Looking back, old ZS had its fun and everything...but after a good 4 or 5 years of playing it with all of its horrid bugs and flaws, it got tiring. Our server was just default vanilla zs, which broke a lot due to Garry's updates (which tomcat and others ended up mending...until it got broken again and no one attended to it) with a lot of stupid players. No one added any new weapons or GUI or anything to it, because if someone did, everyone would bitch at it for being "unbalancing". Other then that, Mr. Green and the original owners NoxiousNet had custom versions all to their selves.
But since for what ever reason the NoxiousNet newer version got released, it revamped the gameplay so you actually rely on teamwork instead of soloing/barricading stupid places. A major problem with old ZS was the ammo regen system. Every minute you got 1 generic clip to only the gun you currently have out. I believe pistols went in standard increments of 12 bullets per gen, shotguns had 6 I think, and SMGs had 30. So if you had a high-mag gun, it would take you 2 minutes to regenerate at least 1 full clip. But that's pretty much taken care of now with the point system on how you can buy ammo when you need it.
Kill stealing was an annoying issue, but with the point system, it actually works out well that both people will get points depending on the damage they contributed. And instead of spawning with a fucking battleaxe USP and a Plank, you can choose your spawn weapons and all instead of that random shit.
And even though the stock hitboxes are horrid, the zombies are easier to play as, seeing that as a human, you're a lot more fucked compared to old ZS now that zombies fuck your shit up harder.
It's just my two cents on why I prefer new ZS a lot more compared to old ZS.
>clipOkay. Let me correct myself.
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unless you've played it for more than five rounds, any counter-argument you may have is invalid.
and please if we do end up using new ZS, let's use Snivy's configuration if he still has it. It was so perfect.
It would also be nice to hear an opinion of those who prefer the old Zs.
Namely the new ZS had too much sitting behind a barricade not doing anything.
While playing on the servers I overhear from a lot of people that they prefer the old ZS.
Namely the new ZS had too much sitting behind a barricade not doing anything.
1. The zombie's reach in the new ZS.1. Maybe it's shorter but the hit detection is clientside which means no more "omgwtf i was right near him and i couldnt hit him"
Waay too short. You can't hit a human behind the barricade.
2. And I don't like the points shop and the worth shop. I liked it more when the weapons were random because it would give the humans a bit more of a challenge.
3. The delay between hits.
4. Oh god. Out of ammo? No ammo regen. Fast headcrab with anything but a knife? You sir, are going to die. The delay is what I hate. I don't care about realism.
5. I want a gamemode that's playable in my eyes.
Please keep old ZS ;_;
3. I'm pretty sure it can be adjusted.
Agreed, on all that is said why old zs is better in this thread.It'd be really nice if you were able to type in paragraphs.
I have played the new zs and from my opinion it clearly isn't balanced.
My own thoughts now:
Basically the new system wants to make it even harder for humans to win than it is now
when in the old zs it is hard and challenging enough for humans to win the rounds already.
In the old zs I don't even remember humans winning even 1/3 of the matches.
Even though there is alot of sitting behind cades in nox, I remember humans not winning a single round, going outside cades is suicidal, even in groups and
even if you manage survive behind a well made cade with some luck, that is boring compared to old zs ways.
the people hiding in the cades from wave one will get over run and pwned due to them not having any powerful weapons from lack of said zombie killing.
It'd be really nice if you were able to type in paragraphs.
In the old ZS, humans won depending on the map. The maps were either rooting toward the humans or rooting toward the zombies, or on some occasions, had a balance of both. They'd all use the cade kit to make a barrier all around them and shoot from there, until the chems came in. after that, everyone would scramble to their own fate/win. The new ZS, if anything, makes it a bit easier for humans and zombies.
And uh, what are you trying to get at with "old zs ways"? In new zs, if someone decides to be a chicken shit and cade on the first round, you have the ability to move in and out of cades instead of being blocked in/out. And by the time zombies have grown large enough in size, the people hiding in the cades from wave one will get over run and pwned due to them not having any powerful weapons from lack of said zombie killing.
With the zombies teaming on humans I don't personally recall barely any map being in favor of the humans in the old zs.
In the end, the new zs only makes it harder for humans like I statedI don't see how it's barely possible to kill zombies outside of cades unless you have really horrible aiming and miss 9/10 shots. Usually you're accompanied by other players/groups against lone zombies, if not, it's not impossible to kill a zombie 1 on 1 like you were stating.
Zombiekilling was barely possible outside cades in nox, even when the zombies were in low numbers.
It's not significant way of earning points compared to being inside a cade whole match like most are in nox from the beginning.
Outside cades anybody will just run out ammo and fast in new zs since meleeing other than headcrabs is nearly impossible.
If anything, playing as a human should be hard, if it's hard to play as a zombie people will rage quit and if it's hard to play as a human it's still enjoyable because you can shoot zombies, make cades, heal etc. In the new Zs both teams can do damage to each other and there are no more boring 30 minute rounds for the zombies.This. If you're a zombie in the new zs, you'll be saying "Yes! I broke 2 planks!" rather than saying "Fuck! I can't get near their cade!"
This newer version is horrible. Why you might ask? I am very fine with the new mechanics it has. Like having to time your melee, having to find a hallway in which to cade, having to cade things mostly vertical, having to group as zombies, having to make sure to always repair nails, having to askSplit your wall of text please.those retarded noobsyour teamates to do something like, ask for a bit of ammo so you can get 1 more point to get more ammo, or a new weapon, or nails or something. But, with these game mechanics, what map does something that was created for 2.01 do we have? We have been making maps for years, made specifically for the mechanics of zs 2.01. Now ofcourse, the maps we made, usually had something game breaking to zs 2.01. But that was it, it was the map that made the mechanics exploitable, not the game mode itself. zs 2.01 was about gun run, it was to not have to care about teamwork. Now why should i like something that is pretty much the complete opposite of zs 2.01... but still using the same maps? Maps that have major cading spots using blue shelves will be ruined (like ascent, tripple decker etc). Maps that had gun run spots and had cading done primarily in the vents, are obsolete, they wont work, because this new version focuses on cading. If you don't have a good spot on a map to barricade, then it is hopeless; sometimes it doesn't even matter if you have a great cading spot, because some people wont go there, and because of teamwork, if majority of humans are dead, you're fucked anyways. Pretty much, maps are split into two categories, 1. the horribly easy maps and 2. the horribly hard maps The horribly hard maps are maps that were made for zs 2.01 and were more themed on having lots of ammo, open area to dodge fast zombies, headcrab, and fast headcrabs, you could gun run the whole map, get a back to the hp machine, suck all the life out of that and keep gun running. But... none of these mechanics are in zs 3.XX. You have to be inside a cade that consisted of a opening JUST enough so headcrabscant get in, but any bit farther closed means you cant attack zombies well enough to survive. But... this map doesn't have this feature of being able to cade great, and and headcrabs do like 7-8 dmg, so pretty much, more than 5 headcrabs hitting you can kill you. So you have to be in the non existent cade to survive. Which means, you can't survive. So that is horribly hard. Horribly easy is maps like dying refinery, it is made for visuals, then we added some certain vent that happens to be a long ass hallway, and easy to block off. Wondering what the two biggest things to win zs 3.XX is? making a cade that is in a hallway, so you can kill zombies before they can reach the cade, and having most people alive (50% zombies? might as well suicide). See, the problem with horribly easy maps is that it focuses on things that make 2.01 fun, but easy, and only made 3.xx just easy. It's not really fun to get points behind a cade, you don't really have a choice, either, cade or go out of the cade and die. The only thing that's satisfying is surviving, but for what? I don't see how repairing the cade and killing zombies in an outdated map is fun. So there, two kinds of maps that almost all maps fall under.
Another point is that the gamemode doesn't need to be modified. Zs 3.XX is alright, it's just the maps we use, we can't really make maps for it, because a lot of us are new to the new version, and can't make create mechanics for the new zs that makes it "balanced". So.... either use outdated maps or use nox maps. Which means, we are just using the same version as noxious net and the same maps as noxious net. Remember, i've played nox, i've seen the players handle the game mode perfectly, i didn't like the game mode for certain reasons, so i didn't play it, i played rnd zs 2.01 because it was fun and didn't really have many limits. most of the people i've seen play zs take it on the same way they played zs 2.01. New mechanics, new playing style. I mentioned that i've played nox before because i wanted you to know that it is fucking aggrivating to see people make the most horrible cades that i've seen. There is very limited cading styles in the new zs, if you don't follow it's style, you're screwed, and your cade is bad. So it's pretty obvious it'll take a while for rnd to get used to the new game mode and learn the mechanics, but i'm not going to be there. I've learned them, they are pretty boring compared to 2.01's mechanics. new is more organized and has roles, where old you could do whatever you really wanted. I have a few more things to say...
Teamwork: This is a bad example of teamwork, see, teamwork should be like in teamfortress 2 where you do something to contribute to the team, where as here, we all have to work together in order to survive, if we don't do everything right, we die, if we do.... maybe, depending on our cade of course. Let's say the entire team i'm with is retarded and cades in the most stupid place ever, piling props so they cant even shoot zombies, why should i suffer because they are all dumb? I can't leave the cade and make my own cade and survive, i would be alone. So you are forced to cade where everyone else is cading, or else you're dead... pretty much ruins it for me since as i said, this is new to a lot of members, so in instinct, they are noobs and don't know how to cade that is "acceptable" in the new zs.
Zombies: Zombie bosses are a neat edition, bringing a challenge at every end wave which can either tip the favor into the humans (killing boss = lots of points and with low casualties, you're gaining an advantage). or zombies (pretty much either wipe out humans or break open the cade/weaken them so next wave can finish them off). It's really nice that it's not random, and that it takes the best zombie (does most damage to humans) to be the boss. What i don't like about either the normal zombies hit detection "fixed" and the bosses being pretty much god is that it's easy as fuck to get kills and redeem. Zombie is suppose to be hard, it's to show that it's a punishment for dying, if zombie was fun and easy, wouldn't everyone be zombie? kinda fucks the game a little. Also, since it's easy to get kills, the moment you get 4 kills, you pretty much killed the humans, so what is the point of redeeming? To just die again.
What i'm trying to point out is that because we have overpowered maps and people complaining doesn't mean we should go and take the newer zs and modify it to suit the maps, we need to map better for the older zs, maybe modify the older zs to fit things. Why dont we just take coding from the newer zs like bosses, repairing nails and phasing through props and add it into the older zs? why don't we just make maps with more of game mechanics in mind than "does it look good?" (not that making a map look good is a bad thing!).
Split your wall of text please.
And once again, if you've gained points outside of cades and you run out of ammo, it's not like old zs were you're fucked for a good minute or so, you can move back inside the cade, usually someone spawns a crate, and you buy more ammo.
I'd rather be fucked for a minute than be fucked the whole game because I spent points on ammo instead of a new gun that I couldn't have used anyway because I would have had no ammo for it.
This newer version is horrible. Why you might ask? I am very fine with the new mechanics it has. Like having to time your melee, having to find a hallway in which to cade, having to cade things mostly vertical, having to group as zombies, having to make sure to always repair nails, having to askthose retarded noobsyour teamates to do something like, ask for a bit of ammo so you can get 1 more point to get more ammo, or a new weapon, or nails or something. But, with these game mechanics, what map does something that was created for 2.01 do we have? We have been making maps for years, made specifically for the mechanics of zs 2.01. Now ofcourse, the maps we made, usually had something game breaking to zs 2.01. But that was it, it was the map that made the mechanics exploitable, not the game mode itself. zs 2.01 was about gun run, it was to not have to care about teamwork. Now why should i like something that is pretty much the complete opposite of zs 2.01... but still using the same maps? Maps that have major cading spots using blue shelves will be ruined (like ascent, tripple decker etc). Maps that had gun run spots and had cading done primarily in the vents, are obsolete, they wont work, because this new version focuses on cading. If you don't have a good spot on a map to barricade, then it is hopeless; sometimes it doesn't even matter if you have a great cading spot, because some people wont go there, and because of teamwork, if majority of humans are dead, you're fucked anyways. Pretty much, maps are split into two categories, 1. the horribly easy maps and 2. the horribly hard maps The horribly hard maps are maps that were made for zs 2.01 and were more themed on having lots of ammo, open area to dodge fast zombies, headcrab, and fast headcrabs, you could gun run the whole map, get a back to the hp machine, suck all the life out of that and keep gun running. But... none of these mechanics are in zs 3.XX. You have to be inside a cade that consisted of a opening JUST enough so headcrabscant get in, but any bit farther closed means you cant attack zombies well enough to survive. But... this map doesn't have this feature of being able to cade great, and and headcrabs do like 7-8 dmg, so pretty much, more than 5 headcrabs hitting you can kill you. So you have to be in the non existent cade to survive. Which means, you can't survive. So that is horribly hard. Horribly easy is maps like dying refinery, it is made for visuals, then we added some certain vent that happens to be a long ass hallway, and easy to block off. Wondering what the two biggest things to win zs 3.XX is? making a cade that is in a hallway, so you can kill zombies before they can reach the cade, and having most people alive (50% zombies? might as well suicide). See, the problem with horribly easy maps is that it focuses on things that make 2.01 fun, but easy, and only made 3.xx just easy. It's not really fun to get points behind a cade, you don't really have a choice, either, cade or go out of the cade and die. The only thing that's satisfying is surviving, but for what? I don't see how repairing the cade and killing zombies in an outdated map is fun. So there, two kinds of maps that almost all maps fall under.
Another point is that the gamemode doesn't need to be modified. Zs 3.XX is alright, it's just the maps we use, we can't really make maps for it, because a lot of us are new to the new version, and can't make create mechanics for the new zs that makes it "balanced". So.... either use outdated maps or use nox maps. Which means, we are just using the same version as noxious net and the same maps as noxious net. Remember, i've played nox, i've seen the players handle the game mode perfectly, i didn't like the game mode for certain reasons, so i didn't play it, i played rnd zs 2.01 because it was fun and didn't really have many limits. most of the people i've seen play zs take it on the same way they played zs 2.01. New mechanics, new playing style. I mentioned that i've played nox before because i wanted you to know that it is fucking aggrivating to see people make the most horrible cades that i've seen. There is very limited cading styles in the new zs, if you don't follow it's style, you're screwed, and your cade is bad. So it's pretty obvious it'll take a while for rnd to get used to the new game mode and learn the mechanics, but i'm not going to be there. I've learned them, they are pretty boring compared to 2.01's mechanics. new is more organized and has roles, where old you could do whatever you really wanted. I have a few more things to say...
Teamwork: This is a bad example of teamwork, see, teamwork should be like in teamfortress 2 where you do something to contribute to the team, where as here, we all have to work together in order to survive, if we don't do everything right, we die, if we do.... maybe, depending on our cade of course. Let's say the entire team i'm with is retarded and cades in the most stupid place ever, piling props so they cant even shoot zombies, why should i suffer because they are all dumb? I can't leave the cade and make my own cade and survive, i would be alone. So you are forced to cade where everyone else is cading, or else you're dead... pretty much ruins it for me since as i said, this is new to a lot of members, so in instinct, they are noobs and don't know how to cade that is "acceptable" in the new zs.
Zombies: Zombie bosses are a neat edition, bringing a challenge at every end wave which can either tip the favor into the humans (killing boss = lots of points and with low casualties, you're gaining an advantage). or zombies (pretty much either wipe out humans or break open the cade/weaken them so next wave can finish them off). It's really nice that it's not random, and that it takes the best zombie (does most damage to humans) to be the boss. What i don't like about either the normal zombies hit detection "fixed" and the bosses being pretty much god is that it's easy as fuck to get kills and redeem. Zombie is suppose to be hard, it's to show that it's a punishment for dying, if zombie was fun and easy, wouldn't everyone be zombie? kinda fucks the game a little. Also, since it's easy to get kills, the moment you get 4 kills, you pretty much killed the humans, so what is the point of redeeming? To just die again.
What i'm trying to point out is that because we have overpowered maps and people complaining doesn't mean we should go and take the newer zs and modify it to suit the maps, we need to map better for the older zs, maybe modify the older zs to fit things. Why dont we just take coding from the newer zs like bosses, repairing nails and phasing through props and add it into the older zs? why don't we just make maps with more of game mechanics in mind than "does it look good?" (not that making a map look good is a bad thing!).
2) Snivy you're admin again :):):)?
...I've never had that problem.
anyways, that's where teamwork could be useful.
If you have a bro with you, ask him to drop some ammo for you. Me and a friend of mine would do that. I'd play as medic, but buy him some extra ammo with my starter worth.
But I find that to just be plain boring. Yay, sitting next to a friend while he gets kills and I heal him and buy him ammo. Sure I can get kills too, but not for newer items, I need those points for ammo on the current gun I have or in this case, my friend. I don't want to have to be worrying about ammo that intensely that it prevents me from getting new stuff, or that a team mate has to buy it for me. I want to get kills and get new weapons with those kills, not buy ammo to keep getting kills so I can buy more ammo. That gets stale, really fast.
i got a question about all of this...
Can't someone slighty modify the price so you can buy ammo and at the same time save money to be able to buy another gun?
I liked the feeling and the challenge old ZS gave. You needed knowledge and all sorts of skills.>challenge
>challenge
>old ZS
pick one
I'm still going to say that old ZS had more individual skill requirements. New ZS might have more team-based system. That's why I like old one more. If there is one guy with cade kit, he can turn the whole gameplay around for favor of survivors. Or there might be a zombie that is very good at goomba-stomping and knows the maps very well to know where survivors usually are.>old ZS
My biggest hate against the new ZS is the new hit detection. Most of us have very high ping, which makes it very hard to hit opposite side. Now it just seems way too easy... But that's really my own stupidity.That sounds like youre complaining about it being fair.
Old ZS still had that prepare and save up for the later rounds or you are screwed feeling. You would have to fight the other survivors for those very important kills. And melee killing was basically an art. You might get goomba'd by a headcrab or the zombie might actually hit you and when it hits you once, it will hit you again. It just always happened to me...
I liked the feeling and the challenge old ZS gave. You needed knowledge and all sorts of skills.[/size]
And about melee, you CAN kill headcrabs with melee weapons and they CAN hit you back because of improved hit detection. That's not a downside, that's fair. You feel like going face up against a zombie to smack it around? Good. It can smack you around too.
:S I had no problem attacking humans in old zs being a headcrap... I actually got most of my kills being a headcrap...
That sounds like youre complaining about it being fair.
From what I understand you're saying we shouldnt try new things because we would have to learn them and it would be very hard. That's completely anti-progression.
HeyInstead of mentioning it, let's make it.
Hey guys
Hey, guys, listen.
Remember that "classic mode" perk we kept talking about?
...why don't we just make that?
Instead of mentioning it, let's make it.
So we can see how it will turn out and if people will enjoy it.
We'd need some of the older code though.
I wouldn't know how to make the ammo regeneration shit, auto-weapon upgrade and stuff.
I don't know why you consider new zs a challenge because the time i spend playing on nox all I had to do to survive was hide inside there cade. They make it right away and most of the noobs who have an hours worth of experience just run behind it for protection. The people who don't know anything about new zs and run outside die almost right away unless they manage to make it back to the cade. So its basically have a boring time up until the number of zombies reaches a good size or getting killed trying to run around and melee zombies.Please re-read the thread.
Prox and Alk keep sarcastically claiming (for the past 4 days almost nonstop) that old zs is so easy but the majority of the time humans lose, how can you claim its not a challenge when you cant survive a single game.You mean 2 days? Even so, what's so bad about it? And hell I guess surviving 7 waves without doing much shit is sure is a bad score.
And hiding behind the cade shooting into the exact same spot isn't difficult and if you guys think its a challenge then you are bad.Did I said it was a challenge? But still most of the times it's a bigger challenge then the old zs can give.
And there is alot of teamwork in old zs. If you get nades you give them to someone else so they can have a cade kit. People don't hog all the hp so other people can use them and they give people there weapons because they got new ones. They all help make the cade so you cant say old zs has no teamwork its very hard to survive on your own against 20 zombies.
Unless of course you make a sky cade and even then its almost impossible but there is a rule for that now so its not a problem (thank you alk and prox).To continue getting mad, please visit
www.youtube.com/watch?v=D9B35rfOdn8&
I stated my opinion and I did make it kind of personal too and im sorry. After 4 days of you guys sarcastically calling people scrubs and sarcastically claiming the server takes no skill I admit to getting kind of mad because i did get annoying. Next time ill just mute you.Wut.
I stated my opinion and I did make it kind of personal too and im sorry. After 4 days of you guys sarcastically calling people scrubs and sarcastically claiming the server takes no skill I admit to getting kind of mad because i did get annoying. Next time ill just mute you.Lol, whatever you say hot shot.
Yes, that's what I meant. We all like to kill zombies easily while for zombies it's hard to kill survivors. Like I said, it's stupid.
Bad detection with high ping = advantage for survivors = stupid but still fun as survivor
No. I said I'm still going to try it out. But if it doesn't feel anything like ZS, I'm not going to play.
Putting new Zs would result into many people leaving, so I'm afraid but the old Zs wins and will have to stay. Any further discussions are pointless...
Putting new Zs would result into many people leaving, so I'm afraid but the old Zs wins and will have to stay. Any further discussions are pointless...
If you would actually play Zs more yourselves, you would understand..
I'm lost, understand what exactly?Understand what people actually think about the old one and the new Zs, not to mention that the old Zs gets +10 players every time and the new usually has 0.
those 18 havent even played ZS for more than round and are against it because they find it too new.
To be fair i tried to play the new one, problem is no one was on at all yesterday only the old was full But that should tell you something right there...
I could say the same thing with wirebuild, Sledbuild being empty for X period of time [got nice and hopping yesterday before the DDoSing >_<] - one day, or one period of a day is hardly a good sample size at all.
You're right but I've been trying for like the last week and its always dead when i look...
Try nox, their ZS population is very very goodBut their community is full of stuck-up, raging assholes.
But their community is full of stuck-up, raging assholes.
Try nox, their ZS population is very very good
But their community is full of stuck-up, raging assholes.
Why not just wait for a new zs and or gmod 13 ?
Why not just wait for a new zs and or gmod 13 ?
I'm actually curious of how the zs will migrate with the new update. The entire HUD relies on HudPaint which doesn't exist in the update (I think along with limited MySQL support.)
It'll basically destroy the gamemode and a lot of stuff will have to be recoded.