Damage type resistant zombies + Damage type specific traps = More Fun

warmer

Well-known member
Something that I feel is missing from 7d2d is more variants of zombies that are resistant to damage types.

I like the radiated zombies for the added need to focus on them in order to take them out, but there is a lot you can do with damage resistance TFP aren't taking advantage of currently.

Is this something planned in the future updates?

What I am thinking is we currently have buffs could be added to weapons like fire/electric mods.

I'd like to see acid and cold added as well.

Acid coming from the current resource we already have in game and then made in the workbench
The cold resources coming from refrigerators and then combined into the mod at the workbench

Fire - Should spread between zombies when bunched up and continue to damage them short a duration once separated

Electric - Should shock every zombie making contact with the zombie making source contact, but with no duration after separation
Acid - Should be a much longer duration that fire that does not spread

Cold - Should Slow zombies by a % and on a critical cold damage check freeze/stun them for a moment in which all hits are critical

Some specific/Special variants can have specific resistances

Burnt Zombie - Fire

Vultures - Acid

Lumber Jack - Cold
Hazmat - Electric
etc.

If these mods could be placed on traps that would be even cooler.

Blade traps - Fire/Acid
Floor - Cold/Acid
Ceiling - Acid could drip on them when they step on a pressure plate below
Barbed wire - Fire

Thoughts?

 
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It's not a bad idea, but at the same time, I have never really felt like that kind of thing had much real impact in games.  There may be rare cases where I'd actually change weapons because something has resistances, but that is usually limited to situations where you simply can't kill something unless you do.  If it's just that it'll take more hits to kill, then there's no reason I'd spend time trying to micromanage my weapons to deal with different zombies.  About the only time I ever bother worrying about resistances beyond immunities in RPGs is if I'm using spells since those are often negated really badly by resistances compared to a weapon but spells are easy to change because you're just casting different spells.  You don't have to carry around a variety of weapons.  And this game doesn't have spells.  The only other time it would matter is when playing a game like Pokemon or certain card games, but I don't think those mechanics fit this game.

Now, traps could be a different story.  I'm all for having more trap choices as there really aren't very many that are worth using.  If you'd need to use a mix of different damage types from traps to best handle a mix of zombies, then that could be good.  But I think I'd leave weapons alone.  I'd hate to lose damage if I use a flame mod, and for people who enjoy the stun baton, losing damage because that's electric wouldn't sit well with them either, I think.  It would be a nerf to that weapon without any changes to other weapons.

I am fine with the idea of having the option of choosing different elemental weapon mods rather than only fire and having each do some kind of different effect, which seems to be what you're suggesting.  They'd all increase damage even if a zombie had a resistance and would still do a certain effect... it just wouldn't be as much if the zombie has a resistance to it.  That would let you pick a specific bonus damage type that works on some zombies, but not all of them.  And it doesn't require swapping weapons or anything like that.  If someone really wanted to carry multiple weapons, each with a different elemental mod, they could, of course.  But I think that would be a waste of time.

 
Dont forged Zombies with bullet or melee damage resistance (seperated)!

For example zombie police with melee resistence and zombie swat with bullet resistence!

 
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Dont forged Zombies with bullet or melee damage resistance (seperated)!

For example zombie police with melee resistence and zombie swat with bullet resistence!
All weapons are physical damage and would still be even if adding an elemental mod.  A physical resistance would mean you'd just have bullet sponges, which people hate.  Splitting it between melee or ranged would upset people even more because a lot of people only play melee or only play ranged and not both.  Having an elemental option as bonus damage/effects that can sometimes be resisted by certain zombies is one thing, but physical resistance wouldn't work as well.

 
All weapons are physical damage and would still be even if adding an elemental mod.  A physical resistance would mean you'd just have bullet sponges, which people hate.  Splitting it between melee or ranged would upset people even more because a lot of people only play melee or only play ranged and not both.  Having an elemental option as bonus damage/effects that can sometimes be resisted by certain zombies is one thing, but physical resistance wouldn't work as well.
Those numbers can be set not high (25% for example) - I could edit them for myself and set higher in my world

But still damage of melee and ranged need to be seperated! This will give zombie ballancing more variaty

 
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Something that I feel is missing from 7d2d is more variants of zombies that are resistant to damage types.

I like the radiated zombies for the added need to focus on them in order to take them out, but there is a lot you can do with damage resistance TFP aren't taking advantage of currently.

Is this something planned in the future updates?

What I am thinking is we currently have buffs could be added to weapons like fire/electric mods.

I'd like to see acid and cold added as well.

Acid coming from the current resource we already have in game and then made in the workbench
The cold resources coming from refrigerators and then combined into the mod at the workbench

Fire - Should spread between zombies when bunched up and continue to damage them short a duration once separated

Electric - Should shock every zombie making contact with the zombie making source contact, but with no duration after separation
Acid - Should be a much longer duration that fire that does not spread

Cold - Should Slow zombies by a % and on a critical cold damage check freeze/stun them for a moment in which all hits are critical

Some specific/Special variants can have specific resistances

Burnt Zombie - Fire

Vultures - Acid

Lumber Jack - Cold
Hazmat - Electric
etc.

If these mods could be placed on traps that would be even cooler.

Blade traps - Fire/Acid
Floor - Cold/Acid
Ceiling - Acid could drip on them when they step on a pressure plate below
Barbed wire - Fire

Thoughts?
I think it's a great idea. 

Something like dead island 2 would be Hella cool. 

 
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