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Post by max on Dec 7, 2010 22:35:08 GMT 1
Post any suggestions in this thread or make a new topic in this board. Examples:
- Add stun - Add more zombies if there are more humans (e.g. 1 vs 10, 2 vs 20) - Remove weapon stealing - When zombie dies, he should freeze and respawn 10 seconds later
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Post by reality on Dec 7, 2010 23:26:48 GMT 1
Suggestions:
- Stabbing/bludgenoing a zombie gives you ammo to shoot. - teleport nade for the starting zombie at begin of a round. - rules for boosting on buildings while .. zombie(s) at blue team.
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Post by derocketsl on Dec 8, 2010 10:45:05 GMT 1
+ Faster zombies + Less damage on human weapons(but more or even unlimited ammo clips; but not amount of bullets in 1 clip cause zombies have no chance in that case imo) + Zombies should need only 1 hit to "kill" someone + When zombie gets shot it should slow down for short period of time + Zombies should regenerate HP after a while. I.e 1hp/sec after not being shot for X amount of time.
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Post by makeveli on Dec 8, 2010 10:57:03 GMT 1
Make weapons pickup. Hiders should be able to get knives while stunning When a zombie hits you it pulls you back. It's impossible to escape then.
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Post by max on Dec 8, 2010 12:27:20 GMT 1
Thank you for your suggestions. Suggestions: - Stabbing/bludgenoing a zombie gives you ammo to shoot. - teleport nade for the starting zombie at begin of a round. - rules for boosting on buildings while .. zombie(s) at blue team. 1. I like this one. We could add Bludgeon Stun. Bludgeoning will slow the zombie just like in H&S. For each bludgeon you get 5 ammo.To prevent AFK abuse, we can limit the maximum ammo to 15 (ammo pickups can still extend the 15 ammo of course). 2. This is already possible by modifying hs_availableWeapons. I'm not sure if this is very useful for the first zombie though. 3. In my opinion most boosts should be blocked instead. Hiding and boosting should not be a big part of this gametype. Make weapons pickup. Hiders should be able to get knives while stunning When a zombie hits you it pulls you back. It's impossible to escape then. 4. I'm not sure what you mean by this. If you drop your shotgun, you drop an ammo package instead which others can pick up. When a human dies he will also drop his shotgun ammo. 5. See 1. 6. Making zombies kill in one hit instead seems like the better solution. + Faster zombies + Less damage on human weapons(but more or even unlimited ammo clips; but not amount of bullets in 1 clip cause zombies have no chance in that case imo) + Zombies should need only 1 hit to "kill" someone + When zombie gets shot it should slow down for short period of time + Zombies should regenerate HP after a while. I.e 1hp/sec after not being shot for X amount of time. 7. Not needed I think, zombies are perfectly capable of killing humans at the moment. An exception is perhaps the first zombie, but we can solve this by adding an additional starting zombie if more than X humans (X = 12?). 8. The shotgun damage is already very low. It takes 5 headshots from close distance to kill a zombie. From a large distance it can take 15-20 shots. I think it's important that humans don't have a lot of ammo so that there is a risk of running out of ammo. If they would have inifinite ammo they could easily keep "raping" zombies and that is unfun. Also remember that humans drop their shotgun ammo when they die, so that there is a continuing supply of ammo. 9. This takes some skill away (headshots). Other than that I like it. 10. Disagree. This would be unfun. Imagine you're a zombie and you're attacked by 5 humans; you will keep being slowed until you die, unable to kill anyone. 11. Nice suggestion! When I'm a zombie I often \kill to gain full HP. Auto healing would be great (e.g. if you've not been hit for 5 seconds, you gain 5 health per second).
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Post by Charlie on Dec 8, 2010 12:40:20 GMT 1
I like auto healing. Unlimited ammo would however become too easy for humans to rape zombies like max said.
Instead of unlimited ammo I suggest more powerful and fun weapons as you gain a zombie kill. Kinda like gun game, you start with a noob weapon, you kill a player (in this case a zombie) and you are rewarded with a better gun. This might prevent humans from camping or hiding because if they want nice weapons they rush zombies and actually try to kill them, rather than coward out.
What you think max? And others.
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Post by derocketsl on Dec 8, 2010 13:19:18 GMT 1
max. The slowdown would perhaps slow zombies down to HUMAN speed while they are in reality faster? OR Every human starts with 1 THROWABLE knife that would be 'emergency knife' if things are getting too messy ;D? slizerLink it with buy-system. Get $ for killing zombies; buy better weapons if you got enough.
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Post by firestarter on Dec 8, 2010 13:31:43 GMT 1
well you can pickup bulelts when someone dies
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Post by max on Dec 8, 2010 13:37:02 GMT 1
Good that we agree on auto healing.
I don't really like the throwable knife because the first zombie must be able to kill a human easily. Perhaps the knife can be added later in the round.
Like I said I don't think extra speed is needed for zombies because they can kill humans quite easily at the moment. I little bit extra speed (say, +30) could be OK because zombies are slowed slightly when they are hit.
Getting extra weapons as the round or map progresses makes sense though. More zombies means that you need more powerful weapons. In my opinion there are three ways of adding more weapons:
1. When a zombie is killed there is a chance that he drops a random weapon (e.g. 70% no weapon, 15% Submachine, 10% M60, 5% RPG). 2. Put weapons in random secret places in the map each round. Least attractable option. 3. Buy weapons for points. Is quite bad as well, because in later rounds everybody buys powerful weapons to cripple the lone zombie.
So perhaps a weapon drop system is usable? I like that you are able to win the lottery by killing a zombie, and blow them up occasionally with an RPG.
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Post by makeveli on Dec 8, 2010 13:52:02 GMT 1
A random chance of a weapon drop is by far the best sulution I think
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Post by firestarter on Dec 8, 2010 13:58:39 GMT 1
and yeah, are you guys gonna change the spawn location in maps, because every time i lose shotgun
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Post by ρωиɑɦ on Dec 8, 2010 14:09:46 GMT 1
I think the server must start with a zombie. But to expand that " virus " i think zombies need to have some good things. Or will happen like the current " seekers ".. nobody wanna be seeker..
Like, was good some extra-things to zombies like... regeneration after x time... much health... 1 granade of fire ( granade of infection, who hits becomes Zombie " only in special ocasions that max should think :S).
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Post by makeveli on Dec 8, 2010 15:08:24 GMT 1
Good point too Pwnah. I was zombie for a while and it wasn't fun at all! people shooting shotgun all the time, killing me, slowing me down while I had no special effects at all to do. However, the firenade would be very bad. It's hardly to miss the fire nade at all. + when there are like 4 people boosted on a specific spot you could throw the nade and infect them all. That would be way to easy.
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Post by max on Dec 8, 2010 15:28:16 GMT 1
I think the server must start with a zombie. But to expand that " virus " i think zombies need to have some good things. Or will happen like the current " seekers ".. nobody wanna be seeker.. This has proved to be a common misconception. You see, we added lots of powerups for seekers exactly for this reason (invisible goggles, briefcase, MM1, box nades, teleport nade). Still nobody wants to be a seeker. It's just unavoidable that players don't want to be a zombie. Here's my solution though. The first zombie in the round is stored. Next round, this zombie will join humans and will get compensation because it was a zombie last round (for example, it gets a weapon / more ammo / a powerup). Nice solution, don't you think?
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Post by reality on Dec 8, 2010 15:38:09 GMT 1
1. I like this one. We could add Bludgeon Stun. Bludgeoning will slow the zombie just like in H&S. For each bludgeon you get 5 ammo.To prevent AFK abuse, we can limit the maximum ammo to 15 (ammo pickups can still extend the 15 ammo of course). Stabbing is way funnier/better then bludgeoning :/ Maybe a empty ak, and when you stab a zombie you get 1 bullet each stab.
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Post by LaFouiny on Dec 8, 2010 15:44:07 GMT 1
Maybe a empty ak, and when you stab a zombie you get 1 bullet each stab. I think this one is good. But change Sniper to AK? Because with sniper its very easy to kill a zombie.. its fun for the humans but not for the zombies
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Post by ρωиɑɦ on Dec 8, 2010 16:10:36 GMT 1
Yep max, but to be a zombie must be Randomly. And humans should not have 10 points more for surviving.. Who survives should be out of the " randomly list " of next zombies. Its my opinion. And high scores should be removed.
PS: Max go check my suggestions thread please.
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Post by reality on Dec 8, 2010 16:44:29 GMT 1
Something special has to be added, its getting bored each time you got killed you have to hunt the humans..
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Post by Charlie on Dec 8, 2010 17:03:44 GMT 1
- I agree with the random weapon drop system. This is a very fun idea, but powerful weapons shouldn't be "enabled" until there's at least a few zombies. - I don't feel the same being the first zombie as being a seeker in h&s, in h&s you are seeker for the whole map, on h&z you are just first zombie if you die as first human, this is a small chance the more players who are in the server. - I think all last survivors should be rewarded with the same type of weapon, let's say we give them all a sniper (lower ammo), or more shotty ammo for next round, what ever. Then we just add M4 and all other weapons in the random weapon drop system. - I also agree with Pwnah with 10 points. Surviving a round shouldn't give that much score cause normally you kill maybe 3 zombies per round, so as a human you're better off camping to get those 10 points and eventually win the map this way.
About the stunning. Max, if you don't like throw knives, maybe use bludgeon as stunning and you get more ammo or something + you slow the zombie down.
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Post by Maos on Dec 8, 2010 17:19:40 GMT 1
3rd survive human will get pistol with some stun bullets.
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