Author Topic: Return of zs?  (Read 1054 times)

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Offline Deathie

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Re: Return of zs?
« Reply #45 on: May 25, 2012, 01:37:56 PM »
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Can we make it harder, then? New ZS feels too casualized. feels like a video game, it just doesn't feel right.

._.

The new ZS was way harder than the old one becuase the zombies didn't do pussy damage and could actually keep up with survivors.

It was actually, you know, fun to be a zombie because of that. The old ZS, half the team was nearly afk. In this one, I didn't mind being a starting zombie because of how easy it was to get kills as a zombie.

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.

In the new ZS, you couldn't just blast everything away while running. You're not going to get health for kills, and you're going to run out of ammo eventually. You need at least a support player with a medkit and an arsenal crate to keep the assault player alive.

And in the old ZS, deaths meant nothing. It didn't matter if you lost the guy with the peashooter, because the guy with the boomstick and 500 ammo can pick up the slack for him.

In the new one, say you lose the medic. There goes your ONLY life source. Say you lose the assault player. There goes your firepower. It's all dependent on how well structured your team is, and teamwork was key in the new ZS for survival.

Humans won too easily on old zs

Yeah, pretty much. Not to mention the amount of ragequits and AFK zombies before.

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.

Each map is different. Beachhead is a horrible example, since it was a really poor map. Inversion was actually asked by the creator of it to have it removed becuase he hated how unfair it was.

Saying that some maps are OP are an entirely different topic.

I remember beachhead specifically, was really easy for zombies to win becuase the fasties weren't complete pussies like before and wraiths were an effective zombie when working alongside other zombies to provide a distraction.

You couldn't do that before, since the second you popped out of a corner, you'd get blasted away with the force of a thousand peashooters.


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Offline Juan_Ambriz

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Re: Return of zs?
« Reply #46 on: May 25, 2012, 03:49:53 PM »
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._.

The new ZS was way harder than the old one becuase the zombies didn't do pussy damage and could actually keep up with survivors.

And because fast zombies collided with humans on impact AND they can move while hitting


It was actually, you know, fun to be a zombie because of that. The old ZS, half the team was nearly afk. In this one, I didn't mind being a starting zombie because of how easy it was to get kills as a zombie.

In the old ZS I got kills easy as a zombie so did other like DK, punisher, kurtis

In the new ZS, you couldn't just blast everything away while running. You're not going to get health for kills, and you're going to run out of ammo eventually. You need at least a support player with a medkit and an arsenal crate to keep the assault player alive.

People (when I played) didn't take the time to strategize what they wanted to be. People were just like "DERP DERP buy whatever I see"

And in the old ZS, deaths meant nothing. It didn't matter if you lost the guy with the peashooter, because the guy with the boomstick and 500 ammo can pick up the slack for him.

In the new one, say you lose the medic. There goes your ONLY life source. Say you lose the assault player. There goes your firepower. It's all dependent on how well structured your team is, and teamwork was key in the new ZS for survival.

Again, many people don't/didn't strategize

Yeah, pretty much. Not to mention the amount of ragequits and AFK zombies before.

Yes.

Each map is different. Beachhead is a horrible example, since it was a really poor map. Inversion was actually asked by the creator of it to have it removed becuase he hated how unfair it was.

Saying that some maps are OP are an entirely different topic.

I remember beachhead specifically, was really easy for zombies to win becuase the fasties weren't complete pussies like before and wraiths were an effective zombie when working alongside other zombies to provide a distraction.

You couldn't do that before, since the second you popped out of a corner, you'd get blasted away with the force of a thousand peashooters.

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Offline Deacon

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Re: Return of zs?
« Reply #47 on: May 25, 2012, 05:31:14 PM »
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Sounds like half and half. What about an option during the preround that you could use? It would give you a random weapon set to start and award you upgrades based on "kills" (points). It would emulate the gameplay style while still letting you play with the newer features.

We could do other things too.

Call it classic mode. 

Offline [TTPN] ShadowMoon

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Re: Return of zs?
« Reply #48 on: May 25, 2012, 06:08:39 PM »
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Conclusion: Just do old, if want enjoy new, go other servers.
Reason: 1 of the reasons I bought gmod and CSS is for rNd zombie survival, is the first server my friend introduced me, followed by rNd's Trouble in Terrorist Town

Offline Seb

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Re: Return of zs?
« Reply #49 on: May 25, 2012, 07:15:06 PM »
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Snivy, I don't know what server you played on, but humans almost NEVER won on old ZS unless it was something like inversion or a deathmap. I saw more human wins on the new ZS in the week that I played than I had seen over months of playing on the old ZS.
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Offline Deacon

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Re: Return of zs?
« Reply #50 on: May 25, 2012, 11:44:18 PM »
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Snivy, I don't know what server you played on, but humans almost NEVER won on old ZS unless it was something like inversion or a deathmap. I saw more human wins on the new ZS in the week that I played than I had seen over months of playing on the old ZS.

Must have been timing then, because humans won about 50% when I played.

Offline TehHank

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Re: Return of zs?
« Reply #51 on: May 26, 2012, 01:00:05 AM »
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Sometimes it feels good to die in the Old zs compared to the New Zs

Offline Travelsonic

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Re: Return of zs?
« Reply #52 on: May 26, 2012, 01:45:42 AM »
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If we do go with new ZS, I think we nid a rule regarding spawncamping w/ certain weapons - because I figured out on some of the house maps how to make the gun turrets ridiculously retarded - I mean spawn the turrets hanging from the awning aimed at the spawn killing them as they get out of the fog retarded.
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Offline Cake Faice

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Re: Return of zs?
« Reply #53 on: May 26, 2012, 08:58:41 AM »
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Conclusion: Just do old, if want enjoy new, go other servers.
Yes, because telling everyone in RND to gtfo to other servers instead of RND servers will totally solve everything.

Okay. We just need a system where either on roundly or weekly basis, we switch on and off the gamemodes. 1 week for old zs, 1 week for new zs, cycle repeats. Or 1 map old zs, 1 map new zs, so that way we can keep both fans of old and new ZS.
« Last Edit: May 26, 2012, 10:28:49 AM by Cake ecaF »

Offline Deacon

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Re: Return of zs?
« Reply #54 on: May 26, 2012, 12:43:08 PM »
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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

Offline Deathie

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Re: Return of zs?
« Reply #55 on: May 26, 2012, 01:16:11 PM »
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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

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.


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Re: Return of zs?
« Reply #56 on: May 26, 2012, 02:12:51 PM »
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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.

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

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Re: Return of zs?
« Reply #57 on: May 26, 2012, 02:16:31 PM »
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Everything is fine, just an old-styled UI and gaining WEAPONS through kills is what I want.

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.


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Re: Return of zs?
« Reply #58 on: May 26, 2012, 02:18:46 PM »
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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.

Offline Deathie

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Re: Return of zs?
« Reply #59 on: May 26, 2012, 02:32:48 PM »
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So yes, the melee animation and effects are client sided, but not the projectiles it uses.

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


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