丧尸时间（ZED Time）机制讲解—— 1. ZED Time slows the world to 20% of its normal speed, ZED Time is a timer, ZED Time can only be reset (not extended).首先，丧尸时间中，时间变慢为正常速度的20%，“丧尸时间”应定义为一个计时器（timer），只能被重置（reset），不能被延长（extend）。
2. ZED Time can affect players either partially or fully. If ZED Time appears and there is no players-in-ZEDTime or ZEDs nearby, player will enter ZED Time partially - world time will be slowed down but player will retain full movement / reload / weapon swap speed. Player will enter ZED Time fully as soon as he/she spot/get spotted by another player-in-ZEDTime or ZED or perform. There are different visual and sound effects for entering either of ZED Times.
4. ZED Time has greater chances to appear in time. For next 30 seconds since the last ZED Time - normal chances (x1), between 30-60s - twice better (x2), if 60s passed without ZED Time - four times better (x4).丧尸时间往后出现的几率更高。从上一次ZED Time 起30s内，几率正常；30-60s内两倍几率；60s后未出现，四倍几率。
8.ZED Time resistance丧尸时间抗性，可以理解为对移动/开火/换弹/切枪等动作的速度惩罚的抗性。 If skill gives 50% resistance, the action will be happening at rate of 0.2 + 0.8 x 0.5 = 0.6, so when everything will be slowed to 20% (by 5 times) this action will only be slowed to 60%, i.e. by 1.67 times.如果获得50%抗性，动作的速率为实时进行的60%（计算方式如上）。比如子弹时间的三倍速射击，射速抗性就是50%，实时射击五倍速，抗性为100%。技能描述中的近乎（nearly）实时射击，抗性为90%。
（接上）Weapon swaps has ZED Time resistance of 35%. When ZED Time occurs weapon swapping slowed by 1 / (0.2 + 0.8 x 0.35) = 2.08 times. Commando's Tactician skill adds additional 30% to the base 35% resistance value making weapon swaps in ZED Time only 1 / (0.2 + 0.8 x (0.35 + 0.3)) = 1.39 times slower than if it would be in real time.各职业的切枪速度都有35%丧尸时间抗性，突击兵的25左技能提供额外的30%抗性，使得切枪和速度和实时切枪相差仅1.39倍。
Health生命值/血量—— 1.Healers restore HP at rate of 1HP / 0.1s (10HP / second).任何形式的治疗都保持1HP/0.1s的速率，即每秒10HP。 2.Healers decrease damage and duration of Fire DOT by half.任何形式的治疗都能使持续性伤害（DOT）的时间和伤害减半。 3. Heal amount applied instantly but regeneration takes time. Amount of given health will never be more than (Max Health - Current Health).任何形式的治疗可以瞬间生效，但是恢复速率不变（10HP/s），当前的生命值不能超过最大血量（这不是废话么）
Movement speed移动速度—— 1.walk speed (aka jogging), units/s行走（慢跑）速度 383 2.print speed, units/s奔跑（冲刺）速度 460 3.Speed multiplier when ADS瞄准时的移速惩罚 ×0.4 4.Speed multiplier when crouching蹲伏时的移速惩罚 ×0.4 5.When ADS and crouching multipliers will not stack蹲伏的同时瞄准不会叠加移速惩罚，依然×0.4 6.Movement speed depend on two factors: Low Health Speed Penalty and Weight Mod.移速取决于两个因素：低血量速度惩罚和负重变化。
Doors焊接门—— Doors has 2 types of the health. Max Health / Max Weld Integrity HP. Max Health cannot be restored, Weld Integrity can be restored by Welder. Door will break when either - Max Health or Weld Integrity become zero. If door is under attack Welder will be restoring only 60% of normal amount of HP that it could restore per single attack. 焊接门的血条分两种，最大耐久和最大焊接完整度。两者任意一种为0时，焊接门破损。如果门正在被攻击，焊接效率变为正常值的60%。
Dropped items掉落物品—— Weapons dropped by players keep exist for 300 seconds.玩家掉落的武器保存300s Dosh dropped by player keep exist for 120 seconds.玩家掉落的钞票保存120s Sawblades and bolts keep exist for 180 seconds (3 minutes).锯片和弩箭保存180s Re-pick up and drop items again will reset the timer.重新装备并扔掉物品会重置保存时间
Falling damage坠落伤害—— 1.Game simulates Free Fall and Acceleration of Gravity. Normal in-game gravity acceleration = 11.5 m/s^2. Maximum falling velocity = 40 m/s.游戏模拟了自由落体和重力加速度。游戏中正常的重力加速度为11.5米每平方秒，最大坠落速度为40米每秒。 2. To take falling damage player should have velocity greater than 13.25 m/s.玩家的速度超过13.25米每秒时，落地将承受伤害。 3.Such velocity can be achieved when falling from at least H = (13.25)^2/(2x11.5) = 7.634 meters.安全的跌落高度为7.634米。
4.Damage taken calculated by formula: Falling Damage = Rounddown ((100 x (Player's Velocity - 13.25)) / 13.25).坠落伤害计算公式：伤害=100×（玩家速度-13.25）/13.25 5.Depending on view angle, knockback from Double-barrel Boomstick can add up to +/- 5 m/s towards player's current falling velocity.根据角度的不同，双管跳至多可以产生5米位移。 6.Unlike players, ZEDs does not take damage from falling.丧尸不承受任何坠落伤害。
Radial damage "ring" sound径向伤害音效—— After getting hit by the radial damage sources (eg. explosives) player will be affected by the shellshock / ear "ring" sound. Maximum duration of this effect is 10 seconds. Duration of the current effect depends on player-source proximity. The closer player to the damage source epicenter - the longer effect is. It takes 0.5 seconds for this effect to appear after player gets hit.
Penetration resistance穿透力抗性—— All players have penetration resistance of 1.任何玩家均拥有1点穿透力抗性，子弹穿过玩家身体会减伤。 Player mass玩家的质量（体重）—— All players have mass of 65.任何玩家体重均为65（kg）。 Grenade toss rate手雷投掷速度—— Players throw grenades at rate of 1 grenade per 0.6s (100 grenades per minute)玩家每0.6s投掷一颗手雷（每分钟100颗）。 Emote a***tions表情动作—— Has cooldown of 6 seconds.冷却时间为6s。
ZED AI player targeting丧尸选取目标的机制—— 以下情形中丧尸不改变当前的目标： 1.Not enough time passed since the last enemy change time (min - 5s).已经转移过一次目标，且距离上一次转移的时间不足5s。（这叫丧尸的专注） 2.New potential enemy already targeted by at least 3 other ZEDs.新的潜在目标已经被其它的最少3只丧尸盯上。 3.ZED currently doing melee attack.丧尸在进行近战攻击。 4.Current enemy within ZED's strike range.当前目标在丧尸攻击范围内。 5.ZED's AI paused.丧尸的AI思考停顿。
6. ZED has LOS on its current enemy and that enemy also closer to ZED than its new potential enemy.丧尸能看到当前目标，并且该目标比新的潜在目标离它更近。 7.If ZED can see current enemy and cannot see its new potential enemy.丧尸能看到当前目标，看不到新的潜在目标。
以下情形中丧尸可能改变当前目标： 1.ZED does not have LOS on its current enemy.丧尸失去对当前目标的视野。 2.Distance to current enemy is 20% greater than distance to new potential enemy.丧尸离新目标有20%更近的距离。