.:`=-~rANdOm~`-=:. Game Servers

Support (Read Only) => Requests => Topic started by: Travelsonic on August 11, 2012, 09:45:47 AM

Title: ZS: Knckback; reduce it please
Post by: Travelsonic on August 11, 2012, 09:45:47 AM
Right now, the knockback for being shot, for no better words, sucks.  You don't even need SMGs, or a lot of people shooting at you [or worse, a lot of people shooting at you with high powered guns] to be crippled - as in, can't move, can't use any special abilities.

Aside from being utterly unrealistic, it makes the game unbalanced as fuck.   Yes, I know regular zombies deal a lot of damage, but not all that are zombies are regular zombies  [still have fastie, poison crab, headcrab, fast crab, wraith, poison zombie, and chem zombie to look at, plus it is REALLY easy to dodge.

If you reduce it, or better, remove it, it would be better - people won't want to quit when picked as zombies, and spawncamping - while not solved - would be complained about less since people could actually DO something about it EASILY as zombie.

I mean, really, wouldn't you feel more encouraged to fight if, when faced with a couple of people sitting outside of the spawn with Owens, or Fagnums, instead of being paralyzed and unable to move at all or use special abilities you were able to keep moving?

I know at least one or two may reply about it being in the source engine, but I really don't know - I mean, in TTT if you get shot with an AK or H.U.G.E, you don't get crippled, unable to shoot or move, so if IT IS, then it has to be ADJUSTABLE - otherwise, it has to be something in ZS if not in the engine.


tl;dr: Knockback in ZS is too crippling, a lot of complaints regarding things like camping would be reduced by reducing the knockback if not removing it.

EDITED to fix typos, make more sense. Note to self: don't type without your glasses on.  :D :D :D :D

Title: Re: ZS: Knckback; reduce it please
Post by: Tezuni on August 11, 2012, 01:37:18 PM
I'd rather have the new ZS mod running on the server.  It was soooo much more fun on the temp ZS!!
Title: Re: ZS: Knckback; reduce it please
Post by: Travelsonic on August 11, 2012, 02:09:58 PM
I'd rather have the new ZS mod running on the server.  It was soooo much more fun on the temp ZS!!

There is a feel I can not really describe about the ZS we have now - interface, feel, etc, that I really like... but the new ZS, which we had on the very short lived tempo server had a lot of GREAT features we should have here... though I managed to make turrets annoying - as others probably as well - by sticking them on the underside of roofs [on house maps] so they shoot right into spawn.  :D
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 11, 2012, 02:30:23 PM
I'd rather have the new ZS mod running on the server.  It was soooo much more fun on the temp ZS!!

There is a feel I can not really describe about the ZS we have now - interface, feel, etc, that I really like... but the new ZS, which we had on the very short lived tempo server had a lot of GREAT features we should have here... though I managed to make turrets annoying - as others probably as well - by sticking them on the underside of roofs [on house maps] so they shoot right into spawn.  :D

BUT GAIS, ITS NOT THE SAME, WE CAN'T HANDLE CHANGE. THE NEW ZS IS SHITTY BECAUSE EVERYTHING IS OPTIMIZED GUYS.
Title: Re: ZS: Knckback; reduce it please
Post by: semy32 on August 11, 2012, 02:43:30 PM
The new zs would really be better especially because the animations are not broken for high ping players.
Title: Re: ZS: Knckback; reduce it please
Post by: Loke on August 11, 2012, 09:59:45 PM
The new zs would really be better especially because the animations are not broken for high ping players.

I hate the new ZS
Melees have a delay before hitting, which means headcrabs are more op.
You cant steer the headcrab or fast zombie while lunging
The points shop
The bosses
The turrets
I just hate it. Not because of change, but because the old zs is alot better and more fun.
Also the worth menu. Fuck the worth menu.
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 11, 2012, 10:16:30 PM
all the people who actually play zs and who are good at zs will say keep the old zs, but people who are not very good will most likely want the other version.
Title: Re: ZS: Knckback; reduce it please
Post by: Alkaline on August 11, 2012, 11:03:29 PM
all the people who actually play zs and who are good at zs will say keep the old zs, but people who are not very good will most likely want the other version.
This is a case brought up every time a thread is made to change something in the old zs. I think the new version should be on the servers as it actually gives zombies a chance. I enjoy the old zs but it relies on cheap strategies and bad maps to keep up the entertainment.

In the old zs, it's IMPOSSIBLE to hit people as a normal zombie (I think this has something to do with the weapon hit-scanning serverside rather than on the client). Humans would be able to run around zombies without getting hit. No one would want to sit through a boring, 30 minute game on the old zs as zombie and deal with the buggy weapons while the humans can bottle-neck a hallway/vent or swim for the entire game without even losing health.

The only problem with putting up the new version is that some players are too stubborn to adapt to the new, team-based gamemode rather than being able to lone-wolf. The only positive things I see in the old zs is the Winrarz system keeps the game competitive and goomba-stomping gives an advantage to zombies on open maps. Other than that, the rest of the gamemode deters new players and rustles everyones jimmies on an hourly basis.




And some maps should definitely be removed. (http://forum.randomgs.com/index.php/topic,13242.msg183593.html#msg183593)
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 12:16:46 AM
This is a case brought up every time a thread is made to change something in the old zs. I think the new version should be on the servers as it actually gives zombies a chance. I enjoy the old zs but it relies on cheap strategies and bad maps to keep up the entertainment.

One of the reasons I loved the new ZS so much was because of just how damn optimized it is.

Everything in it is made to be as efficient as possible, and I love it. It doesn't matter if you have an insanely high ping, you're just as capable as an ultra-low ping player.
Title: Re: ZS: Knckback; reduce it please
Post by: Prox on August 12, 2012, 05:33:01 AM
all the people who actually play zs and who are good at zs will say keep the old zs, but people who are not very good will most likely want the other version.
>implying it takes a lot of skill to play this one as a human

   I think it wouldn't be a bad idea to put the latest Zs for testing in the real rnd servers and perhaps to put an in-game link that would direct players to the forums asking which Zs they prefer.
Title: Re: ZS: Knckback; reduce it please
Post by: Targnil on August 12, 2012, 07:37:51 AM
It's the zombies that actually usually win the rounds
there is no problem with melee
old version is much better

oh and why is the server down again, when is it going to be up?
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 10:14:54 AM
>implying it takes a lot of skill to play this one as a human

   I think it wouldn't be a bad idea to put the latest Zs for testing in the real rnd servers and perhaps to put an in-game link that would direct players to the forums asking which Zs they prefer.

yea because 250 kills in a round and 40 in 2 waves is complete luck.

Anyway I haven't really played it but from what I heard it sounds dumb, like the idea of a shop sounds dumb, and turrets sound op but what do I know. I just like the original ZS.
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 10:36:44 AM
yea because 250 kills in a round and 40 in 2 waves is complete luck.

Anyway I haven't really played it but from what I heard it sounds dumb, like the idea of a shop sounds dumb, and turrets sound op but what do I know. I just like the original ZS.

The shop system can be disabled. People, both old ZS and new ZS players thought a good idea would be to add a perk that was called "Classic Mode" and gave you the old ZS gameplay. Start off with a pistol and melee, and work your way up and randomly get weapons instead of worrying about points and worth.

The turrets are far from OP. They chew up insane amounts of ammo, and explode in two hits. The payoff you get for kills doesn't give you enough to sustain the turrets ammo consumption, so it's really only good for a support weapon, to be used once your barricade goes down to buy you some time. Plus, the turret is almost useless when it's set to auto-aim. The scanning is so wide that unless the target is two feet in front of it, it probably won't ever see or lock onto it. Everyone I've played with preferred to use the manual aim on it, making it no more powerful than any other SMG.

Honestly, "I heard it sounds dumb" is a poor excuse.
Title: Re: ZS: Knckback; reduce it please
Post by: Prox on August 12, 2012, 10:47:33 AM
The latest Zs outmatches the old one in every aspect, well maybe part of the players would like the kill system instead of shops but it's like comparing two good songs, some will prefer one instead of another. Besides there must be a way to additionally modify it.
 
Title: Re: ZS: Knckback; reduce it please
Post by: Tezuni on August 12, 2012, 11:34:37 AM
This is a case brought up every time a thread is made to change something in the old zs. I think the new version should be on the servers as it actually gives zombies a chance. I enjoy the old zs but it relies on cheap strategies and bad maps to keep up the entertainment.

In the old zs, it's IMPOSSIBLE to hit people as a normal zombie (I think this has something to do with the weapon hit-scanning serverside rather than on the client). Humans would be able to run around zombies without getting hit. No one would want to sit through a boring, 30 minute game on the old zs as zombie and deal with the buggy weapons while the humans can bottle-neck a hallway/vent or swim for the entire game without even losing health.

The only problem with putting up the new version is that some players are too stubborn to adapt to the new, team-based gamemode rather than being able to lone-wolf. The only positive things I see in the old zs is the Winrarz system keeps the game competitive and goomba-stomping gives an advantage to zombies on open maps. Other than that, the rest of the gamemode deters new players and rustles everyones jimmies on an hourly basis.




And some maps should definitely be removed. (http://forum.randomgs.com/index.php/topic,13242.msg183593.html#msg183593)

This is very true.  Great post.
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 12:35:06 PM
The shop system can be disabled. People, both old ZS and new ZS players thought a good idea would be to add a perk that was called "Classic Mode" and gave you the old ZS gameplay. Start off with a pistol and melee, and work your way up and randomly get weapons instead of worrying about points and worth.

The turrets are far from OP. They chew up insane amounts of ammo, and explode in two hits. The payoff you get for kills doesn't give you enough to sustain the turrets ammo consumption, so it's really only good for a support weapon, to be used once your barricade goes down to buy you some time. Plus, the turret is almost useless when it's set to auto-aim. The scanning is so wide that unless the target is two feet in front of it, it probably won't ever see or lock onto it. Everyone I've played with preferred to use the manual aim on it, making it no more powerful than any other SMG.

Honestly, "I heard it sounds dumb" is a poor excuse.

actually i completely forgot, this is the nox version is it not? where everyone sits inside a cade the whole time.

Anyway I got my point across, I would be willing to give classic mode a try I guess if possible just because I'm not as stubborn as some people although old zs is a classic and that's the reason a lot of the frequent players on there play there.
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 12:39:46 PM
where everyone sits inside a cade the whole time
(http://azuremc.com/data/1341006242404.gif)
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 01:48:37 PM
every round on nox.

Cade (http://www.youtube.com/watch?v=ysWGY6iKbbE#ws)

not sure what I'm missing...
Title: Re: ZS: Knckback; reduce it please
Post by: Alkaline on August 12, 2012, 02:29:58 PM
every round on nox.

not sure what I'm missing...
There are also objective maps. The huge amount of map-specific entities in the new zs allows for a lot of customizing.

On most of the maps, and the whole point of the gamemode, you must cade. Winning games as human should be very difficult.
Title: Re: ZS: Knckback; reduce it please
Post by: Prox on August 12, 2012, 02:32:44 PM
Lol... Do you dislike the new version just because you can't solo 20 zombies alone and have to stay with your team?
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 02:36:31 PM
not sure what I'm missing...
It doesn't matter if it's the new or old ZS.

You're complaining about something that's very prevalent and always happens on the old ZS.

Why?

Because it's the fucking point of the gamemode.

Making a cade and defending it is pretty much all you do on most maps.
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 02:41:05 PM
There are also objective maps. The huge amount of map-specific entities in the new zs allows for a lot of customizing.

On most of the maps, and the whole point of the gamemode, you must cade. Winning games as human should be very difficult.

on nox humans never win, everyone i talk to on there says humans never win.

Lol... Do you dislike the new version just because you can't solo 20 zombies alone and have to stay with your team?

being able to get close range to zombies and hit them makes it a lot more fun, cading with everybody in the server is stupid, it's impossible to get kills.

doesn't really matter why i don't like it, i'm just one person stating my opinion.
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 02:45:07 PM
doesn't really matter why i don't like it, i'm just one person stating my opinion.

It does matter, because if it's something that's logical, it could be legitimately fixed.

Everything you've said so far has been stuff that the new ZS does better.

If it was just your personal opinion, just say that. Don't try to justify it with stuff that doesn't make sense.
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 02:56:27 PM
Everything you've said so far has been stuff that the new ZS does better.
and that's your "personal opinion"

Don't try to justify it with stuff that doesn't make sense.

what didn't make sense, lol?

It doesn't matter if it's the new or old ZS.

You're complaining about something that's very prevalent and always happens on the old ZS.

Why?

Because it's the fucking point of the gamemode.

Making a cade and defending it is pretty much all you do on most maps.

and no it's not, you get kills the first few rounds with melee weapons then you go cade once you get a cade kit. New zs...everyone goes in one room and cades.
Title: Re: ZS: Knckback; reduce it please
Post by: Alkaline on August 12, 2012, 02:58:52 PM
and no it's not, you get kills the first few rounds with melee weapons then you go cade once you get a cade kit. New zs...everyone goes in one room and cades.
no it's a fish simulator. why cade?

why not swim around for a solid 30 minutes with a health and speed bonus?
Title: Re: ZS: Knckback; reduce it please
Post by: Tezuni on August 12, 2012, 03:07:01 PM
Nox ZS is different than the one Snivy had on temp ZS.  Temp didn't have those OP bosses. 

Also I'm pretty sure nox screwed with all the zombie stats...speed, power, etc.
Title: Re: ZS: Knckback; reduce it please
Post by: Carp on August 12, 2012, 03:08:00 PM
Nox ZS is different than the oen Snivy had on temp ZS.  Temp didn't have those OP bosses. 

Also I'm pretty sure nox screwed with all the zombie stats...speed, power, etc.

wish I would have tried it  :idk:
Title: Re: ZS: Knckback; reduce it please
Post by: Alkaline on August 12, 2012, 03:11:06 PM
Nox ZS is different than the one Snivy had on temp ZS.  Temp didn't have those OP bosses. 

Also I'm pretty sure nox screwed with all the zombie stats...speed, power, etc.
you can disable bosses...

that along with about 20 other configurable server.cfg options
Title: Re: ZS: Knckback; reduce it please
Post by: Deathie on August 12, 2012, 03:27:40 PM
you can disable bosses...

that along with about 20 other configurable server.cfg options

That's one of the things I brought up before.

The new ZS was EXTREMELY modifiable.

Nox ZS is different than the one Snivy had on temp ZS.  Temp didn't have those OP bosses. 

Also I'm pretty sure nox screwed with all the zombie stats...speed, power, etc.

The version I had on the temp was what I felt was balanced, while taking into account what people compained about (eg; fast zombie pounce damage, headcrab attack cooldown, etc). I modified a lot of the default variables, including the damage and speed values for most zombies/weapons.
Title: Re: ZS: Knckback; reduce it please
Post by: memo3300 on August 12, 2012, 08:47:59 PM
Hey guys, i like pancakes!

http://forum.randomgs.com/index.php/topic,13657.0.html (http://forum.randomgs.com/index.php/topic,13657.0.html)

there is a poll there for old zs vs new zs...


so yeah lets go back to the ZS knoback topic.
Title: Re: ZS: Knckback; reduce it please
Post by: Tezuni on August 13, 2012, 01:23:03 AM
Well, it was perfect Snivy.   :'(
Title: Re: ZS: Knckback; reduce it please
Post by: Travelsonic on August 14, 2012, 04:21:17 PM
So, what doyou guys think?  About my observation, the knockback as is, anything related to the topic at hand?