.:`=-~rANdOm~`-=:. Game Servers (Read Only) > Discussion

Return of zs?

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Deathie:

--- Quote from: Deacon on May 26, 2012, 12:43:08 PM ---I truly think there's a middle ground to be found here.
A way to work with the actual functioning new version while emulating the classic play we used to love.

Seriously, hear me out with that

--- End quote ---

The issue seems to revolve around the points system.

People who like the old ZS prefer to just kill, kill, and kill.

I like the new ZS because it opens different play styles, especially for someone like me who likes to play a support class. I get rewarded for helping my teammates, not killing zombies. Same goes for people who buy arsenal and ammo crates.

I don't see a middle ground here, aside from the rotate every map.

If people are only complaining about the difficulty, just modify weapon and zombie damages. Everything is editable. Their speed, attack, health. It's just a matter of tweaking it in a way that "feels" like the old ZS (although, IMO, it's far more balanced now since it's way easier for zombies to make kills now).

As long as we keep the different roles/weapons/etc of the new ZS, and makes us actually able to pick what we want, then I don't care what's done to the rest of the gamemode.

And we can't modify the old ZS to add things from the new ZS, if we were to try some "middle ground". The new one was re-written entirely from the ground up. In terms of functionality, server load, and overall stability, the new one is far better. One thing that people have constantly complained about in the old ZS was melee hit detection. Since it's clientsided now, your latency is irrelevant. If you hit a zombie on your screen, you actually hit them. None of that server lag bullshit. It can also support more players with less lag since the way players collide with each other is completely different.

Also, not to mention the ability to walk in+out of barricades, so no more QQing about earlycaders.

Seb:

--- Quote from: Snivy M.D. on May 26, 2012, 01:16:11 PM ---The issue seems to revolve around the points system.

People who like the old ZS prefer to just kill, kill, and kill.

I like the new ZS because it opens different play styles, especially for someone like me who likes to play a support class. I get rewarded for helping my teammates, not killing zombies. Same goes for people who buy arsenal and ammo crates.

I don't see a middle ground here, aside from the rotate every map.

If people are only complaining about the difficulty, just modify weapon and zombie damages. Everything is editable. Their speed, attack, health. It's just a matter of tweaking it in a way that "feels" like the old ZS (although, IMO, it's far more balanced now since it's way easier for zombies to make kills now).

As long as we keep the different roles/weapons/etc of the new ZS, and makes us actually able to pick what we want, then I don't care what's done to the rest of the gamemode.

And we can't modify the old ZS to add things from the new ZS, if we were to try some "middle ground". The new one was re-written entirely from the ground up. In terms of functionality, server load, and overall stability, the new one is far better. One thing that people have constantly complained about in the old ZS was melee hit detection. Since it's clientsided now, your latency is irrelevant. If you hit a zombie on your screen, you actually hit them. None of that server lag bullshit. It can also support more players with less lag since the way players collide with each other is completely different.

Also, not to mention the ability to walk in+out of barricades, so no more QQing about earlycaders.

--- End quote ---

Everything is fine, just an old-styled UI and gaining WEAPONS through kills is what I want.

Deathie:

--- Quote from: Mark Antony on May 26, 2012, 02:12:51 PM ---Everything is fine, just an old-styled UI and gaining WEAPONS through kills is what I want.

--- End quote ---

What's wrong with points?

They're universal, and it doesn't force support roles to have to get kills to get stuff.

Unless you're talking about the old style of "kill, get random weponz, kill moar", in which case, I disagree with since it prevents people from playing the way they prefer to play.

Tezuni:
I doubt melee hit detection is client sided.  Hax would be so easy. 

In most games, everything is rendered client side except: movements and projectiles (that means melee too).
So yes, the melee animation and effects are client sided, but not the projectiles it uses.

Deathie:

--- Quote from: Tezuni on May 26, 2012, 02:18:46 PM ---So yes, the melee animation and effects are client sided, but not the projectiles it uses.

--- End quote ---

In the new ZS, the hit detection is clientsided, unlike before where only the anims and effects were.

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