View Full Version : Sugested Changes to ZM
I have been thinking of some ways to alter our gameplay slightly and here are the 2 things I am looking at:
Limit max fire time from nades to 15 seconds
Allow nades to stack fire for a max of 15 seconds
Increase physics push full force slightly to make zombies better able to move things
What do you all think and does anyone else have any ideas?
CYBER
03-15-2013, 03:23 PM
I have been thinking of some ways to alter our gameplay slightly and here are the 2 things I am looking at:
Limit max fire time from nades to 15 seconds
Allow nades to stack fire for a max of 15 seconds
Increase physics push full force slightly to make zombies better able to move things
What do you all think and does anyone else have any ideas?
yes.
Personally, when it comes to "pushes", it shouldn't really be gliding a crate VERRY slowly. If anything? I wish you could make it so that zombies can really RAM a crate when pressing e, with a decent crate push-knockback, and then there would be an inner cooldown of strong pushes ...
this will cause the cades to seem more realistic, since zombies will most likely RAM obstacles, stop, run into obstacle and ram it again. until finally smthn comes loose in the back.
Zero, imagine a zombie at the door, SPAMMING the "use button", i can see the following effect on the crate due to the "cooldown":
Strong knockback Push for 1 second-> current slow push for 3 seconds-> STRONG knockback push -> current slow push for 3 seconds... etc...
this might cause cades to become slightly more fragile, but also forces zombies to be at shooting range to really break cades.
B1ackOut
03-15-2013, 03:32 PM
For the push it is already a very good way to break down cades but if it was a little stronger I don't see why we shouldn't try and see how it affects the game. There are several barricades that require several skilled players to open, and with the lack of skilled players a stronger pull/push might be good. The nade debuff would be very nice, especially if you are the last zombie alive, a 30 second nade really ruins any chance you had at tagging someone.
Bane of Soldiers
03-15-2013, 05:12 PM
I've been convinced by all this grenade complaining, more or less. I don't care what happens to it, but it would be nice to be compensated a bit in damage.
I dislike the stronger push/pull idea. It really depends on the map and what props you are talking about. Personally, I think virtually all vending machines move fine. I've played on servers that have had "looser" laws of physics before. I thought it was a mess. I could send sofas across a room in one or two pushes. When I tried to get a vending machine to stand, I ended up sending it cartwheeling for two cycles.
A final word, the only reason why pushes/pulls seem so slow is because very few zombies are working or they're working against themselves. Positioned correctly, I've seen 2-5 zombies impose alarmingly strong pushes/pulls.
I am talking about a <5% change to the physics.
However I do find this idea of a strong push interesting. Does anyone have a link to any program that does something like this, who's code I could read.
Chef C Green
03-15-2013, 09:35 PM
Personally, when it comes to "pushes", it shouldn't really be gliding a crate VERRY slowly. If anything? I wish you could make it so that zombies can really RAM a crate when pressing e, with a decent crate push-knockback, and then there would be an inner cooldown of strong pushes ...
this will cause the cades to seem more realistic, since zombies will most likely RAM obstacles, stop, run into obstacle and ram it again. until finally smthn comes loose in the back.
Somewhat confused by this. The current physics do lend themselves well to ramming - referring to getting some distance and hitting E at the top of a prop - but seeing a <5% increase when you initially press E would interesting? For instance, coding so that the instant you press e, you get a slight increase to your push, but will revert to the current force when E is held longer than the instant its pressed. Obviously a cool-down or someway so it won't be spammed would be needed. But yeah, to be more realistic, force should be an exponentially declining function with respect to time as opposed to a linear one, which I believe is what's currently employed?
As for nades, I wouldn't mind at least doing a month trial on the servers to see what change it makes to game-play. Ultimately zombies should be paying attention, backing away when the nade "clink" sound goes off, but that 25+ seconds does waste a good deal of time for sure.
Also, I know it's been brought up in the past, but has there been any headway made in fixing the head hitbox for zombies? Jumping predators/fast zombies have made many maps that depend on crouch spots (zm_scrapyard, zm_miniature_room [omitting under the computer], and zm_pulsetempledoom to name a few), not un-winnable, but much less of a challenge to zombies. When a machine gun to the back/head area doesn't push back a predator, what's a human to do :mini triste:
Glad to see changes made though, always willing to try new stuff :icon_mrgreen: (when my ban lets up that is haha)
Tickle Me Emo
03-22-2013, 10:38 AM
Yes to the grenade changes, for sure. 30 seconds is just too long, especially in those instances when you're the only zombie. Allowing stacking would also be nice. A good grenade hit being wasted just because someone else nicked that zombie with their grenade at the same time is very annoying.
As for the push changes, I'd be okay with trying it, if it's a small change. It's simple enough to revert if it makes zombies OP.
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