Greens Duby Posted November 7, 2014 Author Greens Share Posted November 7, 2014 Very useful data thanks! I did a small update where zombie range was increased, so this could be an issue perhaps. I think we should allow nails to be collected from the mobile supply crates to make it easier to cade. Your thoughts? Link to comment
9-th Dragon Posted November 7, 2014 Share Posted November 7, 2014 (edited) mb it can be have some sence, but need understanding, impressing about good mood/game building piece by piece. new moment, now it's no sense to fix nails, caz now ppl earn sp faster and mor by kill zombies, than player wich hold cade in good state. speed of earning sp for healing cade wich was before was good. Edited November 7, 2014 by 9-th Dragon Link to comment
Greens Duby Posted November 7, 2014 Author Greens Share Posted November 7, 2014 What about the Teleporting etherials? I mean that could just cause people to leave since they like the cade and that is anti cade? :L Link to comment
Damien Posted November 7, 2014 Share Posted November 7, 2014 Ethereals are lethal for both so i dont think that it has influence in that way. 9-th Dragon 1 Link to comment
9-th Dragon Posted November 7, 2014 Share Posted November 7, 2014 (edited) What about the Teleporting etherials? I mean that could just cause people to leave since they like the cade and that is anti cade? :Li think tp of etherals it's good idea, caz it's gave zombies chance to win, when humans build a strong cade Edited November 7, 2014 by 9-th Dragon Link to comment
Greens Duby Posted November 8, 2014 Author Greens Share Posted November 8, 2014 Then I think they need to be made more visible. Then do less damage if they use the Teleport ability. Link to comment
9-th Dragon Posted November 8, 2014 Share Posted November 8, 2014 on server have a bug, when player collect ammo for pistol, and reach new pistol(alyx gun), ammo for pistol will be reset to 150, but will be better if some ammount of ammo will sum to existing amount of it. Link to comment
Jeremiah Posted November 8, 2014 Share Posted November 8, 2014 We should get the fundamentals back though, e.g. zombie range, damage etc. back from last year. Link to comment
Greens Duby Posted November 8, 2014 Author Greens Share Posted November 8, 2014 I think there are more fundametal issues with zs than that. I don't change those stats every week... In general the population of zs servers have gone down. I think its going through some tough times and we have been hit hard. I will look at that bug as well 9th. Link to comment
Braindawg Posted November 8, 2014 Share Posted November 8, 2014 (edited) most of the pistols are clunky and uncomfortable to use, especially the p228 remove guns 4 kills, it's entirely worthless and horribly implemented, add Alyx Gun, Chipper, and all other G4K weapons to the crate.Blowtorch still has no recharge time add my pulse rifle model (fag )remove immortal protector and add the pulse SMG back as the most expensive SMG, buff the damage and knock the clip size up to 30re-add the crowbar, nerf the damage.re-add annabelle(?), newer more high-quality model could possibly be added (If I can find one)re-add SMG (new similar custom model supplied)re-add Crossbowre-add shotgun (custom model) gonna look at the Aegis eventually Edited November 8, 2014 by Braindawg Link to comment
Greens Duby Posted November 9, 2014 Author Greens Share Posted November 9, 2014 This is the latest update with in-depth details. It will be live later today.I have conferred with many admins and members of the community and discussed the current issues with zs and how we can make it better and bring the player count back up. Some of these decisions were made in the interest of the community as a whole and not to a select few's opinions. Details: New additions: -Aegis kit. (Beta) Re-Added: -Spitter zombies class with re-adjusted attack patterns. Unlock infliction ( 0.6 )-Progression SP, so new people can get at least a mid tier SMG by the end of the game.-CrowBar in the loadout. Adjusted: P228, fire rate. USP, clip size. Removed: -Guns for kills system. (People seemed confused and it made the game a lot harder for new people to grasp. All the weapons are back in the crate bar the Alyx gun.) Now some of you may feel that this isn't for the best, but we are fighting for a small piece of a small cake currently. So we need to make it as easy as possible for new people to understand. I have been supplied with some new models which after some discussion with the Dev team may be added. So new weapons may be inbound. Now there is something which Ywa needs to do in order to make things smoother! On the join screen we need to re-add the old one, then add tips onto it explaining the crate system, SP and that we don't use suit zoom. This is key to making it clear how to play the game before getting into the game! Please report any issues. -ZS Dev team Link to comment
Braindawg Posted November 9, 2014 Share Posted November 9, 2014 (edited) I like the update changelog so if there's any way to keep that in the corner of the join screen/off to the side that'd be nice Edited November 9, 2014 by Braindawg Link to comment
Greens Duby Posted November 9, 2014 Author Greens Share Posted November 9, 2014 I think the old dl which was re-added is pretty bad. People are taking ages to connect, so I think we should revert back to using workshop. It was so dam fast for people to connect download everything and play. Thoughts? Link to comment
9-th Dragon Posted November 9, 2014 Share Posted November 9, 2014 (edited) if i right understand zombie have increased range for damage humans, but why zombie have decreased prop hit range? humans should have 5sec damage protection after respawn/redeem. and need think about rifles wich humans got when redeem after death, caz at start get m4a1 - it's unbalanced thing etherals +15% for visibility, caz it's real hard when team of it start rush using TP. Edited November 9, 2014 by 9-th Dragon Link to comment
Braindawg Posted November 9, 2014 Share Posted November 9, 2014 I like the idea of human spawn protection, but it can't be ridiculous like before. respawning with an M4 is crazy, comeback with a deagle or dual elites is fine as is. Link to comment
9-th Dragon Posted November 9, 2014 Share Posted November 9, 2014 (edited) I like the idea of human spawn protection, but it can't be ridiculous like before. respawning with an M4 is crazy, comeback with a deagle or dual elites is fine as is.it's crazy when zombies maximum 2-3 ppl, but when it more like 6-7 or more and suvivals has 4 ppl alive, it's a good idea. melee by crowbar or axe unreal versus just 2 fagsties, that is hard and unbalance Edited November 9, 2014 by 9-th Dragon Link to comment
Jeremiah Posted November 9, 2014 Share Posted November 9, 2014 Yeah, the comeback really depends on the amount of humans and zombies, I'd say keep it on the current rifles as this is the least of our worries at the moment.Definitely need human spawn/redeem protection, I'd say on 5-10 seconds. Link to comment
Greens Duby Posted November 9, 2014 Author Greens Share Posted November 9, 2014 Adding a human spawn protection is easy as pie. So I can add that. With the comeback perk I want to make it dependent on time. So 5 mins in degal, 11 mins P90, 16 M4A1. Thoughts? Link to comment
Reiska Posted November 9, 2014 Share Posted November 9, 2014 im super faggot with shiny balls Link to comment
Reiska Posted November 9, 2014 Share Posted November 9, 2014 (edited) oh shit someone took my account, cool either that or I have been trippin hard and also I think getting better weapons depending on the infliction would be good on the comeback perk Edited November 9, 2014 by Reiska Link to comment
Braindawg Posted November 9, 2014 Share Posted November 9, 2014 make the stronger planks/extra plank perk work with Aegis as well Link to comment
Greens Duby Posted November 9, 2014 Author Greens Share Posted November 9, 2014 Sure that sounds good and it will give the perk more of a meaning! Link to comment
9-th Dragon Posted November 9, 2014 Share Posted November 9, 2014 need think about analys when survivals should got better weps in different situations. For example, if survivals have 3-4 ppl vs 10 and more zombies, it's good idea with good rifle, but in situations when 10-20 survivals and 2-5 zombies - badly thing gave humans overpowered gunner. need also think about variants of gaving better gun, if redeem was on moment when zombie 70-90% and in their team spawn boss. Link to comment
Greens Duby Posted November 9, 2014 Author Greens Share Posted November 9, 2014 (edited) Its very hard to balance things out. I have got a few idea's for balancing out some perks etc.. But in essence you need to make Zombies OP when there aren't many of them and not so much when there are lots of them. I think I will tinker with the comeback perk and what weapon it gives you depending on infliction. I have also got a new solution to the hammer. You will either love it or hate it. Hammer: Torch has a clip of 30. It fires at a rate of 0.05, it recharges at a rate of 0.4. Heals nails 1HP per 1 clip unit. Giving 1 SP per primary fire. Hammer: Nails, when nailing you will only receive nails on a timer. Once you have used a nail (Max 3) You will wait 40 seconds for a new nail. It will give it to you as it would do at a crate. This will make cading easier in hallways and other such places not requiring a crate to keep the cade alive. I have this finished and glitch free, but I want some opinions. Thoughts? (Crate doesn't give nails) Edited November 9, 2014 by DubyXD Link to comment
Greens Duby Posted November 10, 2014 Author Greens Share Posted November 10, 2014 I was making it a lot more efficient than that. I did a math.Random sice there are only two guns used in this perk. But nice method though! ^^ Link to comment
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