Author Topic: asdaf temp zs suggestions thread  (Read 1523 times)

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Offline Deacon

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Re: asdaf temp zs suggestions thread
« Reply #120 on: February 26, 2012, 09:37:26 AM »
+2
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.

Offline Juan_Ambriz

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Re: asdaf temp zs suggestions thread
« Reply #121 on: February 26, 2012, 09:47:22 AM »
0
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.
Oh god yes.

THANKS CRYPTO BB



Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #122 on: February 26, 2012, 10:54:34 AM »
0
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.


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Re: asdaf temp zs suggestions thread
« Reply #123 on: February 26, 2012, 11:42:42 AM »
0
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.

I find this game mode much more balanced then the old one. People don't rage quit as much as they used to do in the old version when they were picked to be zombies so I think that we shouldn't make it exactly the same as the old one.
   Other then that, I don't see a problem with making the weapons randomly unlocked. Also zombies unlock by waves in this game mode as well.


Offline Juan_Ambriz

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Re: asdaf temp zs suggestions thread
« Reply #124 on: February 26, 2012, 01:07:49 PM »
0
Ok so here is what I think about the new ZS
What I dislike,

Only 6 waves, completely fucked up time based maps.

Fast head crabs can keep jumping and jumping without some sort of noticeable delay, and somewhat hard to kill them so they deal like 40-60 of your health....

Headcrabs seem a bit to powerful

Fast Zombies.... Fucking way too OP, not only do they hit while they walk, but it's like you collide into them so you can't move, usually they rape you as soon as they touch you...

Weapon buying and point system.- I liked how before you just had to worry about not getting raped, now you have to fucking pause, and buy weapons, which I know you might say "BUY IN-BETWEEN WAVES!!", well zombies are still around in mid-Waves, so they can still rape you.

A battery for your flashlight

No armor or ammo crates.
-----
What I like about ZS

Your screen shifts left when you turn left and same with right, I just think that looks really good, keep that..

A ghoul Zombie, finally something different from regular zombie

Animation Fixes

New weapons.

The assist system, now people can't really complain about "kill steals" and stuff
--------
Now where am I going with this?
Well as deacon mentioned we should try to make this like the older ZS, as I liked that...
Just that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU" I miss that, when you humans ACTUALLY lived....
 :dukenukem:

THANKS CRYPTO BB



Offline Deathie

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Re: asdaf temp zs suggestions thread
« Reply #125 on: February 26, 2012, 01:38:14 PM »
0
Ok so here is what I think about the new ZS
What I dislike,

Only 6 waves, completely fucked up time based maps.
No, the current maps that are fucked up (checkpoint, chambers, ect) are because the way the gamemode triggers waves is different from the old ZS.

Fast head crabs can keep jumping and jumping without some sort of noticeable delay, and somewhat hard to kill them so they deal like 40-60 of your health....
They're easy to kill with a melee, but then again, that's an opinion. I'll reduce the time in-between pounces for headcrabs. They deal the same damage they did on the old gamemode though.

Fast Zombies.... Fucking way too OP, not only do they hit while they walk, but it's like you collide into them so you can't move, usually they rape you as soon as they touch you...

They're not. You can outrun them if you'd face the other way and start running. They only have 125 health, so most guns can take them out really easily. A shotgun blast to the face is all you need.

Weapon buying and point system.- I liked how before you just had to worry about not getting raped, now you have to fucking pause, and buy weapons, which I know you might say "BUY IN-BETWEEN WAVES!!", well zombies are still around in mid-Waves, so they can still rape you.

Buy in-between waves.

But no, seriously. That's what makes this gamemode different from the old, and what I love about it. You're not forced to weapons or tools that you don't want or can use. With the way it's structured right now, you're able to play to the style you like to play, and makes the entire thing funner since you're not just dragging on with whatever the game decided to give you.


A battery for your flashlight

It was requested a while ago ._.
Anyways, that can be disabled if more people want it. I think it's cool though.


No armor or ammo crates.

> Implying that's a bad thing.
--------
Just that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU" I miss that, when you humans ACTUALLY lived....

The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

The "OP" zombie classes make it so theres a real fear element in the game. If you venture off by yourself, you're fucked and even 20 humans vs 3 zombies will get wiped out if they're not careful.


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Offline Hotgreensoldier

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Re: asdaf temp zs suggestions thread
« Reply #126 on: February 26, 2012, 02:05:46 PM »
0
For me, I'm completely fine with the new Zs, only thing I don't like is how hard it is to hit fast headcrabs...
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Offline Deacon

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Re: asdaf temp zs suggestions thread
« Reply #127 on: February 26, 2012, 02:06:46 PM »
0
I love you. But what the hell does that last thing mean?

i--er
goddammit

i mean, random guns are awarded for "kills"
like it used to be.

Offline Juan_Ambriz

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Re: asdaf temp zs suggestions thread
« Reply #128 on: February 26, 2012, 02:36:28 PM »
0
The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

The "OP" zombie classes make it so theres a real fear element in the game. If you venture off by yourself, you're fucked and even 20 humans vs 3 zombies will get wiped out if they're not careful.


Im sorry for whining like a bitch, its because I played the old ZS 24/7, it's gonna take me a bit to adapt...
But thanks for fixing the head crabs.... And about the flashlight, I sort of find it cool but, in dark maps when you only have one battery, your fucked because then you can't see anything....

THANKS CRYPTO BB



Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #129 on: February 26, 2012, 03:52:14 PM »
0
The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

But humans rarely actually won. The final push, in which the cade was broken and all hell broke loose, was probably the best part of the game for both sides. For the humans, they had been getting the kills and living with what they'd gotten, and that was the time to prove how long they could live, in the "every man for himself" stage. For the zombies, jumping through something that kept you back for so long and feeding on the soft meat inside was what made up for all the strategizing, failing, and occasional through-cade hits that had led up to that. I actually see the humans win much more often in the new ZS than the old one.

The new one is good, and has plenty of things above the old one. But, Juan has a point about that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU". As frustrating as those were, they forced you to adapt instead of adopting a strategy of repetition like the new one does, where you choose your weapons.

If I headed this, I'd do something like this:
-raise ammo box prices, keeping the range around 10-15 points (pistol ammo only 6 points)
-35 points grants you tier-2 pistol at a cost of 10 points
-75 points grants you SMG at a cost of 20 points
-160 points grants you shotgun at a cost of 40 points
-hell knows after this

I don't know if this is possible, but I think it's a perfect blend of old and new.
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Offline Deacon

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Re: asdaf temp zs suggestions thread
« Reply #130 on: February 28, 2012, 05:29:35 PM »
0
Add a "tool": A lamp that gives off ambient light. Not as bright as a direct flashlight but enough to see around a small room in the dark

Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #131 on: February 28, 2012, 08:15:25 PM »
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Add a "tool": A lamp that gives off ambient light. Not as bright as a direct flashlight but enough to see around a small room in the dark


don't like it
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Offline Deacon

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Re: asdaf temp zs suggestions thread
« Reply #132 on: February 28, 2012, 08:18:02 PM »
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Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #133 on: February 28, 2012, 08:30:54 PM »
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Offline Deacon

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Re: asdaf temp zs suggestions thread
« Reply #134 on: February 28, 2012, 08:48:06 PM »
0
i dunno, i just don't
its something that is incredibly simple. for <___>  points you get a dim light. whats not to like?