Toggle shoutbox Thu'umbox
|
ZS revamp To stop zs from dying
#1
Posted 30 September 2011 - 13:08
1. Remove the 5th class, so no more marksman/berserker whatever. 4 classes is more than enough.
2. Remove picking up props, so cading can go back to old. its to easy to cade now. People that turn zombie just leave.
3. Restore speeds where they where.
4. Add pufulet's leveling system (25 lvls, if i remember correctly)
5. Add zombie leveling, with very small advantages. So not like humans. But it would give a reason to be a good zombie.
6. Restore the 2 points from dice, but people should lose 2 when they lose a brain from dice.
7. Remove exploit boxes on almost all places, they fuck up survival chance. Exploit boxes should only be on places where normal zombies cant go at all.
8. Add sniper rifles to all classes at high sp
9. Cades should only be able to be destroyed by the guy that put the first nail in it and by zombies of course
10. Remove the boost if zombies are in big groups, do the opposite and decrease their dmg when they are in large groups or add collisions between zombies.
11. More ammo from ammo regen
( Maybe rebuild zs on top of newest zs, so with waves, melee etc and tweak that!!!!)
Add more ideas people to this topic. But they gotta be do-able and fit in zs. Hopefully we can keep zs from dieing and make it as fun as it was a while back.
#2
Posted 30 September 2011 - 13:15
Damien, on 30 September 2011 - 13:08, said:
( Maybe rebuild zs on top of newest zs, so with waves, melee etc and tweak that!!!!)
Agreed
Clavus said:
ClavusElite: not take care of them for the rest of their lives and get them to school and see them grow up and stuff
#3
Posted 30 September 2011 - 13:26
#4
Posted 30 September 2011 - 14:59
#6
Posted 30 September 2011 - 16:00
This post has been edited by Shock120: 30 September 2011 - 16:01
#7
Posted 30 September 2011 - 17:14
#9
#11
Posted 30 September 2011 - 17:37
This post has been edited by Pufulet: 30 September 2011 - 17:38
#13
Posted 30 September 2011 - 17:43
Replace classes with perks.
Secondary weapons and melee weapons are for infinite use.
Primary weapon and cading equipment will need to be refilled by ammo regen or supply crates.
Add more gib effects.
Unsabotage upgrades.
0 Second respawn timer for zombies, or dependant on number of players.
This post has been edited by Shock120: 30 September 2011 - 17:47
#14
Posted 30 September 2011 - 17:53
shadows, on 30 September 2011 - 17:38, said:
Protip: BF3 beta was released & Clavus brought out his gamemode. Necrossin is not your slave.
Do you ever wonder why Deluvas ragequitted from this community? I'll give you a hint, all the whining.
Edit: Time to contribute to this, I think classes should go, I find them far too hard to level up.
#15
Posted 30 September 2011 - 17:56
Darkstar, on 30 September 2011 - 17:53, said:
shadows, on 30 September 2011 - 17:38, said:
Protip: BF3 beta was released & Clavus brought out his gamemode. Necrossin is not your slave.
Do you ever wonder why Deluvas ragequitted from this community? I'll give you a hint, all the whining.
Edit: Time to contribute to this, I think classes should go, I find them far too hard to level up.
I dont think thats why Deluvas left, as I still chat whith him time to time
#16
Posted 30 September 2011 - 18:38
Damien, on 30 September 2011 - 13:08, said:
1. Remove the 5th class, so no more marksman/berserker whatever. 4 classes is more than enough.
2. Remove picking up props, so cading can go back to old. its to easy to cade now. People that turn zombie just leave.
3. Restore speeds where they where.
4. Add pufulet's leveling system (25 lvls, if i remember correctly)
5. Add zombie leveling, with very small advantages. So not like humans. But it would give a reason to be a good zombie.
6. Restore the 2 points from dice, but people should lose 2 when they lose a brain from dice.
7. Remove exploit boxes on almost all places, they fuck up survival chance. Exploit boxes should only be on places where normal zombies cant go at all.
8. Add sniper rifles to all classes at high sp
9. Cades should only be able to be destroyed by the guy that put the first nail in it and by zombies of course
10. Remove the boost if zombies are in big groups, do the opposite and decrease their dmg when they are in large groups or add collisions between zombies.
11. More ammo from ammo regen
( Maybe rebuild zs on top of newest zs, so with waves, melee etc and tweak that!!!!)
Add more ideas people to this topic. But they gotta be do-able and fit in zs. Hopefully we can keep zs from dieing and make it as fun as it was a while back.
Hm, Agreed with 1 ( Marksmmanis useless Pufulet, deal with it )
2 : NO NO NO ! New cading system is alright, its much better than the cadingkit ( we liked tocall it exploit-kit
3 : No, a normal zombie was able to outrun a human easily, making it impossible to escape from normal zombies ( which are supposed to have a good balance of DMG and speed )
4 : I dont care, got my LV 6 Engineer anyways
5 : People might suicide to LV up zombies
6 : so zombies can AFk with lady luck and dice !?
7 : Agreed, fast zombies , poison headcrabs and howlers are good enough against exploiters, only going uner the map should be exploiting.
8 : People should be able to choose the weapon they ge from SP ( like clicking on the weapon in the F2 menu to gain it, a "mine-SP shop"
9 : so a random griefer puts first nail and unnail things in the end to kill human tea, no THX.
Supports should beable to unnail their own stuff.
10 : why, Zombies are supposed to be strong in numbers.
11 : Crates need to give more ammo sometimes, Snipers only et like 6 bullets from crate.
Pufu was right, every ZS topic turns into a stack of suggestions
You will hate me, but I am not your hero.
I'm a silent warrior, a dark knight.
#17
Posted 30 September 2011 - 19:07
#18
Posted 30 September 2011 - 20:16
But make it so the perks are in groups and you can only hav 1/2 from each group so you can just say like speed anc the rest chance to spawn with shit and maybe you start with some you dont hav to buy like "spawn with medic kit or something like that, but maybe that could be a 5th perk so you will have the same amount of other perks as now and still be able to make a medic build, same goes for the hammer and maybe commando knife
This post has been edited by mogadonskoda: 30 September 2011 - 20:19
The Only
The Mogadon
#19
Posted 30 September 2011 - 21:35
1. Medic: same as it is now, but give them another healing gun (healing grenade or healing pistol)
2. Commando: give him the mines of engi and give him more raw power. rest stays the sam
3. Support/engineer class: half support, half engi. Hammer and a chance to spawn with turret
4. Marksman/berserker class: half zerk, half marksman. A master of long and close combat.
#20
Posted 30 September 2011 - 21:54
Damien, on 30 September 2011 - 21:35, said:
1. Medic: same as it is now, but give them another healing gun (healing grenade or healing pistol)
2. Commando: give him the mines of engi and give him more raw power. rest stays the sam
3. Support/engineer class: half support, half engi. Hammer and a chance to spawn with turret
4. Marksman/berserker class: half zerk, half marksman. A master of long and close combat.
Why not do my idea and you can do that?
The Only
The Mogadon

Help




MultiQuote







