#1  
Old 10-22-2016, 03:37 AM
L'o'M:Fun"ReaveR Offline
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Post Trashed notes

Seems no one watches those forums, so I can post some of ideas that are might be not so new (lame as it is but I don't want to propose an unfinished "wishlist"), yet they''ll blow a deep new breathe onto Zombie Panic:Source. Maybe. If someone wishes to atleast look at them (what an irony).

"Old Balance"
1) Zombies damage in response to survivors ;
2) Actual gameplay and team mechanics to win. Bugs that are derived from it ;
3) Amount of research and work needed for each .

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 05:27 AM. Reason: Increasing read-ability
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  #2  
Old 10-22-2016, 03:51 AM
L'o'M:Fun"ReaveR Offline
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Posts: 28
Default 1) Zombies damage in response to survivors

Zombies:
The only way to do damage is to claw the opponent
Carrier
35d per hit, Rate of Swing somewhere between 0,45 seconds/hit, ~90-100 dps, has 10% infection rate;
Normies - 25d per hit, rate of swingin same as yt, ~75 dps.

Every zed: hitting survivors replenishes 2 points o' Feed'o'Meter, killing them grants you berserk ability if you didn't use lunge at all.

Humans:
Pistols -
14/42 body/head damage,
User logics: more bullets in magazine=more damage per clip=better,
can be spammed to hellish RoF,
"Crosshair wide" accuracy,
takes 1 slot;
Shotguns -
10/30 damage per 9 pellets,
User logics: more bullets in magazine=more damage per clip=better,
non-existant 45 degrees+rng accuracy, takes from 1 to 2 slots;
Rifles -
14/16/23 damage,
same amount of bullets in mag (30),
User logics : more d=better,
"Crosshair wide" accuracy exept having some kind of "Less dmg = more spray accuracy" sense,
takes 2 slots each;
Revolver -
80/240 damage,
"Always six" magazine capacity,
User logics : Sniper pistol: light, more headshots=more frags,
non-existant spread with horse-like recoil,
always does better job with it's not-so-rare ammo than other guns,
always adjusts at the place where you pointed last time when you shot,
takes 1 slot;
Grenades -
250 damage when under legs,
5 seconds fuse, could be cooked,
has ~3 meters in-game range,
up to 3 in 1 slot;
IED -
~300d - under legs,
has ~10 meters in-game range,
takes 1 slot per 1 ied,
triggered only by phone;

Last edited by L'o'M:Fun"ReaveR : 01-26-2017 at 06:57 AM. Reason: Editing for excluding mistakes
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  #3  
Old 10-22-2016, 04:03 AM
L'o'M:Fun"ReaveR Offline
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Posts: 28
Default 2) Actual gameplay and team mechanics to win. Bugs that are derived from it

Survivors:
zps_ :
- Barricade to hell, bug out the props-> this way you get path to your brains blocked;
- Get the best (unbalanced) weapons from spawn by using metaknowledge of map;
- Camp on open spaces: zombies can't tank if you have enough ammo.

zpo_ :
- Getting revolver makes game easier. Like two times as easy if you're bodyshotting, and ten times if you're hsing every zed;
- To do objectives you need to be prepared and you can't take everything you need with you, so panic and let your team to handle zombies while you're getting objective done;
- Don't get hit- it's the only way to survive if you're non-supported by others.

zpa_ :
- "What is this i don't even...", or those maps are not good for old balance.
///////////////////////////////Or you can try this :
- Do target practice, because zeds have no abilities besides lunge to overcome you and they're not tanky;
- Do every crate, so they get no yt;
- See 1 point;
- Die horribly, because every zpa_ map is bugged/unbalanced.

zph_ :
- Bennyhill the hell to safe spot, dont waste time to kill yt's, so dont pick up any weapon;
- Get ied+grens+revo combo if you can;
- Drinage the hell outta zed heads while watching your back for infected survs;

Zombies:
zps_ :
- Get the juke/weapon/rally spots ambushed asap, get free kills, build a horde;
- Use common sense predicting survivor movement- map aren't that big at all, you can catch everyone pretty easily, especially when survivors run outta the stamina that fast;
- Make your lives count on "limited" maps : helping carrier to hit-and-die someone while being alive is better than normal zombies that swarm unbreakable hell of guns only to waste precious zombie pool;

zpo_ :
- Use the "ambushinja" tactic: ambush every objective room corner to get free +1 to horde;
- See zps_ tips only with unlimited lives - use fast respawn to your strength and swarm the hell outta survivors while spawning on their butts;

zpa_ :
- Win by lmb+w(badbayou) or doing nothing (town).

zph_ :
- Rush the ~~~~ safe spot from your spawn to ez win;

Last edited by L'o'M:Fun"ReaveR : 10-29-2016 at 04:12 AM.
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  #4  
Old 10-22-2016, 04:18 AM
L'o'M:Fun"ReaveR Offline
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Join Date: Oct 2016
Posts: 28
Default 3) Amount of bla-bla-bla to be worked upon:

Everything is TRASHED!

Every feature could make Zombie Panic: Source more fun experience for old players, but you should always remind yourself that this game was not designed about complexity, rather designed to be fun for every player count on server and even with not skilled at all players.

But making Zombie Panic!: Source more fun that it is now is a "Bad decision" fue to ZP!:S being simple and devs being genre-savvy.

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 12:57 AM. Reason: Every post needs more editing for better read-ability, more links to make common sense.
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  #5  
Old 10-22-2016, 06:44 AM
L'o'M:Fun"ReaveR Offline
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Posts: 28
Default a) How damage works...

a) How damage works, what should be added to work around "The bigger damage = the better weapon;

Part 1 - Survivors too useful guns and too useless melee counter-part:
Guns
>->-> You take the gun that shoot lines (this game has "instant" or hitscan detection on hit) and when it hits it sends message to server. Ok, server gets that one and sends it back so it will be displayed on your pc and the other player.
Why do I talk about this? That's the Main problem of Source 2007, but luckily, we got new devs that will fix'em by porting to 2013 branch of Source. That's -1 problem for this game - broken Hitboxes than rely on pnig. Without fixing them, every change in weapon balance would be unjustified.

>0>0>1) Let's return to damage.
In younger versions of zp:s there was +20% to dmg when you hit the head. Now it's 3x.
Why? Because weapons were too inaccurate, slow and low d-ing when compared to 3-4 hit killing zombies.
Why it is problem now? With the not-so-good accuracy of most weapons it's too hard to even get hits or medium range, not even talking about headshots.
And then we talk about headshots: they happen from close to close-to-middle range.
Game that trades Main survivor's advantage over gameplay with most guns, besides revo.
Yeah, you can't carry alot of ammo and you can't shoot good enough being on low ammo to save a spare clip even if you do it right.
But sometimes weapons out-do themselves (by headshotting with each pellet for example) and with kinda too big damage (revos are the best offenders of this) they make the other team very frustrating.
Let's say that evey weapon besides S&W revolver is a strange random number generator that eats bullets. And bullets weight too much.

>->->This game doesn't leave an upper hand for those that take time to aim enough to hold the place without wasting too much ammo. Think of this game like a Cs:Source with zombies, where the meta weapon is S&W revolver rather than AK47 and M4.
Yeah, you run/stand and shoot (Left4Dead with Chris Redfield, anyone?).
Im not talking right now to nerf the run-and-gun practice.
And balance it to the way Fistful of Frags did: higher a little the accuracy spread for each weapon in run and gun mode, tweak shotguns spread, damage and pistols Rate of Fire.
This part just need to be tweaked, as I want the balance to shift to basic melee+small part of ranged vs very advanced melee.

tl;dr To shift the balance from the "> dmg = best wep" I suggest to re-work the guns, melee and then add some feature called "Effects on hit" that will be discussed later.

Part 2 - Zombies:
1) All about hitboxes. "Spaghetti arms" comin from people with 200-300 ping is not a rarity at all.
2) Zombies can't tank, but they have ridiculous dps for close combat.
3) Zombies can't tank, but they use the so-called "Left Mouse Button+W+Jump+Spin+Shift+Strafe" tactic that kinda makes them too ninja for this game. Kinda atmosphere killing hell. (will be talked in )
4) If player doesn't know the map, then it's highly doubted that he will do good versus those who know.
5) Zombies don't get alot from hitting once or twice, besides carrier (yt, whitey, some call him "zero" but he's not patient 0 now) who gets rnd with 10% of infection that is typically frustrating for survivors.

While some could be fixed at last forever (1), other will need to be tweaked.

Last edited by L'o'M:Fun"ReaveR : 10-29-2016 at 04:33 AM.
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  #6  
Old 10-22-2016, 07:24 AM
L'o'M:Fun"ReaveR Offline
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Default b) Mixing zombie classes

(Before you start, read this: TRASHED!)

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 12:55 AM.
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  #7  
Old 10-22-2016, 11:38 AM
L'o'M:Fun"ReaveR Offline
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Default b.a) Normal line of Zombies

TRASHED

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 12:57 AM. Reason: Too much space zombies took
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  #8  
Old 10-23-2016, 03:13 AM
L'o'M:Fun"ReaveR Offline
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Posts: 28
Default b.b) New classes that will take the old roles

TRASHED @ - homage to Zombie Master forum trashing.

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 12:58 AM.
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  #9  
Old 10-23-2016, 06:10 AM
L'o'M:Fun"ReaveR Offline
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Posts: 28
Default b.c) Zpa_ branch of additional type of zombies

TRASHED~

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 12:58 AM. Reason: stupid forums
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  #10  
Old 10-23-2016, 09:52 AM
L'o'M:Fun"ReaveR Offline
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Join Date: Oct 2016
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Default c) Tier system

TIER SYSTEM (ZPS_, ZPO_ Maps) - Trashed due to everyone loving one simple formula "I add those weapons to give a guns, not to make things fair"

Last edited by L'o'M:Fun"ReaveR : 03-18-2017 at 01:00 AM.
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