rhinos Posted January 13, 2019 Share Posted January 13, 2019 They should add when you carry more weapons/deployables in your inventory you walk slower. A lot of people might not agree with me but i think it might be a good idea. 1 Quote Link to comment Share on other sites More sharing options...
Lady Luck Posted January 13, 2019 Share Posted January 13, 2019 I Do Agree, but coding that sounds hard. And it would piss off human mains that scavenge. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 13, 2019 Share Posted January 13, 2019 @Lady Luck As long as it isn't by a huge amount (IE 10- or 15- hammer-units per deployable in inventory) it could work, perhaps -3 hammer-units per deployable in inventory. Weapons and other items shouldn't take off speed as I can imagine they won't hold the human down that much, unless in huge quantities. I reckon if a human is carrying more than 10 or so items, their max velocity should be brought down by 15- hammer-units. Quote Link to comment Share on other sites More sharing options...
TheDarkDevilRo3 Posted January 13, 2019 Share Posted January 13, 2019 oh boy inb4 someone finds good T5's and complains bout being slow asf Quote Link to comment Share on other sites More sharing options...
Talbot Posted January 13, 2019 Share Posted January 13, 2019 Above 10 weapons a human should become slow. Quote Link to comment Share on other sites More sharing options...
Smecklingdorf Posted January 13, 2019 Share Posted January 13, 2019 Very useless idea but it's for the better to the jackasses that hogs the Tier 6s'es (or to me who likes scavenging weapons just to sell them all) Quote Link to comment Share on other sites More sharing options...
Snowyamur Posted January 15, 2019 Share Posted January 15, 2019 @rhinos This idea is not useless in the sense that it will act as a limit to what human players buy from the Arsenal Crate and carry with them, but it's a mechanic that can work or backfire depending on what other game mechanics are in-place. Personally, I like survival games that have a "carry weight" mechanic, but if not used correctly, it's annoying to deal with. Plenty of videogames that emphasize survival integrate uncommonly-integrate this mechanic to create a form of inventory management; this leads to actions that center on taking only what's necessary and leaving the rest behind, which is fine if the game has other mechanics in-place that complement this (skill trees, abilities, unique physical interaction, weapon limitations, etc.). Unfortunately for Zombie Survival, the mechanics in-place might make this more of a hassle than a benefit. The core gameplay of Zombie Survival centers on two team-oriented gameplay aspects based on the Human and Zombie teams: Humans try to survive for 6 waves by scavenging props, building barricades, and purchasing weapons and gear to hold back the zombies. Zombies try to kill all the human players within 6 waves, upgrading themselves to improve their efforts to do so. So far, the mechanics to accomplish these aspects work fine as they currently are. Incorporating "carry weight" and/ or "encumbrance" mechanics will not only annoy the hell out of players that like playing as humans, but they'll become a huge strain on the base-coding for how items work. We would have to consider weight values for every single item from both the Worth Menu and Arsenal Crate to pull this off successfully, and not only is that a lot of designing and coding work, but it makes these mechanics act like unnecessary overhauls. I don't see this mechanic as a near-possibility for the server because the mechanics we currently have will not satisfy this integration, and this just makes it harder for human players to survive when they're already dying left and right, on top of the zombies usually winning every map we play on. Quote Link to comment Share on other sites More sharing options...
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