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Thread: ZM Stats Rework

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  1. #1
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    Although I agree that pump shotty does do a significant amount of damage, I feel that the automatic weapons are more of an issue. Pump has dropped significantly in effectiveness knock-back against zombies (IMO), but I think Pl@y will have more thoughtful input on that aspect?

    Para... I would really like to see this go down to at least 1.00 (preferably 0.75-ish?). Reason being, this weapon has a LOT of power, a LOT of rounds, and when you get 2-3 BAD players in a crouch spot with these, you're pretty much guarenteed the round. The change isn't necessarily because I see a good deal of people using it to climb in rank, but rather to encourage people to NOT go for the B.F.G. EVERY SINGLE ROUND. If you're trying to get back some of the challenge of the old days, this should be looked into IMO (ya'know, those days when 4-5 players would go into the crouch tunnel on zm_snoopie and hold back zombies with TMP's.... *sigh*).

    Zombie_claws could be reduced by half given the current system in place, but you may want to try a 20-30% reduction first. Reason being, the "Beating the Odds" mod should really encourage more cooperation with humans, we won't have to deal with players jumping in mid-game on escape maps to get points, and those alone should really help balance out the current situation. I think a lot of these stats will need to be altered after we see how the new mod affects players (hopefully in a positive way ).

    Not much to say on the BTO mod really, I think it sounds amazing to be honest. Really looking forward to seeing it on the server and getting people more in the "coop" mind-set as opposed to the "be on top" mind-set. As always, great thoughts, and appreciate the work going into ZMOD development ^_^.
    Last edited by Chef C Green; 07-17-2012 at 12:44 PM.
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  2. Default

    Sounds good, weapon classes are just perfect with the points given adjusted. Now people will have to work together too win more challenging maps and with the skill being awarded to those who win, it should be interesting too see how other players react to the current changes.

    Zombie claws are just fine the way they are, there is nothing wrong with the points awarded towards a human kill as a zombie. Weapons are pretty accurate in the skill base they give out, with a zombie attack being at just 1 and a machine gun a 1.25 they are low enough too not really cause a big difference or high enough to really distraught the stats.

    Edit: In addition make "purposely getting tagged" by a zombie illegal. Some players use this to get around and some can get 5-10 zombie kills a round if they are a very good zombie. This ultimately makes it worth getting tagged and taking the 1 death aswell. With the adjustment to the way the server awards rank points, players cannot purposely get tagged to be on the "winning" team. For some players, We can get 7 kills atleast every round. Sometimes we can hit 15-20 if it's a full server, so to reduce people purposely getting tag to ruin the game-play would better the game-play itself. Besides, I could be a dick every round and get tagged purposely, it would just end up bad for everyone-else 98% of the time.
    Last edited by THE HOLY SH**T!; 07-17-2012 at 01:28 PM.
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  3. Default

    I think where your all getting confused is the system will look at the % chance a team has to win on a given map based off that maps stats.

    For example when humans win on zm_ATIX_helicopter each human that is alive at the end would get +24 bonus points on top of the +10 normally awarded.

    When zombies win on that map they only get +5 unless you were a mother zombie and then you get a total of +10.

    In zm_tx_highschoolbeta7 when zombies win they get an extra +16 bonus points where as humans winning only get +10 if they are alive.

    In zm_little_town for example when the zombies win they will get +41 bonus points where as humans only get +10.

    A key to remember is that bonus points for humans are only for the humans that actually are still alive at the end of round. Where as zombie points are for everyone who turned into a zombie at any point during that round.



  4. #4
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    @Holy, I HIGHLY doubt making "purposely getting tagged" as a rule is going to go well... with all the stuff dealing with Rank Manipulation, it's a case-by-case basis that can have many interpretations (even when demos are present as you have shown us through past bans made on you). What seems like getting tagged on purpose to one person, is showing off to try and kill a zombie (and failing) to another. Basically, it should be under the admins' responsibility to determine if it warrants taking action against.

    For instance, if a new player is sitting at spawn and not moving, happens to get tagged, and then winds up getting 10 kills, I'll look the other way (mainly because it's someone not normally seen on the server and it's 1 round). If it progresses further and becomes a trend across rounds/maps, then he's going to get warned/kicked/and banned for rank manipulation. Making a separate rule for it could cause admins to look for it happening when it's not there, OR try and justify abuse with it.

    @Zero, makes sense, still have no objections to the idea.
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  5. Default

    Quote Originally Posted by Chef C Green View Post
    Para... I would really like to see this go down to at least 1.00 (preferably 0.75-ish?). Reason being, this weapon has a LOT of power, a LOT of rounds, and when you get 2-3 BAD players in a crouch spot with these, you're pretty much guarenteed the round. The change isn't necessarily because I see a good deal of people using it to climb in rank, but rather to encourage people to NOT go for the B.F.G. EVERY SINGLE ROUND. If you're trying to get back some of the challenge of the old days, this should be looked into IMO (ya'know, those days when 4-5 players would go into the crouch tunnel on zm_snoopie and hold back zombies with TMP's.... *sigh*).
    I disagree with this. They take FOREVER to reload, one person messes up a reload time and GG. You have no time to reload this weapon with zombies coming after you. It's already the lowest scaled usable weapon.
    Claws definitely need a reduction, Dualies as well.
    The deagle should be scaled over the dualies, it is a way more risky gun in ZM.
    Nades and Knives need to be bumped up a tad.

    There is a huge difference with claws as zombie kills and human kills with weapons, the zombie is gonna be getting way more kills, at least I always do.

    I still like the map idea. Should promote teamwork, and the regs should help more noobs get good. Especially the rank whoring ones that want them points.

    The new zspawn is a lot better than it was, however, I still do enjoy the idea of a complete disable.
    Last edited by Steamer; 07-17-2012 at 10:25 PM.
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  6. Default

    Quote Originally Posted by Steamer View Post
    I disagree with this. They take FOREVER to reload, one person messes up a reload time and GG. You have no time to reload this weapon with zombies coming after you. It's already the lowest scaled usable weapon.
    Claws definitely need a reduction, Dualies as well.
    The deagle should be scaled over the dualies, it is a way more risky gun in ZM.
    Nades and Knives need to be bumped up a tad.

    There is a huge difference with claws as zombie kills and human kills with weapons, the zombie is gonna be getting way more kills, at least I always do.

    I still like the map idea. Should promote teamwork, and the regs should help more noobs get good. Especially the rank whoring ones that want them points.

    The new zspawn is a lot better than it was, however, I still do enjoy the idea of a complete disable.
    Pretty much agree with everything, but I don't see a need to reduce the zombie attack with the increase in the server's future rewarding system for living as a human / zombie. We have a 43 player server, kills on the server are usually spread out pretty evenly; more often on escapes.
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  7. Default

    Quote Originally Posted by THE HOLY SH**T! View Post
    but I don't see a need to reduce the zombie attack with the increase in the server's future rewarding system for living as a human / zombie. We have a 43 player server, kills on the server are usually spread out pretty evenly; more often on escapes.
    Kind of agree. Time will tell with that one.

    We tested the AWP/AUTO (No fucking way.) long ago when everyone was cool and Zero actually let us do things. There was an update years ago that screwed it with ZM. It sends the zombies hurling across the fucking map at retarded distances. Ahh... I remember when we didn't have restricted weapon pickups, only buyable restricted, leave it to abusers to fuck that up... I do however remember when he raged about playing hide and seek with the server invisible... LULZ.
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  8. Default

    Quote Originally Posted by Steamer View Post
    There was an update years ago that screwed it with ZM. It sends the zombies hurling across the fucking map at retarded distances
    honestly i think we'd see a fuckton more activity in zm if the snipers were brought back in. EVERYONE loves them, simple obvious fact. can we adjust them so theres like 80% less knockback or whatever amount? match the knockback values (or however its done) to those of the stayr scout sniper. i mentioned this idea before..somewhere; all of the snipers would have the same knockback amount. the scout would have less damage output but be much more beneficial to those who like skill points, wheras the other snipers would do more damage but have extremely low skill point values..like they are right now..one sniper for ranking up and the others for those trigger-happy ppl who just wanna blast zombies witha massive rifle and a big scope..makes everyone happy~!
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  9. Default

    I'm just going to go straight through every weapon.

    *cracks fingers*

    Para- Fine

    AWP- No one can access it anyways

    Autosnipers- Same as AWP

    AUG- Fine

    SG552- Fine

    FAMAS- Fine since it doesn't work underwater

    Galil- Same as FAMAS

    M3- Decreased knockback means less efficiency in crouch spots so fine.

    XM1014- Has less knockback than the M3 as well as damage but automatic so fine.

    M4A1- Fine I suppose though I could see it a tad lower.

    AK47- Same as the M4A1

    P90- Fine

    UMP45- It needs to replace the TMP and be equal to the MAC-10. The UMP has ZERO cading capabilities as well as a low rate of fire and high reload time. I say 2.75.

    Mac-10- Fine. High reload time but high damage coupled with low accuracy and average cading speed.

    TMP- Should be 2.50. Fastest reload speed of any automatic gun, average damage, good cading time. The only thing it loses in is knockback.

    MP5- Fine though I could see it as 2.60 due to its average cading time.

    Dualies- Why is it 3.01? What's the .01 for? Besides, it should be lower due to the fact that it's firing speed is entirely dependent on how fast you can click the button. You can easily turn a pair of dualies into an automatic weapon. 2.8 would seem fair.

    Deagle- Fine.

    Five-seveN- Could be higher. The large clip size is balanced by the low damage and knockback. 3.25 seems good.

    P228- Fine. It's the best pistol next to the dualies. High damage, good knockback and clip size.

    USP- Should be with the glock again. 12 bullets, moderate damage and knockback.

    Glock- Fine I suppose. It has a large clip and decent knockback. The only thing is its damage is awful.

    Hegrenade- I see zombies die far more often to the fire damage than the actual nade itself. Fine.

    Knife- AFK manage fixes abusing it.

    Scout- I could see an issue with this in crouch spots like snoopie. It has excellent knockback and good damage. Everyone runs fast with the scout.

    Zombieclaws- 1.0 works. Make it baseline.

    The team bonuses at the end of the round are fine by me.



  10. Default

    Quote Originally Posted by Pl@YwithM3 View Post
    honestly i think we'd see a fuckton more activity in zm if the snipers were brought back in. EVERYONE loves them, simple obvious fact. can we adjust them so theres like 80% less knockback or whatever amount? match the knockback values (or however its done) to those of the stayr scout sniper. i mentioned this idea before..somewhere; all of the snipers would have the same knockback amount. the scout would have less damage output but be much more beneficial to those who like skill points, wheras the other snipers would do more damage but have extremely low skill point values..like they are right now..one sniper for ranking up and the others for those trigger-happy ppl who just wanna blast zombies witha massive rifle and a big scope..makes everyone happy~!
    I agree with this..its so much fun sniping zombies with the auto..I wouldn't even care if they did shit for damage with no pushback. However, its not first on the priority list as far as zm should go.

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