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  1. Imperial Knight

    Imperial Knight

    Friend of HG


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      5

    • Posts

      2006


  2. Snowyamur

    Snowyamur

    Friend of HG


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      2

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      2174


  3. Chains

    Chains

    Retired Leadership


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      2

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      1326


  4. Comic King

    Comic King

    HG Veteran


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      2

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      764


Popular Content

Showing content with the highest reputation on 02/06/19 in all areas

  1. New Version Suggestions & Ideas As we're pushing forward with the development of the new HG Bans, we would like to take some feedback and suggestions for the new version to see what changes everyone would like to see, members and leadership alike. As of now we're currently looking into the following ideas we have came up with: Ability to create web bans that specify a division Permanent fix to the drag and drop uploader Improved interface for bans, modifying bans, etc. Potential notification system for divisional leadership where a notification is sent when a ban for their division is pending review System for assigning bans to leadership for review (i.e. claiming a ban for review, assigning to a higher up, etc.) New ban state called "Appealed" which indicates an inactive ban due to an approved appeal. This helps separate invalid disapproved bans from appealed bans at glance. Feel free to reply here to bring up or discuss any ideas you might have. If your suggestion contains any trusted information that is leadership-only, feel free to send me a PM.
    4 points
  2. This might be something obvious but im going to say it to get it out there. A new, modern look!!!!
    2 points
  3. Can't do it, we all know what happens when you do something like that.
    2 points
  4. Some Epic Bonus Effects. Notes: Human Bonus Only (*) Zombie Bonus Only (+) *Incineration - 15 Seconds - All weapons now inflict burning damage for 2 seconds overtime (-1 HP per second) Time Stall - 10 Seconds - All Zombies (and Humans) are unable the move, look around and attack during the10 second duration except the one who opened the Epic Bonus Crate *Aster Touch - 15 Seconds - All attacks will inflict zombies low gravity for 1.5 seconds (Knockback Weapons will benefit this greatly) +Pica - 60 Seconds - 40% of barricade damage will be replenished as HP *Split Bullets - 10 Seconds - Most Weapons will now fire an extra bullet (Banned Weapons are: All Shotguns, All Bows, Ray Gun, Tau Cannon, Grim, Hurricane, Grenade Launcher, GLUON and FUBAR) +Boom Boom Fingers - 15 Seconds - All Zombie attacks triggers an explosion (Zombine Nade), damaging nearby barricades and players (Damage is 1/4th of normal base damage) (Basically Pulverizer, Zombie Version) +Bloody Discount - 2 Minutes - Blood Cradle perks are discounted by 30% (Disregard this perk if Arsenal Discount also applies to zombies) Laser Pointer - 20 Seconds - +Zombie Projectiles now travels in very long distance (Poison Crab, Venom Crab, Spitter, Shade Rocks and Props and Bonemesh) (Distance is 10 Resupplies lined together) *All Weapons now have No-Spread (except arc-based weapons) *Ghost Phase - 60 Seconds - Phase Movement is normal and it does not required to press Z (But cannot attack when phasing thorugh) i might add more but its almost sleep here so this will be all
    1 point
  5. Skill Trees Starter idea/ concept for a replacement to traits. Skill trees are inspired off of Sunrust's ZS server skill trees conjoined with Dying Light's skill trees, but simplified. These would be designed to include traits and allow players to choose the buffs and effects they want in an easier way. Concept by Snowyamur Inspiration from Dying Light, The Elder Scrolls V: Skyrim, Borderlands 1 and 2, and Sunrust's ZS Server Synopsis So a week or two ago, I was talking to Blueberry about ZS, and he said Sunrust's ZS server has better gameplay and mechanics. Given that many players on HG, including myself, have talked s**t about Sunrust's ZS server, I no longer wanted to make such derogatory statements without actually having been on Sunrust's ZS server and trying it out for myself. So I hopped on, and immediately, a lot of things were functional and clean. The UI, the boss selection menu, the weapons database, the functionality of zombie types, etc. worked out pretty well, and they were more polished and, most importantly, balanced than what HG ZS has. However, I'm not saying this to make Sunrust look good and HG look bad; I'm saying this out of what I've seen with my own eyes. From a few accounts by a few Sunrust players, Sunrust has dozens of developers, designers, animators, modelers, etc.; that's how they're able to pull all this off, whereas HG only has 3 developers, a few volunteer designers, 1 modeler, and a few QA testers. While HG's development team is noticeably smaller, for what they've pulled off in comparison with Sunrust is close to the same, just less polished. While on Sunrust's ZS server, one thing that stood out to me was their skill system they integrated. It had the feel of that from Skyrim, while also providing a more neatly-organized and flexible way for players to select what traits they wanted to have. Taking that into account, if Sunrust can pull it off, I feel that it's possible to pull off our own version of a skill tree system, albeit it's going to be slower to develop due to development team size. That said, I feel that if our server had a skill tree system as well, replayability improves, and we attract [possibly] friendlier and more gameplay-inclined people to our server, which would overall improve our ZS community, while further adding better gameplay features to our own ZS server. Note: as said above, this is a starter idea/ concept for the skill trees. This suggestion will NOT include any specifics for the skills in-terms of mechanics and integer values, such as the skills themselves nor the attributes involved, until I see how people think of this idea and their feedback towards it. Note 2: this general concept will be applied for only the HUMANS for now; the zombies will follow-suit if this idea/ starting concept receives positive feedback and attention, and development on it becomes a possibility. Note 3: with regards to what Fume stated below, I stated how I said something somewhere here, but I guess I didn't, so I'll say it here. It will be virtually impossible to include this unless we have a larger development team, but until we do, this idea will remain here because it's a possible thing to consider. Skill Trees So the skill trees themselves, as stated above, are designed to replace how traits are selected and used on our ZS server. This system will be designed to be more organized, accessible, and flexible for the player, and unlike the current traits system, the skill trees system will require less time to learn and figure out. If players have played games like Skyrim, Dying Light, Wolfenstein: The New Order or The New Colossus, Infamous, Borderlands (all of them), or any other game with a skill tree system, this would be most familiar with them. While not much creativity can be found using a skill trees system for traits, it nonetheless would be a familiar mechanic/ system for players, relieving them of having to spend time learning how our current traits system works. More importantly, this would be a refreshing introduction to something new for our ZS server. Akin to how Sunrust operates their skill tree system, players can level up and earn skill points towards unlocking skills of their choice, and certain actions grant them experience points for said actions. The route that I'm going to be taking with skill trees for HG ZS is the Dying Light route, which is having separate skill trees for separate roles. Unlike Sunrust where players gain universal EXP for pretty much anything they do, players that do certain actions will earn EXP that falls under a certain skill tree, and the skill points they learn under that tree can be used to purchase related skills akin to the skill tree of their choice. For the purposes of scope, these skill trees will be simplified. The Instinct Tree If you've played Dying Light, you would no doubt recognize that I'm trying to take a different route with word choice for the "Survivor" skill tree, renaming it to "Instinct." The Instinct Tree focuses heavily on survivor skills, most of which improve the odds of surviving the apocalypse. These can range from improved durability, to better price-haggling from the Arsenal Crate, to powerful in-game effects. EXP gain methods: surviving waves surviving a wave grants a certain amount of EXP; this value remains constant as EXP earned per wave survived. surviving Wave 6 (or Wave 7 on certain maps), thereby winning as the human team, will grant a lot of EXP. this EXP reward will be almost enough to level up given that it's rare for humans to win during most times of the day. completing achievements achievements will now reward EXP alongside point and card deck/ chest rewards. spending points[???] players that spend their points will earn Instinct EXP as it pertains to Zombie Survival for Garry's Mod. this gives a reason to not always pointwhore and not buy anything from the Arsenal Crate. Perks effects: increased durability might replace Health cards, which in-turn would mean points spent would have to be compensated improved and faster movement might replace Speed cards, which in-turn would mean points spent would have to be compensated access to unique weapons and equipment[???] powerful and advantageous buffs and effects: damage reduction from certain sources certain immunities from particular effects navigating, pathfinding, and improved senses improved haggling; improved buy and sell values from the Arsenal Crate special perks (improved points gain, innate health regeneration, unique resistances, etc.) improved deployable use: reduced Resupply Box delay improved card effects other The Support Tree Unlike Dying Light, Zombie Survival gives the user, the player, an ability to construct barricades. Such a skill could fall under what could be considered as "team support;" so can healing. Players that don't fight on the frontlines and choose to support their team in combat would choose to construct barricades and heal, and they will benefit from that in their own way separate from the Instinct Tree. EXP gain methods: repairing stuff: barricades Supply Crates deployables excludes EXP being earned for barricades or deployables under the player's control taking damage. healing others: excludes EXP being earned for providing buffs and certain resistances when healing. blocking damage: Forcefields blocking any forms of projectile damage use of "Aegis" Barricade Kits from the Arsenal Crate ONLY dealing damage with deployables; NOT weapons having your Arsenal Crate being used having your Resupply Box being used other Perk effects: improved healing effects, alongside unique healing skills that can provide a wide range of buffs. improved repair effects, alongside unique repair skills that improve overall barricade maintenance. special barricading skills that provide unique forms of utility and apply to particular situations. improved deployables: increased durability improved damage (if available) The Combat Tree As with any zombie apocalypse, knowing the art of combat and warfare is essential when trying to hold back the zombie horde. In ZS, this is no exception. Slashing, bashing, shooting, stabbing, and pummeling zombies to death is a norm for the zombie apocalypse, but it's a skill that must be mastered. Unlike the Instinct and Support Trees that emphasize survival by defense and special resistances, the Combat Tree emphasizes survival by improved combat abilities and special damage. EXP gain methods: dealing damage WITH WEAPONS. damage from deployables will give the player Support EXP, not Combat EXP. killing zombies. killing zombies by any means rewards Combat EXP no matter what if a zombie is killed by a deployable or assisted death by the human player, both Combat and Support EXP could be rewarded together. taking damage. dying will NOT reset the level counter nor EXP gains. any damage to the human player, including fall damage and self-inflicted damage, will give Combat EXP in return. Perk effects: improved ranged and melee capabilities: improved fire rate or attack speed overall improved damage across the board improved ranged or melee weapon attributes special fighting traits: improved resistances or buffs granted by using certain weapons universal improvement of a selection of weapons special effects by performing certain combat actions special effects by performing normal actions (reloading, moving, etc.) weapon modifications: improved clip size elemental bullets (available elements below): fire (take x damage over t seconds and props take x damage over t seconds) frost (take x more damage from anything and move slower for t seconds) poison (take x damage over t seconds and attack slower for t seconds) corrosive (enemies with blood armor take extra damage and metal props take extra x damage over t seconds) electric (% chance of being stunned in place, but can still attack) tar (gives a debuff that inflicts extra damage on enemies that are set on fire, or have the burn effect) time (% chance of being frozen in time, whereby the player can't do anything, but they can't take damage from anything) omni (very low % chance of applying every single element to an enemy) other Conclusion So, this is how skill trees would work for ZS. Each tree has their own way to gain EXP, and each tree gives the player different specifications. If you have any feedback, be sure to post them below. I want to see what others think of this before treading further on this idea.
    1 point
  6. Instead of this complication tree, we could get a single EXP to increase levels, and have a point distribution system Strength: Strength and melee related traits Constitution: Resistance and health related traits Dexterity: Mobility and speed related Traits Intelligence: General weapons related traits/Cading Carisma: Points discount ressuply related Traits Wisdom: Healing related traits/trait slots And traits would need a X amount in its primary attribute to be usable, and also have trait slots, maybe 2 slots to start at a maximum of 6 actually its almost the same thing but.. You get it huh ?
    1 point
  7. Im definitely coming to this one! btw Fred, those graphics are AMAZING!
    1 point
  8. gotta promote those gold members and vips. Also, how old is that processor?
    1 point
  9. Where is my zombie skilltree at. K ima try myself. The Zombie Tree Considering that giving the humans more buffs and ignoring the zombie side is the spot where i step in and point things out that usually get ignored or downplayed by zombies being to "OP" nearly all the time. EXP gain methods: Damaging Humans with any kind of zombie Killing Humans as any kind of zombie Taking damage from humans Perk effects: improved ranged and melee capabilities: improved fire rate or attack speed overall improved damage across the board improved ranged or melee weapon attributes special fighting traits: improved resistances or buffs granted by using certain zombies special effects by performing certain zombie actions special effects by performing normal actions (moving, attacking cade or humans.) Zombie Modifications/Mutations Elemental resistances Increased speed when in water Bone armor plates (always start with a small amount of armor) Lazer damage resistances Increased pull when hitting a human Status effects that can apply to cade or humans after getting hit Increased dmg to droped items like guns/loot Longer claws More speed / skinny zombie Yes i know this sounds like listing the traits in the blood arse, But having humans spawn with buffs and just straight up ignoring the zombie side of things is not a thing i would like to see. Cause no matter how hard you try, you will spend time as a zombie. (unless you are one of those jackasses that just go afk or leave till next map. It is frustrating that these people complain about humans needing buffs.)
    1 point
  10. Humans have been getting alot of new items. Such as the raygun,healing ray,sigils,etc. I think its time for zombies to get a new one, and i have an idea for that. its called the Revole, its a boss zombie that can distrupts humans electronics, such as Force Fields, flashlights, electro hammer,etc. Revole needs to look directly at the cade in order to shoot the EMP, Revole needs 5 seconds to shoot the EMP, the EMP will distrupts force fields for up to 5-10 seconds, giving pukepuss to shoot poisons and chrono butchers to teleport in, also the flashlight will be distrupted aswell, and the electric hammers doesn't work for 5-10 seconds. The EMP cooldown is around 40 seconds to 50 seconds. Revole is unlocked at wave 5. also his normal attacks damage is 30, and also 5 electricial damage overtime for 5 seconds. Revole stats : Health : 1300 Speed : 180 Damage : 30 I accept any critics. What do you think? also credit to Antares, he gave me some ideas.
    1 point
  11. I like the type of bonemeshes that just stand there while I unload my entire clip right into their faces without flinching.
    1 point
  12. Some people I mention do not share the same point of view or tastes that I do, but that is what makes us all unique, and I still enjoy talking with them about different subject wether we agree or not. There will be some people I will forget to name, this is not in any particular order: Tex, Dragonslayer, Eddiecam, Imperial Knight, Silly, Sherlokpwnz, BIGPOPPA, Suq Madiq, ValueSensei, HammNcheese, Petercs94, EP_Agent, DBlackhawk, Goat Roper, TACK, Fume Knight, imasonaz, MSU4LIFE, B-NYE, Chains, Sit., ALIENWARE, Comic King, bobbythed, JarjarBinks, Eisen, probably more I missed, just woke up from a nap so sue me. ALIENWARE I HOPE YOU DON'T MIND I HAVE SO MANY BUT I WASN'T GOING TO NAME ONLY A FEW AND MAKE PEOPLE FEEL LEFT OUT THAT I TALK TO FREQUENTLY AS WELL.
    1 point
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