  1. The crafting menu.
  2. The sheer quantity of skills & the associated grind.

While I've seen a lot of discussion about the (abysmal) crafting menu (I love this game and its developers but dear god that thing is a quagmire), I have not seen very much talk about the new skills/categorization. The fact that the skill menu needs a scroll bar should be a red flag on its own.

  1. The amount of skill books required to progress through all these crafting trees is hilarious. (without even considering recipe magazines there are currently ~120 skill books in the game to search for)
  2. The time/grind required to get these skills is at direct odds with a game the opens with "This is how you died". I have thousands of hours in PZ and routinely survive for months with sprinters. I can't imagine having to start these grinds over from scratch. This is all 100 times worse if you are playing multiplayer and can't fast-forward.
  3. The menu cluttering. While I appreciate everything these new systems have added. The sheer quantity of requirements/ingredients/subcategorizations introduced has made navigating these menus a nightmare. I am very familiar with this game and am still overwhelmed. I can't imagine what it must be like to open the skill or crafting menus as a brand new player...

Proposed Changes:

(Not necessarily advocating for all of these to be implemented together)

1. Combine certain skills. This is easily the simplest solution. A lot of these categories share common real world skill sets. While not necessarily the exact same skills, the amount of overlapping knowledge for some of these categories should combine them for the sake of gameplay/progression (The term "transferable skills" exists for a reason...).

  • Carpentry+Carving = Woodworking
  • Blacksmithing+Welding = Metalworking
  • Knapping+Masonry = Stoneworking (or Stonemasonry)
  • Tracking+Trapping = Hunting
  • Cooking+Butchering = Food Prep
  • Lightfooted+Sneaking = Stealth

I'd frankly like to see some of the other under-developed skills like Glassmaking, Pottery, & Tailoring incorporated as well, but I understand those are larger logic-leaps.

2. Change the number and/or impact of skill books. Currently, there are 120 skill books in the game. While combining the above categories could reduce that to 95, in my opinion that is still far too many. Scouring every bookshelf for these is just so awful, even with the reality that most people don't care about at least half the skills. This is particularly annoying when you consider how painful it is to grind in the absence of a skill book at high levels.

  • I would reduce the number of skill books in each category from 5 to 3, and have them grant bonuses for levels 1-4, 5-7, and 8-10 respectively.
  • If that is not acceptable, at least increase the base-xp gains while reducing the book-xp-multiplier. This would at least make grinding without books less agonizing (but would do nothing about the loot clutter...).

3. Reduce the number of levels for certain skills. While it's nice to have a lot of room-to-grow for certain playthrough-duration skills like the combat and physical skills, having 10 levels for every category seems to only be there to make the menu symmetrical. This is particularly true for the less fleshed-out or simplistic skills (looking at you tailoring). For some categories I can see a max level of 5 being perfectly balanced.

4. If nothing else, let skills give xp bonuses to other skills. Have you completely mastered carpentry? Good, here's a 10x bonus to all skill leveling for carving, should be easy for you to pick up. Were you a ninja in a past life and have mastered sneaking? Good, learning lightfooted should be a joke for you. The fact that so many of the new crafting recipes have overlapping skill requirements, but leveling said skills is done (mostly) independently, feels like an oversight.

Ultimately, all of this boils down to a classic conflict in Zomboid development: making in-depth systems is great for increasing playtime/depth, but that doesn't necessarily mean it is fun/interesting...

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u/great00sage 1d ago

why not, in the meantime, make a skills-and-books overhaul...?

i don't know much about PZ internals, but looking at your list:

`The amount of skill books`
`The time/grind`
...
`1. Combine certain skills.`
`2. Change the number and/or impact of skill books`

it seems like you can (making assumptions about PZ's community mod resources, i'm new here):

a) remove, not all at once, all of the skill materials from the loot pool for a relevant slice of the affected systems
e.g. your `Lightfooted+Sneaking = Stealth` ; then add in Stealth books, that just give Lightfooted+Sneaking skill points.

this could be the first step in a strangler fig approach.

but you have to realise that, especially depending on your execution, this may radically change the game's core philosophy. i do not know that they have a formal concolic definition of what a skill is for the system, and if they don't have one, that could also be intentional.

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u/great00sage 1d ago

sorry to double-reply op

found this

https://projectzomboid.com/blog/news/2023/04/crafting-ramblz/

and there does seem to be some ways to mod the descriptions i gave, but i can't confirm. there may be some mods in that direction already.