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Jason0905

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About Jason0905

  • Birthday 05/09/1995

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    Jason0905

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    Great Yarmouth

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  1. Whilst this was also my favourite iteration to play (I never played zs pre Deluvas days), I would definitely have to interject maybe the balance wasn't perfect! The classes were fairly balanced for sure and they had great synergy, can certainly remember sticking together with power classes like Damien's commando or the berserkers who'd always need topping off. But certain upgrades in the green coin shop combined with some classes could potentially make you very hard to kill, compared to a new player anyway. Medic's healing rate in particular was very strange, you'd heal 1 health per 1 kit charge until level 4 where you could then heal others at a 2:1 ratio and yourself for 2:1 at level 5, once you'd hit that you suddenly turned from mediocre to a very hard to kill kiting machine as you could also heal yourself on the move and your med kit recharged over time. Commando, engineer and support were fairly balanced mostly but a berserker that had bought every upgrade in the gc shop would commonly be the final survivor due to taking much less damage, moving much faster then normal zombies, healing up with melee off of fast zombies and using their guaranteed auto shotgun they received as last survivor via an upgrade when confronted with larger roadblocks blocking their path. Additional note edit: I did still enjoy this version of zs though, it was really nostalgic playing on the old maps and just instinctively remembering where people would usually go. There were so many familiar names, will definitely be peeking my head in every so often upon the full release, even without the classes it has bought me back to the old days. You're doing gods work!
  2. Haha just hopped on this morning and nobody is around, crazy to see some familiar faces in this thread. I got the notification from the Steam group and will definitely have to join you all tonight when things heat up. I thought I was a vet at first, but I didn't join the scene until there were classes, weapon crates and cading, loved kiting around as a medic with the guaranteed magnum spawn I'd bought as my first upgrade in the shop. Glad to see there'll be 2 servers to accommodate for those who were more used to the cading playstyle, I just hope it wont split the player base too much and a healthy community can form again once this mod is officially released.
  3. Allow me to waste your time gentlemen http://www.surveymonkey.com/s/BVMMN97. It's for coursework so if you quickly fill it in you're awesome.

  4. Shock bought me Deus Ex for my birthday, thanks man :D

  5. You know what he means, don't start up some petty squabble. I tested out a couple of maps with Necro, he really doesn't really care that much about the maps, was exploring for 1 minute and he says "meh, next map". Necro already does the coding and doesn't have the time to do everything. Allot of people seem keen to help out testing maps, Pufulet could host a map testing server and with all of us that are willing to help, we could properly test out the maps with zombies and humans and not just look at the map and make assumptions.
  6. I believe that it is called Segments and yeah, everyone just cades above the zombie spawn and zombies have to spend about 2 minutes (if you know the way) to get to there just to be annihilated. No offense to Clavus but it's too human friendly and shouldn't really be in the map list. Edit: Oh wait, I know what map you mean, that is a rape map for humans although my point still stands about Segments. Me, Shock and bluewolf actually tested out the maps in sandbox with Pufu before and when we weren't messing around , we we're testing them out however if Pufulet had access to run the maps on the zs engine, we could test out balance properly and anyone who is willing to help out could help to, better to test out with more zombies and more humans as the server usually has at least 14 or so people in.
  7. I would agree, being a regular player as well. The current map list is too small resulting in repeats of the same maps after a couple of map choices. We'll end up playing Fortress then another map, then after that selection it's back to Fortress again. It would be nice to see a much larger variety of maps that are well balanced which goes to the other point, balance of some maps. Maps like 'Please', 'Joe', 'Pub (the bad version)', 'Tigcrik' and a few more are Insta win maps for zombies. The zs community knows this but nothing is ever done about it. I feel Pufulet should be in charge of the map list for zombie survival as he has mapping experience and is a regular player on zs, he also receives regular feedback on the current state of the map list from players and he would make the map cycle. I am not saying that Necro sucks at choosing maps and he's a great coder making fresh new content and fixing bugs, but Pufulet has more in game experience and he is a mapper himself who would bring lots a high quality, fresh content to zombie survival. So at least give him a chance at playing around with the maps because he knows what he's doing when it comes down to maps, and if he makes a mistake, we'll let him know about it .
  8. Just out of interest, how much people are going to join this guild so far? I don't want to dedicate to a guild that only has around 10 people.
  9. Looking forward to per-ordering tomorrow. I just hope that the first open beta will be this weekend. I haven't played Guild Wars 1 but this game just ticks all the boxes that I'm looking for in a mmo, not too many skills which = spamming the same rotations but more of a monster hunter style of dodging out the way of monsters and using certain attacks when needed. Arena net know what they're doing. Not sure what race I want to be yet but my class is most likely going to be a Guardian. Like the look of Norn and Char although Char seems like that race everyone is going to pick . Can't wait to play .
  10. Good luck Box, hope you get it, you deserve it .
  11. Just played the map and it would be fun to play on the server. Lots of tricks and confusing stuff going on, we need more objective maps and this map seems fine so upload it .
  12. Just a few ideas according to what's been said Have 5 set classes with set weapon trees, set tools and special abilities and have a custom class that can be made by the player where they can set: Starting pistol (Make Five-seven, USP, P228 and Dual-elites around same strength, maybe 1 has more ammo but deals less damage etc). Starting melee weapon (Weak melee like Pan, Pot, Plank etc with different attack speeds and damage). Major tool (Med kit, Nailing hammer, Mines, Body armor maybe? etc). Minor tool (Ammo boxes, possibilities for new items such as antidotes (to cure poison) with like 5 charges per crate, motion sensors that can be destroyed but would be handy for wraith detection, say 2 per crate. 1 Spawn chance(Like 5% rifle, 10% smg, 10% shotgun, 20% chance better pistol)Last but not least weapon trees with 5 tiers, A better pistol or a pulse pistol? Low tier shotguns, sub-machine guns, snipers or the pulse smg. Medium tier shotguns, sub-machine guns, snipers, rifles or the pulse rifle. High tier weapons - SAW, auto shotgun, sniper, pulse LMG ? Then finally the boom stick which would be ridiculously hard to get. Players could start off by having to use the default classes and could unlock a custom class after a few level ups (I feel this would allow new players to try out the play styles that suit them so when they do get to make their own class, they can create it but with their own personal preferences added. Then unlock more custom classes as they level up more as well as unlocking more tactical tools such as a turret. I feel this would give leveling up a sense of accomplishment without make the player more powerful in general, just giving them more power for choice. The engineer default class would be nice to earn all pulse weapons as this would make the class feel unique as it will be weaker but would not have to care about ammo (at-least after they have a pulse pistol) Instead of shotguns being the end tier weapons, make them the general weapon for support that wont deal out massive damage (same dps as a smg but only at close range) but with the advantage of knock back. Medics get sub-machine guns that deal less damage but have more fire rate and are easier to obtain. Challenges to unlock aesthetic items like hats or lazor bullets . Man my posts do brag on, anyway I would like to hear your feedback as these are quite big game changing ideas. Edit: Oh yeah, include melee weapons in the weapon trees
  13. Classes sound very battlefield 3 (not that that's bad). Some things will probably need to be balanced but it sounds good. Commando should be the best all around assault guy in my opinion (just generally better with all weapon types like less reload time, more damage etc.), Marksman should be better damage with pistols as well as with the sniper and do more head shot damage with all weapons and get some detection gadget similar to the one in iw. Support should be like supplies in iw and be more of the ammo dispensing/ health dispensing kind of guy for those who prefer to support the team. Engineer should be the cade building specialist and starts with the hammer and cade kit and merge their ammo so the decision of using kits or nails arises. He should also have some kind of special weaponry that has it's own unique strengths and weaknesses. Just some brainstormed ideas, fell free to give opinions. Also need xp for stuff like healing, ammo supplying etc. Sounds good although it would be nice to get the occasion small stat boost after a few levels maybe but not huge ones (like 1 stat boost every 5 levels). Ties in well with the idea of cosmetic items for levels (there should be golden guns to for max levels )
  14. True, so annoying when people do that because they'll think they've avoided death and it sucks for the zombie.
  15. Yeah, I was thinking that but then you may have box complaining about how he can't play wraith sometimes.
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