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General Suggestions Thread


Matt B
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Hello!

 

So this thread is for any idea or suggestion you have for the server in any way. We are always looking for way to improve and want you to give your input. This is one of many ways you can voice that input.

 

If you have a more complex or thought out idea, feel free to make a new thread about it. If you have more simple ideas that don't require much explaining, this thread is for you!

 

We also have implemented a new suggestions system in game by pressing F10. You can create ideas as well as vote yes or no to other ideas. If we see that there is a demand from the server, we will do our best to make it happen!

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Just an idea i had for zombies,

 

if a zombie is attacking a human, they should restore health for how much damage they do to a human. since they are eating the human, they will receive healing, kinda like how the zombie parts work. would probably have to be limited to melee attacks only, not poison/explosion damage

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Can we seriously forfeit votes from afk players? Their votes are automatically "No" and never actually ran through human rational thinking.

 

Especially for votezlist, where shitcaders cannot be zlisted due to the afks and trolls (or simply people who aren't present at the scene of crime and hence cannot judge, which really makes me want to bring up my 'no-vote' thread again).

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Can we seriously forfeit votes from afk players? Their votes are automatically "No" and never actually ran through human rational thinking.

 

Especially for votezlist, where shitcaders cannot be zlisted due to the afks and trolls (or simply people who aren't present at the scene of crime and hence cannot judge, which really makes me want to bring up my 'no-vote' thread again).

 

although this topic has been discussed before, there should be some new updates coming to the votezlist and votekick commands.

 

These updates would include only being able to pick from a selected set of reasons. For example you type "!votezlist" and a pop-up menu similar to how "!givepoints" works would come up. you would select a person from the list, then from a drop down box, select a reason from "poor cading", "double nailing", etc. This prevents trolls from writing nonsense and abusing the vote commands.

 

Now to be more specific to what you ask, the votezlist and votekick have been extremely abused in the past, and are only there for when there is some serious issue and a mod is not around. And if the issue is serious enough to get a high % of humans to vote for it, then it will pass. This is why increasing the chance of votes passing is undesired at this point.

 

 

Another idea being entertained is to have it show how many voted for each option. For example, the votezlist response will be "Option "Yes" won with (45/86) votes. Option "No" received (15/86) votes". Simple math will show that only 60 out of 86 people voted. Also implementing this will help create evidence of how many people are not voting, and how big of an issue it really is.

 

On a side note (I'm not sure if this is recent or not) I did notice that only humans can vote for votezlists.

 

Your suggestion has been duly noted. Thank you.

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  • 7 months later...

Hey, i have a couple ideas I've had for quite some time, and id like to share them.

 

1. An option in the F4 menu to use iron sights. Remember when the Grim, Galil, and other guns had iron sights? I really liked that and think it'd be cool to have and option to use iron sights.

 

2. Being able to unnail objects while phasing through them. Sometimes you will nail an object in such a way where it is impossible to unnail it, or you need another prop to stand on to get the right angle to unnail it. I think being able to phase through props and unnail at the same time would fix this.

 

I love the server and these are my thoughts on how it could be changed for the better. :)

 

P.S. I think the Sweeper (and XM) needs a buff.

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  • 2 weeks later...

hey guys, I've been trying to make a brand new thread for this suggestion for 2 days straight but has been unable to because I get fucked by CloudFlare and the recaptcha.

 

it's a fucking essay with 1017 words, so I'm going to use a spoiler tag.

 

[spoiler=1017 words,you have been warned]

 

Zombie Perk System

 

What is it?

The Zombie Perks is a system designed to give zombies some help in killing the humans and thus, winning the game. It also provides a way for zombie players to spend their points on.

It provides zombies with ways to enhance their strengths depending on their preferred playstyle or game situation.

 

It is only available for ZS game mode and not ZE.

 

How Does it Work?

Pressing F3 will open up the zombie type selection menu as usual, but a new sub-menu to access the perks and perks shop will be added as well.

 

There are 7 selectable perks to choose from. Unlocking perks require players to spend points. Each perk grants a specific set of bonuses and penalties which compliment a certain playstyle. The first perk costs 50 points to unlock. The other perks afterwards costs 40 points each. Therefore you can unlock all 7 perks at a cost of 290 points.

 

During the first wave up until the end of the first intermission, zombies enjoy a 50% discount on ALL PERKS! This discount is disabled in obj maps.

 

Perks lasts until ROUND change. They are not permanent and so players have to rebuy them every time there's a replay or map change. Redeeming will not cause players to lose their unlocked zombie perks. Bosses also gain the effects from perks. Crows unfortunately do not enjoy perk bonuses.

 

After unlocking a perk of their own choice, a player will equip that perk by default. If the player decides to buy/unlock another perk, they can then change the active perk to that unlocked perk. A player can change its active perk anytime they want. Perk changes only apply after respawning.

 

Zombies can see what perks other zombies are using indicated by a floating icon or text hovering above zombies' head.

 

 

 

 

The Perks

The following will describe in more detail what the 7 perks are and what they do. Plus (+) sign indicates bonuses while minus (-) sign indicates penalties.

 

 

1. Brutality (clenched fist icon)

Brutality Perk focuses on direct damage towards players at the expense of cade damage and mobility.

+25% damage bonus on melee attacks towards humans (multiply white number damage popups by 1.25)

+20% damage bonus on non-melee (think chem zombie explosions, poison toss, poison headcrabs spitballs, propkills) attacks towards humans

+Melee attacks can headshot humans, dealing twice the damage

-15% slower movement speed (multiply base movement speed by 0.85)

-18% less damage towards nailed props (multiply current prop damage by 0.82)

 

 

 

2. Incapacitator (blood drop icon)

Incapacitator Perk is all about a slow and painful death process, bolstering poison-based damage while giving zombies the ability to apply a bleed effect on humans hit by their claws. Incapacitator zombies though has less durability and attack speed.

+Melee hits causes humans to bleed for 30% of damage it deals over 3 seconds. Bleeding from multiple Incapacitator sources and consecutive attacks stack (normal zombie attack on a human would cause a 9 damage bleed effect over 3 seconds or 3 damage per second).

+50% poison-based damage (all the green number damage popups)

-18% attack speed penalty (multiply base attack cooldown by 1.18, making the cooldown and animation for attacks 18% longer)

-15% less health (multiply base health by 0.85)

 

 

 

3. Assassin (ski mask icon)

The Assassin perk is suitable for a stealth and ambush playstyle for zombies. Zombies equipped with the Assassin perk enjoys silent movement and attack (no attack or movement noises made at all) and the ability to deal bonus damage to humans from behind (akin to Knife) but suffers from extremely lower combat capability from direct confrontations

+Silent movement and attack (attacks and movements do not produce any noise or sound)

+Melee attacks can headshot humans, dealing twice the damage

+100% damage bonus dealt towards humans from behind (180 degrees angle)

-50% damage penalty when not attacking humans from behind (180 degrees angle)

-20% headshot damage resistance (headshots deal 2.4x damage instead of 2x damage)

 

 

 

4. Rabid (teeth icon)

The Rabid perk grants zombies enhanced speed on both attack and movement. However, Rabid zombies has a chance to miss on their melee attacks and suffers from lowered damage resistance.

+30% faster attack speed and animation

+15% faster movement speed, increased to 30% when within 20 meters from a human.

-15% chance to miss on melee attacks

-20% damage vulnerability from all sources (including fall damage)

 

 

 

5. Juggernaut (shield icon)

Juggernaut Perk grants significant endurance bonus for zombies at the cost of their mobility and damage. Suitable for tank-Shade, sometimes Poison Headcrab and Bloated Zombies.

+18% more health

+15% headshot damage resistance (headshots deal 1.7x damage instead of 2x damage)

-20% slower movement speed

-15% slower attack speed and animation

 

 

 

6. Relentless (red cross icon)

Relentless Perk is one that grants zombies enhanced durability, but only if they are in combat with the humans. Relentless zombies enjoy health regeneration that triggers everytime it is in combat with a human (either dealing damage or taking damage)

+Regenerates health for 5 seconds after taking or dealing damage (only if you deal damage to a human or a nailed prop). Regeneration is equal to 6% of base hp per second. (Wraith would heal 6 hp per second, Zombie would heal 12 hp per second etc). Regeneration rate is reduced to 0.3% of base hp per second for Shade (3.6 hp per second).

+Deaths produce gibs which can be picked up by other zombies to heal them.

-20% slower movement speed. This penalty is removed for 5 seconds when in-combat (dealing or taking damage).

 

 

 

7. Demolisher (wrecking ball icon)

Demolisher zombies excel at taking down cades and therefore would probably be the most used perk in vanilla ZS. However, Demolisher zombies suffer greatly from dealing damage to players and are bad at chasing them as well.

+18% damage to nailed props

+300% damage to unnailed props and deployables (except for Aegis. so Arsenals, Resupplies, Turrets, Force Fields, Spot Lamps and Detpacks)

+50% damage to Aegis Barricade Kits

-40% damage penalty against humans

-20% slower movement speed when within 15 meters from a human

 

 

 

 

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  • 2 weeks later...
  • 7 months later...
  • 3 months later...

The King Headcrab currently deals 7 damage to both cades and humans which makes it without a doubt the worst boss in the game at the moment, there is literally no good use for it right now except if you are facing one or two people alone in an open field. I would suggest its damage gets buffed a bit to make it a more balanced boss.

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  • 3 weeks later...

Bonus crate review

 

Need remove

 

- Super Jump (since bonus create exists It never helped me, most of time you got it when you are inside the cade and lot of map doesnt have outside area, that bonus is really useless

- Mini Mania (that one has no place into zs not really "logic" to have it for a gamemode like that, keep it for event but just disable it into the bonus create also in human you are stuck on everything and zombie side is OP af, one pro zombie can literally fuck up human side)

 

New bonus

 

Eye of nail (only for zombie if one zombie got that bonus he can see the nail from all props nailed for whole the game)

Edited by Trazix
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  • 1 month later...

Yeah, I agree with trazix on the mini-mania. Its useless for humans as the duration only lasts for 30 seconds and if a cader gets a hold of this ability, it just makes it more frustrating to try and cade with. For zombies, this bonus is pretty powerful, especially if a boss such as a nightmare obtains it which is actually pretty common such as yesterday during infirmary map, the mini nightmare broke through a cade with ease which it shouldn't and was gg for humans from there.Even then, bosses with mini could slip through cades and just go wild on the human team. At least with low gravity, its somewhat situational at times and mostly just a funny novelty to receive.

 

The deagle I believe should have its price lowered from 80 to somewhere down the 30-50 range maybe as its too expensive otherwise, even though its a tier 2, and ppl will just get the riochet which is just as good and much cheaper.

 

Other than that, I wish that there was a way to craft from within the arsenal crate instead of dropping a weapon which someone could pick up while u craft which is the akimbo although this is only a minor pet peeve of mine but more importantly, I wish that zombie bosses would get somewhat of a punishment for boss rushes, 2 nightmares is fine to deal with at the start of the wave but with a 60+ population, nightmare rushes can break through well-built cades pretty quickly. Maybe three or four of the same boss would result in a 15 damage reduction to props, idk.

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  • 4 weeks later...

I suggest removing the water nerf which makes humans move a lot slower in water. It was dumb that it was added in the first place and i see no reason for it to be kept in the game. The biggest problem with it right now is that it makes it impossible to survive in any swimable amount of water if a zombie is after you. This leads to some very unfair scenarios on certain maps.

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Upgrading the normal Zombie with cards should not buff the damage above 33.33 damage per hit. The reason for this is that it changes the amount of hits a normal human can take from 4 to 3. Making it so a human cant withstand 3 hits from a normal Zombie is a highly drastical change on the games balance even though the dps on paper itsnt that big of a change. If you want to increase the dps its better to increase the time it takes to hit a human. Increasing the damage beyond 33.33 damage would however be okay if its added in as a bonus for the last Zombie upgrade.

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Ghouls damage towards cades should be reverted. The reason for this is that its a bad idea removing the very specialisation zombie classes have in different gameplay strategies and scenarios. If we start buffing what makes a zombie class bad we make the gap between what different zombies specialise in more narrow and eventually we take a way the diversity in gameplay. In this particular case with the Ghoul it starts to resemble the normal Zombie too much. Ghoul was made to be used against humans outside of the cade where it excelled and not againt cades where it did miminal damage. Now that it deals almost the same amount of damage as normal Zombies to cades theres not that great of an advantage to ever use a normal Zombie. The Ghoul could maybe get a slight buff from its original damage against cades but its current damage needs a nerf.

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How funny it might be killing kleiners with a bhopping Ghoul, i think that it should not be possible to bhop with Ghouls any longer. I say this as a person that have killed my fair share of players with it, and i do think that its very unfair when you have no chance to escape it in the early rounds. Ofc it takes a certain skill to bhop but the advantage you get with the normal Zombie classes should be enough a for skilled zombie player.

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I suggest to have several different points multiple event, currently its 2x since more than 1 year so I propose to have 1 new points multiple event (1.5x point multiple) for the simple reason 2x points is just too much. The last double points we had I made +40k profit (well I am an experienced player a basic player would have done 1/3 of me). I dont ask to remove completely 2x pts but its better to keep it for a big event or special day in the world and enable 1.5x double pts occasionally (random weekend) but more frequently than 2x

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  • 2 weeks later...

Bots being zombie bosses currently causes some problems. They do not have the inteligence to choose what boss is good in what situation which can make them useless a large amount of times. They also dont have an incentive to kill themselves after waves end to make room for new bosses. The first thing that should be fixed is being able to blacklist bots from being bosses with the zlock command which currently doesnt work. Another thing that could remove this problem is only allowing bots being bosses when there are no normal players on the zombie team.

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