Damien Posted August 30, 2014 Posted August 30, 2014 Removing the random map voting would also be better so people actually play more maps in the cycle. I didnt work my butt of to select 66 maps and people barely play half of them. :<
Greens Duby Posted August 31, 2014 Author Greens Posted August 31, 2014 I might be able to add in the vote map system from sLayer. That is a simple derma menu which could be modded into the end screen. It allows everyone to select all the maps on the server. Also since its a stand alone module I can remove all the other vote map crap from the gamemode. Making it lighter on its feet is very important especially since we are going to be working on some sort of class system soon.
Greens Duby Posted August 31, 2014 Author Greens Posted August 31, 2014 Right I have added a proper notification for when the crate moves now. Also we were finding that the normal zombies were pretty useless near the end of the round getting mowed down in seconds.So now at 12 mins left. They get an extra 80HP, This will balance them out with the weapons the humans have. As we need to have them used as the back bone of the horde. I think this was the best solution.
Greens Duby Posted September 6, 2014 Author Greens Posted September 6, 2014 New Human class system working. Now its just a long slog to balance out and sort out all the classes. Maybe by the end of the weekend it will be done.I will need Ywa and Damien to agree with the class selection menu though. That may take an extra few days, also sorting out the new level system which means a level reset. Which could piss some people off. :L
Greens Duby Posted September 6, 2014 Author Greens Posted September 6, 2014 I know we have just recovered from a loss of data. But in order to move into something new it has to be done. It won't be a case of doing 30 levels again. Me and Damien have come up with a plan to make zs more like what it was. Less levels more items in one go. The items reflect on the human classes
Greens Duby Posted September 13, 2014 Author Greens Posted September 13, 2014 Ok latest updates have been published. -Zombie walk animations. (Took a while to change them with the system Necrossin made)-Ghouler walk animations. I have nearly got a crouch system working. So soon enough we will be up to date with the standards of zs 3.0 in regards to their zombie sweps.
Jeremiah Posted September 14, 2014 Posted September 14, 2014 Implement a new title: 'Donator' i.e. unlocks when you have spent more than €20 in donationscolour: white or black This will motivate people to donate (I'll donate )
D2theAN Posted September 19, 2014 Posted September 19, 2014 You'll never find a better time to reset the levels. Every day this delays is more time that new players become attached and returning old players are slowly regaining what they have lost, they won't want to part with their levels/unlocks soon. michaelwang22 1
lame shot Posted September 19, 2014 Posted September 19, 2014 also true, maybe best to keep it like it is now until classes
Greens Duby Posted September 22, 2014 Author Greens Posted September 22, 2014 Atm zs has recovered a lot sinse my last term as developer and the sql crash. So I suggest you go play it again for a few rounds. Also the classes system is going well. Me and Damien have been going through lots of different idea's on how to do this, and many methods have been tried and tested. So I would say we are nearly at the end of the design period. (I use the system development life cycle to do this. 'waterfall model' )
Greens Duby Posted September 24, 2014 Author Greens Posted September 24, 2014 Say hello to the newest member of our family! Everyone say hello to spitter. ^^ http://cloud-4.steampowered.com/ugc/539627912710041034/C8CEC0BF6DC0C3A1618E4835D1CAEA2F9E04BC56/ http://cloud-4.steampowered.com/ugc/539627912710089555/7A96C6F5F2C3442170117ACA8DCB2A44E70C4728/
D2theAN Posted September 25, 2014 Posted September 25, 2014 Freaky ass looking thing. I'm sure we'll have a lot of fun with the squirter against cades.
Reiska Posted September 25, 2014 Posted September 25, 2014 good to know now witouth getting informed and what the players say, its op so great just great michaelwang22 1
lame shot Posted September 25, 2014 Posted September 25, 2014 its unbelievable how fast zombies are given nicknames
Reiska Posted September 25, 2014 Posted September 25, 2014 (edited) worst part is that its given so late at the game that 90% of the times there's like 4 humans left and on top of having fasties howlers and poison zombies on your ass you have to deal with fast douchebag that shoots puke like a machine gun on you? jeesus Edited September 25, 2014 by Reiska
Greens Duby Posted September 25, 2014 Author Greens Posted September 25, 2014 (edited) Its a new class so its bound to need some balancing. Don't worry I will have some time later next week to have a session of doing all of this. I think I may unlock it with zombines or something, but I am not sure. Bare in mind the more I make zombies OP the more Humans can be OP in different ways. So it should be even more fun soon. Obviously within reason. Also I think bringing in specialist classes like this helps make Green different from other servers. People like custom and they like holding OP weapons. So I think the two will go hand in hand. Edited September 25, 2014 by DubyXD
D2theAN Posted September 25, 2014 Posted September 25, 2014 I had a little think about it earlier today and I think it would be better if it was one of the starter classes, naturally with much shorter range and less damage. Also make the puke have a limited duration so you can't just hold it down, like 4 seconds of puking, 2 seconds recharge. My reason is cades, you returned the ability to make OP cades, give the zombies a way of getting hits through.
AdamWest Posted September 26, 2014 Posted September 26, 2014 Thats such a shit looking zombie Braindawg and michaelwang22 2
Greens Duby Posted September 28, 2014 Author Greens Posted September 28, 2014 Glad you think so. I have collected some data from players after studying the player count for the last 4 days and made some adjustments to the spitter class.I should be more balanced now.
Braindawg Posted September 28, 2014 Posted September 28, 2014 So far there isn't much I have an input on (besides the obvious, spitter) Python is entirely useless, heavily buff the damage
Greens Duby Posted September 28, 2014 Author Greens Posted September 28, 2014 I am not sure about the future of the python atm. But the spitter will be worked into the system easily enough.
Greens Duby Posted October 7, 2014 Author Greens Posted October 7, 2014 (edited) A lot of things have been polished in the last week or so and the players response to it has been great. So thanks Greenies for being patient. We also have a lovely new model for the Python so thanks Pufulet for that.Also thanks Braindawg for the Barreta you made, its a great addition. Now onto some other news, I have had some feedback that the guns for kills system feels a little clunky when playing, so we are going to smooth it all out and make it feel a bit more flush within zs. So I think I will add a kill counter under the players hud so they know where they are at with how many they need to get. Then with the weapon switch add a marker so the player knows which weapon they have out. Perhaps highlighting it with a green highlight. Now onto some other ergonomics. The loadout screen seems to be complex for new players to understand so I have made a new deisgn for it, I have had approval from Damien and Ywa so I thought I would share it with you all. https://drive.google.com/file/d/0B9mYOB0Vx8UdNy1ZX0QwdmdCRGM/view?usp=sharing This should be done within the next few weeks. We are also planning on updating the zombie hud finally so look forward to that! That's all for now. 'I look forward to your comments Necro! ^^' Edited October 7, 2014 by DubyXD
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