Author Topic: Return of zs?  (Read 1048 times)

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Offline Seb

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Re: Return of zs?
« Reply #30 on: May 24, 2012, 02:22:40 PM »
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Every person I asked just spewed out "It's not the same" or "It doesn't feel like ZS". I always thought it was just people having problems accepting change.

I gave you some suggestions, like earning WEAPONS through kills and 10 waves. That's really the only thing that rustles my jimmies.
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Offline Cake Faice

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Re: Return of zs?
« Reply #31 on: May 24, 2012, 02:26:08 PM »
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You didn't have to concentrate so much on your points and how much some shit costs. All you had to care about was kills, and killing.

You didn't have to waste time buying ammo and health and such it would just regenerate.
Wat, you have wave intermissions to concentrate on how much shit costs and your points, but during the rounds you care about the kills and killing.

And the buying health and ammo thing, the regenerations were about as useful as a clean jazz guitar in a heavy death metal song. Half the time you got the health vial which healed virtually nothing, and you only got 10 bullets for pistols, 30 bullets for SMG's, and like 8 for shotguns every minute. So if you're deep in war, you're kinda fucked.

Offline Seb

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Re: Return of zs?
« Reply #32 on: May 24, 2012, 02:27:35 PM »
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Wat, you have wave intermissions to concentrate on how much shit costs and your points, but during the rounds you care about the kills and killing.

And the buying health and ammo thing, the regenerations were about as useful as a clean jazz guitar in a heavy death metal song. Half the time you got the health vial which healed virtually nothing, and you only got 10 bullets for pistols, 30 bullets for SMG's, and like 8 for shotguns every minute. So if you're deep in war, you're kinda fucked.

And it was that feeling that made ZS fun. The feeling of having to conserve your resources. It was actually a little scary.
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Offline [TTPN] ShadowMoon

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Re: Return of zs?
« Reply #33 on: May 25, 2012, 05:24:49 AM »
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Since some of you want new zs, why don'y just find for the latest zs version server like NoxiousNet..
Somehow, rNd is famous for the old zs. If it changes..... :( :'(

Offline Doctor Who

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Re: Return of zs?
« Reply #34 on: May 25, 2012, 06:47:31 AM »
+1

And also because I spent most of my like 500 or so hours on that ZS

In fact that ZS was the ONLY reason why I bought Garrys Mod
Yeah, I had the same reason on why I bought GarrysMod for the fun on whatever I chose to play along with 2803.2 played time on GarrysMod

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Offline Juan_Ambriz

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Re: Return of zs?
« Reply #35 on: May 25, 2012, 07:28:40 AM »
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Wat, you have wave intermissions to concentrate on how much shit costs and your points, but during the rounds you care about the kills and killing.

And the buying health and ammo thing, the regenerations were about as useful as a clean jazz guitar in a heavy death metal song. Half the time you got the health vial which healed virtually nothing, and you only got 10 bullets for pistols, 30 bullets for SMG's, and like 8 for shotguns every minute. So if you're deep in war, you're kinda fucked.

Well see I wouldn't want to worry about it at all. Between waves I worry about creating a Cade....

And also

And it was that feeling that made ZS fun. The feeling of having to conserve your resources. It was actually a little scary.

THANKS CRYPTO BB



Offline Lazer Blade

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Re: Return of zs?
« Reply #36 on: May 25, 2012, 08:02:45 AM »
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Now this could be a stupid idea but what if we had both the new and the old zs servers ?

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Re: Return of zs?
« Reply #37 on: May 25, 2012, 08:23:46 AM »
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Like, how about something that every 2 rounds, it changes to the new zs, and every 1 round , it changes to the old zs, like this:
1: old zs 2:new zs
112112112112112112112112 and so on.
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Offline Deacon

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Re: Return of zs?
« Reply #38 on: May 25, 2012, 09:34:46 AM »
+1
Or we could run the old, modify the new, and try the modified version on the rotation server for a week.

See which one truly sucks more.

Offline Seb

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Re: Return of zs?
« Reply #39 on: May 25, 2012, 09:54:45 AM »
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Or we could run the old, modify the new, and try the modified version on the rotation server for a week.

See which one truly sucks more.
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Offline Deathie

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Re: Return of zs?
« Reply #40 on: May 25, 2012, 11:36:43 AM »
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Alright, might as well explain why I prefer the new ZS.

New features aside, the main reason I prefer the new ZS over the old one is becuase of the selectable weapons.

Before, everyone was sort of equally armed, only varying by how many kills you have. By the end game, you're literally a one-man army. There's no "fear" in that. There's no repercussions for losing a teammate. There's nothing holding you back from sitting in your little corner of the map and waiting there for the map to change.

Now, people can be selective about what they want to be. There's more variety and more choices for people, and everyone went with their own "class". People who wanted to sit back and let the money roll in could just buy a weapon and ammo crate. They didn't have to do much, and it provided help for the other players. People who wanted to play more of a support class (like me) could just get a medkit, load it up with juice, and run around keeping my team alive. The people who wanted to just shoot zombies and not worry about anything else could just start off with some big guns and start blasting away.

Everyone relied on each other. There was no lone-wolfing, you had to have some real teamwork to succeed. It actually, you know, felt like a co-op game. Not some mindless "hurdur hide behind cade and shoot shoot shoot shoot". It allowed people to play the way they liked, they were able to chose their role. Each player was unique, not like before where everyone was identical. Now it ACTUALLY MATTERS when someone dies.

Everyone came together to win. It wasn't just a game of last man standing like before.

Anyways, there's plenty of tweaks that can be done to the new ZS to have more of the old style. The only things I'd like to keep are the point shop and the new weapons/guns/perks. Do what you want to the round timers, damage, and wave limit to fit the old ZS. The new one is perfectly balanced as it was.

And Deacon, if anything, the new ZS encourages you to run around like an idiot. Zombies are easier to kill now, and you can walk in-and-out of barricades.


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Offline Seb

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Re: Return of zs?
« Reply #41 on: May 25, 2012, 12:30:09 PM »
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And Deacon, if anything, the new ZS encourages you to run around like an idiot. Zombies are easier to kill now, and you can walk in-and-out of barricades.

Can we make it harder, then? New ZS feels too casualized. feels like a video game, it just doesn't feel right. I'm perfectly fine with everything BUT the selectable weapons. I'd like to get what I get and live with it, or die trying.

everything else is great, though. Something that'd really gain a + from me would be to put the UI.
« Last Edit: May 25, 2012, 12:40:23 PM by Mark Antony »
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Offline Astropilot

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Re: Return of zs?
« Reply #42 on: May 25, 2012, 12:37:24 PM »
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Alright, might as well explain why I prefer the new ZS.

New features aside, the main reason I prefer the new ZS over the old one is becuase of the selectable weapons.

Before, everyone was sort of equally armed, only varying by how many kills you have. By the end game, you're literally a one-man army. There's no "fear" in that. There's no repercussions for losing a teammate. There's nothing holding you back from sitting in your little corner of the map and waiting there for the map to change.

Now, people can be selective about what they want to be. There's more variety and more choices for people, and everyone went with their own "class". People who wanted to sit back and let the money roll in could just buy a weapon and ammo crate. They didn't have to do much, and it provided help for the other players. People who wanted to play more of a support class (like me) could just get a medkit, load it up with juice, and run around keeping my team alive. The people who wanted to just shoot zombies and not worry about anything else could just start off with some big guns and start blasting away.

Everyone relied on each other. There was no lone-wolfing, you had to have some real teamwork to succeed. It actually, you know, felt like a co-op game. Not some mindless "hurdur hide behind cade and shoot shoot shoot shoot". It allowed people to play the way they liked, they were able to chose their role. Each player was unique, not like before where everyone was identical. Now it ACTUALLY MATTERS when someone dies.

Everyone came together to win. It wasn't just a game of last man standing like before.

Anyways, there's plenty of tweaks that can be done to the new ZS to have more of the old style. The only things I'd like to keep are the point shop and the new weapons/guns/perks. Do what you want to the round timers, damage, and wave limit to fit the old ZS. The new one is perfectly balanced as it was.

And Deacon, if anything, the new ZS encourages you to run around like an idiot. Zombies are easier to kill now, and you can walk in-and-out of barricades.

We could make it so we can choose one of the 3 starter pistols in the start of the round. Also I wouldn't agree on the no lone wolfing thing in the new ZS. Pretty much with a big gun you can blast away everything while running around. In the old ZS we had to work for our weapons. That encourages everyone to keep getting kills. Also deaths were important in the old ZS. If someone dies humans lose firepower. Less firepower means zombies can overrun us. So we gotta keep everyone alive.
« Last Edit: May 25, 2012, 12:46:41 PM by Astropilot »

       
                                                

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Offline Tezuni

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Re: Return of zs?
« Reply #43 on: May 25, 2012, 12:52:52 PM »
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Humans won too easily on old zs

Offline Astropilot

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Re: Return of zs?
« Reply #44 on: May 25, 2012, 12:56:53 PM »
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Humans won too easily on old zs

I disagree. On certain maps like mine (zs_beachhead) sure humans won easy. The rest of them were hard to survive in such as Inversion, Bunker, or Stormier.

       
                                                

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