.:`=-~rANdOm~`-=:. Game Servers (Read Only) > Discussion
Old ZS VS New ZS?
Targnil:
--- Quote from: Cake ecaF on August 15, 2012, 12:42:38 PM ---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.
--- End quote ---
With the zombies teaming on humans I don't personally recall barely any map being in favor of the humans in the old zs.
Still clearly most of the matches is won by the zombies when they team up properly in large numbers.
In the end, the new zs only makes it harder for humans like I stated
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.
Seb:
--- Quote from: Targnil on August 15, 2012, 01:19:07 PM ---With the zombies teaming on humans I don't personally recall barely any map being in favor of the humans in the old zs.
--- End quote ---
You better not be serious.
Cake Faice:
--- Quote from: Targnil on August 15, 2012, 01:19:07 PM ---In the end, the new zs only makes it harder for humans like I stated
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.
--- End quote ---
I 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.
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.
Prox:
So far the new Zs seems to be getting more attention then the old one.
The punisher:
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 ask those retarded noobs your 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!).
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version