#21  
Old 10-21-2009, 12:08 PM
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Originally Posted by Draco122 View Post
It just seems a little confusing, considering how the majority of ZPO and ZPS maps work. Zombie's kill Survivors and they go to the Zombie Team but if in ZPA Humans respawn how exactly will that work (this is where I find it rather confusing)?

Won't the Zombie's be horribly undermanned, even with this Autobalance in place
Even teams, *both* teams respawn. So six zombies vs. six survivors.
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  #22  
Old 10-21-2009, 12:27 PM
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Is the zombie respawn time shorter then the survivor respawn time?
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  #23  
Old 10-21-2009, 03:18 PM
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Do the objectives allow for mappers creativity, or are they limited to simply capturing an objective point? I mean like, do you have to complete traditional objectives in order to secure an objective point, or do you just defend it while standing in the zone, or both?
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  #24  
Old 10-21-2009, 05:34 PM
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Is the zombie respawn time shorter then the survivor respawn time?
They have no respawn timer. Only the survivors spawn in waves.

We've been playtesting ZPA for a long time now, seriously. Do you think we didn't get the simple balance stuff right?

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Originally Posted by Ratboy601 View Post
Do the objectives allow for mappers creativity, or are they limited to simply capturing an objective point? I mean like, do you have to complete traditional objectives in order to secure an objective point, or do you just defend it while standing in the zone, or both?
We did decide to allow for mapper creativity, so the objectives are pretty open-ended. We implemented capture points because we found that the initial ZPA gameplay testing worked very well with it as the main point. However, many of us felt that leaving the mappers with the ability to come up with the objectives would be most beneficial. It's risky of course, because this means people will be able to make terrible ZPA maps. But we hope that this won't be the case.

Mapping guidelines and an fgd will be released very soon.
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  #25  
Old 10-21-2009, 10:49 PM
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I trust you have it balanced. But i am curious, how does having even teams then not mean the zombies are at a disadvantage?

I mean, survivors strength was that they have guns, zombies strength was that they could respawn, and that they could turn survivors into zombies. If they don't have the advantage of numbers, then isn't it more a battle of 'quality vs not quality' rather then 'quality vs quantity' as it use to be?
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  #26  
Old 10-22-2009, 12:22 AM
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I trust you have it balanced. But i am curious, how does having even teams then not mean the zombies are at a disadvantage?

I mean, survivors strength was that they have guns, zombies strength was that they could respawn, and that they could turn survivors into zombies. If they don't have the advantage of numbers, then isn't it more a battle of 'quality vs not quality' rather then 'quality vs quantity' as it use to be?
You'll see on the 31st.
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  #27  
Old 10-22-2009, 02:03 PM
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Very nice looking. Having a third game play type should be interesting.
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  #28  
Old 10-22-2009, 04:55 PM
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Quote:
Originally Posted by Some_weirdGuy View Post
I trust you have it balanced. But i am curious, how does having even teams then not mean the zombies are at a disadvantage
Also don't forget that zombies respawn instantly but survivors respawn in waves and will have to wait a certain amount of time.

This is how I picture it:
Half your team goes out and captures a forward position (keeping in mind it would be closer to the zombie spawn then your main one, or so I assume.) You are constantly attacked by zombies who respawn instantly and come right back at you. Your ammo begins to run dry, other people are bringing more up from the main base but it takes time and they can be intercepted along the way. The zombies pick you off one by one, the dead survivors are stuck waiting to respawn and the zombies keep swarming until the rest are dead too. Now the zombies have captured the point and have Whitey. You and your teamates need to reform and send a new group out to recapture that point, keeping in mind you just lost your captured rifles and shotguns whereas the zombies have become stronger. Not to mention the replacement for infection coming into play and possibly other things.

This seems like it will open up a ton of options for mappers. I am looking forward to playing ZPA and it seems genuine, but my only worry is that the 'instant action' style of game play will dominate the other modes.

Many gamers out there are looking to put the least amount of effort and thought possible into the way they play. They lack imagination and want the game spelled out for them. Think about bridges "get to the shotguns" or cabin "sit in the house". That, in my opinion, is why those maps became so domineering.

Obviously, this game mode does not compare to those monstrosities, but I think that your average gamer will perfer ZPA over ZPS or even ZPO to the extent they will not want to play those modes anymore. Either way time will tell, and this mode will be awesome.
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  #29  
Old 10-23-2009, 02:35 AM
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bring on zpa_balloon race!

seriously though, looks great and I'll just say once again how much I am looking forward to Halloween
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  #30  
Old 10-23-2009, 04:19 AM
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Makes me wonder, since teamwork and talking will be very important in ZPA, whether there will be a possibility for an alltalk off. And then I mean entirely off, not the one we have now where the zombies can still hear the survivors.

Cause survivors will want to keep things secret, if necessary they will type in teamchat, but thats silly. So will it be possible to turn alltalk entirely off?

Else I think (in case of a clanmatch) people will simply start using Skype or Ventrilo, in order to not have to use ingame voice.
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