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> Zombie Gameplay, To Even the Gameplay out.
MtG
Posted: December 02, 2004 12:25 am
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Real zombie Nemesis
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To make it short, the Zombies are freakishly unmatched player to player against marines. They stand no chance.

Okay.
I played , and I was a marine. A zombie player came up to me, and I had a sawed off. I had one shot left in it. My secondary shot (The more powerfull and effective one, if anyone notices that). He was very close. But he moved, and took very little damage and I had to reload. He hit me like... 3 times or so before I could reload, as I was backed against the barrier of the marine spawn. One shot killed him, and the battle lasted for at least 4 seconds, while I used to skillz, and the zombie was the best player on the server at the time ( I was second biggrin.gif). Even though I thought of this a person victory... the fact is zombies suck.


They have no HP.
They're attacks do nothing.
And they're speed isn't that impressive.

Fixes to Even it Out:

Make Zombies Players faster with no Footsteps.

Make it so Zombie Players could maybe infect other Players

Raise Zombie Health. Notice that the Aliens on Natural selection are hard hard to kill, and kill in one hit unless you have heavy armor on.

Raise zombie damage, or zombie damage speed. The Zombie attack is very, very ,very slow. Plus it does practically no damage, with about 2 or 3 hits to kill a marine npc closeup with no skill points added.


Combinations:

Zombie Health, and Infect

Make it so Zombie Players, not zombies, have high health, and can infect... but infects don't count as kills, if they just do one hit, and then run off.

Zombie Speed and Zombie Damage

Make it so Zombie Players can basically kill in one hit. They get that close. Anyone could take out a zombie that close, or at least notice them.



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Nekrotzar
Posted: December 02, 2004 01:00 am
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You can increase zombie health, speed and damage through the experience system. I, for example, played a zombie once with 17 points in hp, which gave me 220 HP. I easily survived a hit from a sawed off at close range and sometimes also the second (which isn't more powerfull IMO). I don't find it too difficult to kill players even without upgrades. Just outflank and/or ambush them. Even a head on charge is sometimes successfull and if you get killed you simply respawn, without having lost anything but time. The aliens in NS are supposed to stand an equal chance in combat against the marines, but in BB it's not PvP but coop play. I've never seen hordes of AI controlled skulks rushing the marine base in an endless stream...
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Zpin
Posted: December 02, 2004 10:50 pm
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Einherjar
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We had stronger zombies in early versions ob bb and it didn't work out... Everyone wanted to be zombie all the time. The current zombie strength is the maximum we can set without ruining the gameplay.
One zombie against more players = hopeless... It's allright like that. You'll have to sneak on your victims.


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MtG
Posted: December 02, 2004 11:53 pm
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I'm saying that it should be hopeless because of outnumbering... but zombies shouldn't be like a one-hit kill...


I think this might be fixed by raising default hp by like 30 or 20 hp?

I'm sorry that I didn't play earlier versions...

But maybe they should be able to default kill with 2 hits instead of 3 of 4?
Cause man. They suck.


How does the Vampire Slayer damage system work?
Does anyone know?


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Grey Snake
Posted: December 03, 2004 12:43 am
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please don't say they suck. They will be hopefully improved in future patches of BB. smile.gif


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MtG
Posted: December 03, 2004 10:08 pm
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Real zombie Nemesis
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k man


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TSS
Posted: December 03, 2004 11:41 pm
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BB's main goal is to fight the zombie hordes as a team, and not trying to get infected. like one of the dev's sed sometime (too lazy to look for the quote), going zombie is just a funny way to punish you. your main objective should be survival.

from what ive heard, next patch you will go back to human after 30 seconds instead of 3 minutes. or within 1 player or 2 npc kills.

please, understand, that this game isnt ment to be player vs player, but a cooperative mod like svencoop. in svencoop you just respawn, here you'll turn zombie for a while, then respawn.

also going zombie adds another thing to the game, i mean, if your teammate goes zombie on you near ya ya better run like hell. adds that little panic but fun feeling to it.
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smurfy
Posted: December 04, 2004 12:40 am
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QUOTE
from what ive heard, next patch you will go back to human after 30 seconds instead of 3 minutes

Hope that will not happen,sounds extremely boring being zombie for 30 seconds?
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MtG
Posted: December 05, 2004 06:05 am
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Well.

It should mainly be about co-op.


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Lord Scottish
Posted: December 05, 2004 10:10 am
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I think another test with those 2 improvements would show us if we can make them stronger without everybody wanting to be a zombie. But it's definately about killing zombies, not about playing zombies. And I don't know why, but in the betatest many players just wanted to be zombies ph34r.gif


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MtG
Posted: December 05, 2004 11:16 am
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Well maybe

Zombie Infection can last a total of 30 seconds.
Okay.

Zombie health is 120.
Zombie speed can be reduced.
Damage can be a 2 hit kill at default.

There?


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TSS
Posted: December 05, 2004 02:52 pm
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nah cant decrease the speed. thats the only advantage they have over the survivors.

zombie health could be increased. and the damage depends on where you hit them. jump and smash their heads and its a 1 whack kill.

how about:

zombie health is 120, but, it goes down 4 HP a second (that way after 30 seconds you die), but, if you do a feed attack you can replenish that HP and make you last longer as a zombie. say, about 20+ hp per feed attack.

would most definatly motivate you to go and kill humans.
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Nekrotzar
Posted: December 05, 2004 04:03 pm
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QUOTE
zombie health is 120, but, it goes down 4 HP a second (that way after 30 seconds you die), but, if you do a feed attack you can replenish that HP and make you last longer as a zombie. say, about 20+ hp per feed attack.

This would cause several problems:
a) The short duration would force zombies to charge head on into the enemy, IF they're able to reach them in time. This would prevent them from outflanking or ambushing humans and push zombie players more into the frustrating "cannon-fodder" section.
b) Survivors that camp in unreachable destinations would FORCE the Zombies to attack marines.
c) Zombies that reach survivors would probably be so low on hp that 1 or 2 shots from any weapon would kill them.
d) The main zombie issue (not being able to hit moving players) would become even worse. A survivor would only have to dodge long enough to make zombies die.

QUOTE
I don't know why, but in the betatest many players just wanted to be zombies
Killing "mindless" NPCs doesn't give people as much of a feeling of superiority over others as beating players in a direct fight. One might deem such behaviour childish, but then again online gaming is all about competition.

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MtG
Posted: December 06, 2004 01:27 am
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What if you had to become a zombie for at least 1 life, and then the 120 health thing is incorporated?

I kind of like it as it is with the point requirements.

But what they really do need, as state above ^ is to be able to do more damage to marines if they do headshots.

Zombies have different damage absorbers.
Marine's don't though.

I'm thinking 1 of the selectable player models can be taken out to do this.
(To even the lag out)


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Nekrotzar
Posted: December 06, 2004 10:08 pm
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QUOTE
But what they really do need, as state above ^ is to be able to do more damage to marines if they do headshots
Headshots to marines are instant death already. I'm not sure, but I think both survivors and zombie players don't have localized damage.

Giving them 40 more health by default wouldn't make much of a difference, they'd still die to a single shot from a sawed off. Also you can use your talent points to increase your health to 220.
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