PC TFP could you please look at the Coding for "Bleeding"?

It does seem like armor has no impact on reducing the frequency of the bleed status effect being applied. Which makes no sense.

Zombies apply bleed far more often than they should. The animals make sense. They are typically tearing at you with tooth, beak, and fang. But zombies are bludgeoning you. Sure they have finger nails, but I'm pretty sure even a feral human wouldn't actually be trying to claw someone. Our nails are far too fragile for that.

 
Stupid question - but given the number of people in this thread saying that bleeding is "broken" because armour doesn't reduce the chance of it happening like it "should"...

Has anyone actually submitted a bug report telling the devs that there's a problem with armour not reducing bleed chance?

 
Has anyone actually submitted a bug report telling the devs that there's a problem with armour not reducing bleed chance?
The problem here is that the armor should do that from a logical point of view. However, neither in the description of the armor parts nor in the XML files does it say that the armor has an effect on bleeding. That's why you can't report this as a bug.

However, there are many things in the game that logically just don't make sense. Ever tried to pour concrete with a nail gun into a steel frame in real life ?

 
Last edited by a moderator:
Same thing with having to shoot a zed in the head with a .308 multiple times to kill him. umm.. bullet goes in front, back half of head should be missing. Shotgun to face at 2 foot range? um, no head at all.

Complete realisim doesn't always make for fun gameplay though.

Mind you, I have fixed the gun damage. I love watching bullets make them do the hollyweird fly through the air thing. :)

 
The ragdolling has been an utter joy to behold. Watching them do their flips when you melee them and seeing them take uncomfortable final poses is just.... the best.

 
The problem here is that the armor should do that from a logical point of view. However, neither in the description of the armor parts nor in the XML files does it say that the armor has an effect on bleeding. That's why you can't report this as a bug.
However, there are many things in the game that logically just don't make sense. Ever tried to pour concrete with a nail gun into a steel frame in real life ?
quit for a year and came back to this bleeding problem.

I had a look at the items.xml, Armor does have bleed resist

I feel like the resist for bleeding is too low for armor (it call BuffResistance in the code, which also include stun and disease).

Steel armor is 0.09 (or 9%) a piece, at 5 pieces that 45% in total for steel armor. The code say base_add so I assume by default you have some build in resistant (idk which xml that in, still haven't found it).

no armor, 1-2 hit bleed are very frequent, rarely it goes up to 4 hits before bleed.

armor, 1-4 hit bleed, 3 hits are very frequent, 2 hits are slightly less frequent than 3s, 1 and 4 hits are less frequent, rarely goes up to 7 hits before bleed.

I threw in some godmode armor and at 1 (100%) resist does stop bleeding. Also test 2 pieces at 50% and it still work, so that rule out resist stats doesn't stack properly and armor does work. And I had a look at the bleeding debuff in buffs.xml but I have no ideas what Im looking at.

from the items.xml

iron is 6% a piece (30 total), military is 6%,

leather is 4% (20 tot),

scrap is 3% (15 tot),

clothe armor is 2% (10 tot)

IDK what the base resist is, but I feel like armors should have double it resist stats or total max resist (steel + base) for bleeding should be 90%.

stun and disease should be same as now.

 
Back
Top