Author Topic: Testing New ZS  (Read 350 times)

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Offline Prox

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Re: Testing New ZS
« Reply #15 on: August 15, 2012, 03:22:04 AM »
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Haven't played it on our servers yet but I'll give a few suggestions that I can remember:

Fast and regular head crabs and fast zombie damage should be anywhere from 5 to 7 and definitely not 10 or 9. I don't think that steering is necessary.

The most expensive rifle is fine since it costs a lot(more then 200 points) and it's pretty hard to get one and in most games, it might be impossible.

All the health values are fine as much as I remember.

Also, why would you put a password? I mean what's the point? It's much better to test it with more people in it + it's not a boring game of 5 people.

« Last Edit: August 15, 2012, 10:35:29 AM by Prox »


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Re: Testing New ZS
« Reply #16 on: August 15, 2012, 10:55:51 AM »
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Also, why would you put a password? I mean what's the point? It's much better to test it with more people in it + it's not a boring game of 5 people.

Usually I give the community a chance to test some shiz without being prevented by uncooperative guests.
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Offline Prox

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Re: Testing New ZS
« Reply #17 on: August 15, 2012, 11:05:35 AM »
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Usually I give the community a chance to test some shiz without being prevented by uncooperative guests.
The only thing we need to test is gameplay(there aren't any glitches, are there?), so even if guests refuse to help that's not a problem.


Offline Prox

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Re: Testing New ZS
« Reply #18 on: August 15, 2012, 12:27:57 PM »
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If possible you should apply these changes to the game:

Enable all of the props since shelves are disabled or removed idk.
Lower head crabs and fast zombies damage to 5.
Perhaps lower the zombie health and damage values to the ones we had in the old Zs or at least slighty lower them.
Make the beacon to be free instead of 10 points, it was like that in snivy's server and it worked pretty nice and there's no point in wasting 10 points for the beacon anyways.
Lower arsenal crate value in the worth menu from 50 to 30.
Lower resupply crate value in the worth menu from 70 to 40.
Lower pistol value in the worth menu from 40 to 30.
Lower carp hammer value in the worth menu from 45 to 30.


It would be nice to have the same values as we had on snivy's server.

Might think of more later. Remember those are only suggestions.
« Last Edit: August 15, 2012, 01:49:50 PM by Prox »


Offline Lazer Blade

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Re: Testing New ZS
« Reply #19 on: August 15, 2012, 01:43:54 PM »
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Also whenever you get hit by any zombie class you get slowed down,
can you make it so that when you get hit you maintain your speed ?

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Re: Testing New ZS
« Reply #20 on: August 15, 2012, 01:46:29 PM »
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Also whenever you get hit by any zombie class you get slowed down,
can you make it so that when you get hit you maintain your speed ?

That's one of the things that add to the co-op aspect of the game.

You should never venture off alone in the new ZS. You're only asking to get assraped.


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Offline Seb

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Re: Testing New ZS
« Reply #21 on: August 15, 2012, 01:55:20 PM »
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Reason I say that you should be right next to someone to land a successful attack was because that Wraiths do a fuckton amount of damage, nearly half your health.


Yeah, but so do Poison Zombies. And they have about the same range. Any variation in zombie attack ranges was very slight.


Also, poison headcrab bite should do more damage. At the moment it's 50 over time, with only 20 being permanent damage. Since you've gotta be a dumbass to be bit by one in the first place, damage should be a little more severe. 80 over time, 45 of which is permanent is what I say.

Keep in mind it takes over a second to launch forward, and you stand still the whole time and you can't change your direction.
« Last Edit: August 15, 2012, 01:57:39 PM by Seb »
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Offline Deathie

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Re: Testing New ZS
« Reply #22 on: August 15, 2012, 02:17:16 PM »
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Yeah, but so do Poison Zombies. And they have about the same range. Any variation in zombie attack ranges was very slight.


Also, poison headcrab bite should do more damage. At the moment it's 50 over time, with only 20 being permanent damage. Since you've gotta be a dumbass to be bit by one in the first place, damage should be a little more severe. 80 over time, 45 of which is permanent is what I say.

Keep in mind it takes over a second to launch forward, and you stand still the whole time and you can't change your direction.

I think you're forgetting their poison balls.

A lot of people die because someone is pretty good at lobbing gunk, and can get it inside of cades that have open spots, with the headcrab being in a place that's impossible to shoot at.


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Offline Prox

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Re: Testing New ZS
« Reply #23 on: August 15, 2012, 02:39:50 PM »
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I think that poison headcrabs are fine.

Also it would be nice to see more people suggesting stuff or discussing the suggested changes.


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Re: Testing New ZS
« Reply #24 on: August 15, 2012, 05:53:58 PM »
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I think we should lower the turret from 70 points to around 55
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Offline Seb

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Re: Testing New ZS
« Reply #25 on: August 15, 2012, 06:48:41 PM »
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I think you're forgetting their poison balls.

A lot of people die because someone is pretty good at lobbing gunk, and can get it inside of cades that have open spots, with the headcrab being in a place that's impossible to shoot at.

...that has nothing to do with the headcrab bite attack. The secondary is actually pretty underpowered, the whole disorientation is scarier than the damage you're actually dealt, which is 25 immediately and 4 permanently.

The bite attack is way too underpowered for something that takes such a long time to actually use, something that makes you a sitting duck for that duration of time, and something you could probably count on your hands how many times it's even connected.



Oh, and I just remembered normal zombie damage is 36. That seems a little high, 33 would be great.





I think we should lower the turret from 70 points to around 55

No.
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Offline Tezuni

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Re: Testing New ZS
« Reply #26 on: August 15, 2012, 11:50:03 PM »
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Seb do you go by a different name in-game?  I never see you around.

Anyways, most of what you suggest is aimed at making it easier for humans.  New ZS shouldn't be easier for humans.  Snivy had it right.

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Re: Testing New ZS
« Reply #27 on: August 16, 2012, 07:21:34 AM »
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Seb do you go by a different name in-game?

Yep.



Most of what you suggest is aimed at making it easier for humans.  New ZS shouldn't be easier for humans.  Snivy had it right.

Some of what I'm suggesting is based on that, have I not suggested drastically raising the poison crab's bite damage and keeping Wraith attack reach to what it is now? Or keeping the turret price what it is, instead of lowering it?

I'm suggesting things that will make the game easier for both parties and get things started a little faster.
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Re: Testing New ZS
« Reply #28 on: September 01, 2012, 08:37:39 PM »
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Oh, and I just remembered normal zombie damage is 36. That seems a little high, 33 would be great.


I agree on the normal zombie damage, Its like 3 hits your dead. 4 hits should do the trick since you need 4 redemptions...you know what I mean?
« Last Edit: September 01, 2012, 08:39:51 PM by DJ Ninja »
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