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Mr. Green Gaming

Damien

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Posts posted by Damien

  1. Funny coming from you moga, on the server you were whining about how we need to go back to deluvas zs and stop trying to make something new. This suggestions topic btw is just to see peoples opinion and isnt meant to actually implement. Now i know people prefer human classes so we are gonna look into that. However we need suggestions for that. I DONT want to hear anything about old zs, it only clogs up the topic with nonsense. You wanna rant, make a new topic. 

  2. Mogadon get your ass out of the past man, we arent in 2010 anymore and we will never be there again. Another thing is that the tanks im referring to is not skill difference or unlocks, but rather the fact that people can combine anything they like which make them extremely overpowered compared to classes zs where they couldnt just combine different class elements. The one thing we all agree on atleast that we need human classes, the other thing is now how it should be done. Please dont say copy deluvas zs values and copy that, but actually come with a solution that would fit current player base. The human classes i suggested are merely to show ONE possible way.

  3. Considering the old suggestions topic got lost, this is gonna be the new one we are gonna use. I want to try a different approach now towards the suggestions topic now. Im gonna make a poll once in a while to poll peoples opinion about certain things and you can still reply to explain your reasoning behind it.

     

    The first topic is human classes which seems to always be a hot topic when discussing zombie survival.

     

    My pov on this subject is as follows:

    Human classes are a way to prevent these so called tank regulars that basicly combine elements from different playstyles making them very strong compared to players that just started and im not talking about regulars having more skill here thats the problem. On the contrary its actually the ability to make any combination in loadout thats the problem. We could go like nox and use a point system to select a loadout or we could go back into our history a bit and dig up the human classes. The main thing however is that people like to have a choice, thats why my suggestion is what i like to call classes+. It basicly locks certain items to classes and groups perk together in groups so unlike old human classes, everyone will have the same perks. Leveling wont be on a per class basis, but a general leveling.

     

    Basicly something like below: (Still a rough WIP, thats why i need as many suggestions as possible)

     

    Where (Class) are the things you get that are locked to that class.

     

    Support:

    (Class) Chipper

    (Class) Special Hammer

    All the cading related perks.

     

    Engineer

    (Class) Pulse smg

    (Class) Turret

    All the turret perks.

     

    Medic:

    (Class) Alyx Gun

    (Class) Medkit

    All the medical perks.

     

    Heavy:

    (Class) Grenades

    (Class) Zombie HP Detect

    All the protection perks.

     

    Berserker:

    (Class) Crowbar

    (Class) Grave Digger effect

    All the speed perks.

     

     

    (PLACEHOLDER for poll results)

  4. I readded most of them already. I will look at the rest tomorrow.

     

    Btw: I removed about 25 maps and added about 45 maps. We had 62 maps and now we have about 82

     

    @freeman: Objective based system is in zs 3 and mr.green zs is based on a combination of zs 2 and zs 1

  5. Now that my vacation has started im gonna change lots of maps on the server. I might remove a shitload of maps and add a shitload of old maps back. If you want a certain map on the server now is the best time to suggest it. 

  6. So where's the zombie players? I've replaced them with NextBot zombies.

     

    What the hell :o, Removing human controlled zombies is like removing the essence of zombie survival. It will just be another zombie outbreak type gamemode. Zombie survival is so fun and dynamic, because everything is human controlled. AI is always stupid, how complex you even make it. It will always be predictable or act in certain ways. Humans are unpredictable and make the fun in zombie survival happen. Even on the same map the outcome varies alot between rounds. 

     

    As for the rest of the changes. They sound very cool. :o 

    We need a fresh zs and this sounds like it really could work out.

  7. removing the medkit? sorry but that is not one of the smartest ideas.

    giving the guns a nerf could work, but just change the headshot multiplier back to 1.5.

    melee is indeed a bit OP again but that could be fixed by giving the freemans spirit a nerf.

    and the fasty's got a new role i see, people are just to lazy and get reworded for that.

     

    the thing i noticed a while ago is this:

    the mod died a long time ago and you were working on something that is already dead, so stop playing Dr.frankenstein and let it rest in peaces already.

     

    make a fresh start and start over again, this does not mean to remove everything we have atm!

     here is a plan i would like to see.

     

    ZS 3.0

     

    it's the best way to go since this mod gets updated on a  regular base, and it has allot of extra's.

    just make sure to tweak the humans by:

    • making the humans and the normal zombies a bit faster.
    • implant the current propkilling mechanism(small probs do 80 damage and "normal probs"around 50.) 
    • remove the falling down animation from everything.(just damage compared to the height of what you fall.)
    • the barricading system is ok and new people would rather understand that than what we have now.(not being able to un-nail and the current nailing system.)
    • the resupply crate just looks allot cooler and you can pick it up after placing it.
    • allot more weapons+ a working eagis.
    • a working boss system(you could remove the one's that come with the mod and implant nerf/hate1/hate2 and maby look into fixing beemoth and the seeker.)
    • the ability to ware hats and stuff when you are a zombie.
    • zombie escape and objective maps.
    • same melee's compared to the one's we have now.(you have to look into adding the "katana" and other stuff and tweak the melee's a bit)
    • from what i heard and read, it's more stable and nicer to code with.(it's what i heard.)

     

    the sp system.

    ​you should remove it and try to recreate the zs from 2010(the deluvas ZS with the classes)

    so yeahhh...... gun's for kills but this time a little bit different, the weapons the you get reworded with during the game must be class bound,

    so the medic smg (mp5) can only be atchiefed by the class medic. same goes for the other classes.

     

     

     

    leveling system.

    yeah this was one of the mean problem if i can recall it correctly,sooo here is an idea. 

    • just focus in creating the leveling system on damage with a certain item like"commando next lvl:7000 damage with a rifle. progress 4689. " it's way better to just level up and it's not that frustrating. 
    • you should not unlock weapons,perks,tools you should get a class bonus with them like:
    1. ​commando level 1: 

      +5%rifle damage

      +5%more ammo from the resupply box.

      +9%health

      being able to see ethernals for a X range compared to other classes.(the greater the level the greater the range) 

      next level 2: progress....6800 damage to zombies with a rifle... progress: 3323

    2. support level 1:

       +4% health.

      +10% stronger nails

      +12% stronger repairs

      +10% shotgun damage.

      option to place a resupply crate.(it start's to give a small health buff at lvl 4, this will applied to all the resupply boxes that have been dropped.)

      ability to see the health of nails.

      ​make the next lvl track how mutch you have repaired like: support level 2:next level 8900 damage repaired... progress: 4598.

    3. medic level 1:

      +6% more speed

      +8% faster recharging of medkit charges.

      +6% more smg damage.

      yeah the option to recharge medkit charges, but you reduce in speed with 25% when you are healing your self.

      next level 2: needed.... heal a stunning amount of 9000.

    4. engineer.

      +20% more turret damage.

      +50% to spawn with one(this does not change compared to what level you are!)

      if you are not a engineer you have a 25% change to spawn with one.

      the option to atchief a eagis after 35 kills or a pulls smg(you have to choose...)

      +12%stronger eagis planks.

      +8% faster recharging of ammo on a pulse smg/puls rifle.

      +4% damage with pulsies.

      next level 2: needed.... 4500 damage with a turret and 350 eagis planks placed. progress 2250/123

    5.  baserker.

      +10% melee damage.

      +6% speed buff.

      +6% damage resistance.

      +4 health a hit(you can choose the medkit on spawn but you will only get a refill when you get the box!) this affects on other classes but not the medic!

      +6% push back. 

      instead of atchiefing a OP gun like a shotgun or the SAW after 75 kills you will get a katana with a insane amount of damage on hit + push-back .

      you also trade in the ability a Recife guns, instead you will Recife melee's at 5/15/25/35/45/55/75 and a "suit"(it decreases the amount of damage you Recife) at 5(10% suit.) 25(25% suit) 45(40% suit) and 75 (50% suit) this affect can stack up. it can be broke down by damage Received.

      next level 2: needed...... 4500 damage with melee and 800%suit Received . 

       

     

    so you can get a rifle or anything like that but you will not get any bonus with it.

    (pufulet's idea i know but its a good one.)

     

    game play.

    • remove the rounds and make it 20 minutes again.
    • the box will spawn every 5 minutes and stay for 1 minutes( the first to get there will get 3 point's on his kills progress+health+ammo the rest will Recife health+ammo.
    • get back to the old roll of the fast zombies(get players off high spot's where other classes can't reach them.
    • bring back the normal zombie.(it just looks nicer and it's trusted for old and new players.)
    • make the perk adrenalin injection a perk.(so if you buy it you will get the following  effect's: no slowdown on low health and no slowdown with a heavy weapons.)
    • old perks back including the one's for zombies.(you should have never touched the greenshop.)
    • stronger probkilling.
    • zombies will unlock compared to the progress the zombie team make's.
    • adding the new zombie hit registration system ( the have to pay for it with there range.)
    • ghosting trough probs before the game starts.

     

     

    i'm done with typing for now, damn it's allot of work to get MOST of the typos out D:

    and you had a lllooonnnggg read so enjoy this video :D

      

    This is what needs to happen :o

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