Hi All, I'm Rasmarite, been playing ze when I get the chance and enjoying it.
but since the old server went down and thus we've all had a break, coming back to the same game has left me a little disastisfied, not because the game is bad but because I feel the game ultimately is lacking, I'm of the Belief if you have a problem with something don't approach it unless you have a solution also.
so with that said I'd like to clearly lay out what my humble opinion is and a few ideas to bat around at the cooler and see if something shakes loose.
- Zombies don't get a team win only individuals who get infections.
- some players stop running when turned or in a difficult position
- end of the map has no benefit for zombies
so starting with the first point.
some of you might be aware I posted on Discord the other day about how the zombie team on ZE ultimately has a big flaw in it, the flaw being that its actually not worth running and infact i was just playing a few games today when people became zms and just stopped running.
I made a suggestion which i feel very strongly about which is basically if the zombie team "takes over the world" everyone on the team should get an escape, this idea came around because i mentioned i would run a certain way and draw gun fire from the enemies so the other zms can get closer, in fact since posting that i've noticed more people doing it during the game.
however, there wouldn't be anyway to really write in any kind of code for that so i thought the zms team as a whole if they take over the world should get an escape.
an exception being for the last 5 zms to be turned, this way people who started as infected and turned people during the run, get their infecion escapes, but additionally the group as a whole for running and working together will now get an escape if they win, this means survivors have a chance for escapes, as do zms. I think zms who stop running for any more than 15 seconds should be insta killed or moved to afk, this way you can stop and scratch your nose, or drink some water, eat some chips, etc. this way people who get turned but don't run don't gain from the group win. to prevent this being abused in low player times my thought was this only comes into effect during a 60% server capacity, this can obviously be tweeked depending on what the server owners / admins / devs think is appropriate.
I also feel this connects well in with the second issue, of when some people get turned into zms they just give up, so my interest here is to make it more interesting for the players to keep running. if you run, you stand the chance of getting a group win, if you don't want to run, you die, if you die and the group gets a win, you then also don't get one because you're dead, if you die some other way same thing.
personally I love the hunt involved in the zms team you gotta chase people down and sink your teeth in, I honestly feel like the idea of doing something like this would help increase the concept of a zombie swarm and make it much more menacing.
it would make the last stand at the end of the map much more intense for both sides i think.
but this all does in fact bring me to the third point the end of the map has no benefit of game play for zombies.
all maps end with there being some kind of either
1) lockable room for survivors
2) extraction helicopter
3) very small walk way with some kind of pit fall
some pit falls are harmless
some are instant kill.
at this point though the game is not over, but its definately within its end phase. the zms have no way of getting close or even if they reach the bars or door cannot get through, there are also times when the helicopter is flying over head and the zms just stand around with nothing to do. in some maps you can attempt to jump onto the chopper, however being shot by bullets as part of the game causes your character speed to reduce to 0 and can even push you backwards or sideways and thus off the walk way you maybe on.
I have suggested there be some kind of ranged weapon, perhaps they can spawn or be collectable by zms only near the end of the map, the idea dealing very low damage can turn survivors, perhaps some kind of posion smoke greandes which infect people, but honestly standing there and getting shot is incredibly dull for the end game, the game isn't over till either the zms are nuked or they take over the world. maybe the idea of some kind of ranged weapon isn't the right approach, or grenades etc, however I feel like at that moment, zms just need to wait for the game to end because there is nothing we can do, no hidden passages, no ranged attacks, no traps, nothing for us to effect the enemy team. I understand this end sequence is meant to be along the lines of some kind of final stand while waiting to be rescued but unless its something like a Helicopter extraction where zms can run up and get people standing on it (only while its in range of course) it just seems like the next few minutes are standing around waiting for the map to end.
honestly i'm not sure what the best approach here would be for this, but I do feel like perhaps there is something which can be done here, posion gas grenades or something could be interesting, but again they can't pass through the bars or doors. I thought about the concept of zms can pick up snarks from the game half life and use those. if there is some kind of equipment which can be collected, perhaps it can be connected to the "call button" at the end of the map.
this way when the survivors call, all zms get harder with an extra weapon. i would recommend limited ammo, but the idea of the zms getting more aggressive seems fitting and also fair in keeping with the game.
it is implied that even if you get into the extraction zone / safe room etc, you're still not 100% safe untill its over. so having a way to have the zombies increase on thier effectiveness in my humble opinion makes more sense.
That was really the ideas I wanted to touch on, just one man's humble opinion, with no intention of being disrespectful, but in instances like ZE Egypt you run the whole map, people sit on ledges and shoot you, only thing you can do is hope to get lucky and jump and turn someone, but 99% of the time when you get shot you just fall into water and die. this happens on one of the minecraft maps, but its more of a slow death.
Assuming you're still reading i'd like to make a suggestion for another
for ZE I also had a seperate thought relating to the concept of zombie blood lines, basically the person who turned you into a zm you become part of their blood line, for that run, the idea here being that, if 2 - 4 people are infected to begin with, then there will be 2-4 blood lines competing against each other on the same map.
if the idea of the whole zombie team gets an escape for taking over the world then perhaps the blood lines could share the infections they get as a sub team. i'm not sure how this would be coded or even if it could work on a fast paced server. for every 3 infections that blood line gets, everyone gets 1 escape. in my mind this creates a zombies need for getting the infectino much more interesting, there have been times i've turned 3 people and these people have got a bunch of infections. I think it would be interesting to see the notion of a shared infection like this.
infact having the whole team + blood lines combined could mean some people get some real good escapes. the idea being such things happen with certain server populations.
if the concept of blood lines were to be entertained perhaps blood lines can only happen at say 90% server population, this way the more players the more intense of a hunt.
below 60% server pop, standard zms, getting 3 infections = 1 escape.
60% server pop or above = all zombies gain an escape
90% server pop = zms get blood lines those blood lines share infections. (strong blood lines means high escapes, bad blood lines means low escapes) ultimately everyone though at the end will still get a bonus escape in keeping with over 60% pop.
as a survivor in these games its great when you get to the end and escape.
as a zm i totally get getting 3 infections = 1 escape, making it fair for all players and not one sided.
this may seem like a lot to take in but i do enjoy ZE
I honestly feel it could do with a few more workable tweeks. the game play does feel a little lop sided, the idea of bringing in some kind of team work mechanics aka being the zombie blood lines, would make the games much more intense and thus enjoyable, zms have more incentive to work harder.
survivors have more reason to escape by this default. the closer to the end of the map, the more the zms work together and the more survivors start thinking "every man for themselves" at least in theory.
these are just some observations and thoughts of mine to help improve the overall game play experience especially for players like myself who will often be a zm but not get the required 3/3 infections.
origonally this was a higher number, making it lower seems a bit excessive and ultimately will defeat the reason for running, but options such as team wins for zms or shared infections for blood lines and tweeking the last stand making things not so one sided I personally think will help improve the quality of the game and make it much more beneifical and thus more fun for players.
these are just one persons observations, thoughts and suggestions, if something can come of it to improve the quality of the game for the benefit of the communty it will only build a better and stronger community as a whole.
thank you all for reading i hope you enjoyed it
thank you all for being part of this great game and wonderful community
i hope my thoughts here prove to be fruitful in some way or another.
Kind Regards
Rasmarite
but since the old server went down and thus we've all had a break, coming back to the same game has left me a little disastisfied, not because the game is bad but because I feel the game ultimately is lacking, I'm of the Belief if you have a problem with something don't approach it unless you have a solution also.
so with that said I'd like to clearly lay out what my humble opinion is and a few ideas to bat around at the cooler and see if something shakes loose.
- Zombies don't get a team win only individuals who get infections.
- some players stop running when turned or in a difficult position
- end of the map has no benefit for zombies
so starting with the first point.
some of you might be aware I posted on Discord the other day about how the zombie team on ZE ultimately has a big flaw in it, the flaw being that its actually not worth running and infact i was just playing a few games today when people became zms and just stopped running.
I made a suggestion which i feel very strongly about which is basically if the zombie team "takes over the world" everyone on the team should get an escape, this idea came around because i mentioned i would run a certain way and draw gun fire from the enemies so the other zms can get closer, in fact since posting that i've noticed more people doing it during the game.
however, there wouldn't be anyway to really write in any kind of code for that so i thought the zms team as a whole if they take over the world should get an escape.
an exception being for the last 5 zms to be turned, this way people who started as infected and turned people during the run, get their infecion escapes, but additionally the group as a whole for running and working together will now get an escape if they win, this means survivors have a chance for escapes, as do zms. I think zms who stop running for any more than 15 seconds should be insta killed or moved to afk, this way you can stop and scratch your nose, or drink some water, eat some chips, etc. this way people who get turned but don't run don't gain from the group win. to prevent this being abused in low player times my thought was this only comes into effect during a 60% server capacity, this can obviously be tweeked depending on what the server owners / admins / devs think is appropriate.
I also feel this connects well in with the second issue, of when some people get turned into zms they just give up, so my interest here is to make it more interesting for the players to keep running. if you run, you stand the chance of getting a group win, if you don't want to run, you die, if you die and the group gets a win, you then also don't get one because you're dead, if you die some other way same thing.
personally I love the hunt involved in the zms team you gotta chase people down and sink your teeth in, I honestly feel like the idea of doing something like this would help increase the concept of a zombie swarm and make it much more menacing.
it would make the last stand at the end of the map much more intense for both sides i think.
but this all does in fact bring me to the third point the end of the map has no benefit of game play for zombies.
all maps end with there being some kind of either
1) lockable room for survivors
2) extraction helicopter
3) very small walk way with some kind of pit fall
some pit falls are harmless
some are instant kill.
at this point though the game is not over, but its definately within its end phase. the zms have no way of getting close or even if they reach the bars or door cannot get through, there are also times when the helicopter is flying over head and the zms just stand around with nothing to do. in some maps you can attempt to jump onto the chopper, however being shot by bullets as part of the game causes your character speed to reduce to 0 and can even push you backwards or sideways and thus off the walk way you maybe on.
I have suggested there be some kind of ranged weapon, perhaps they can spawn or be collectable by zms only near the end of the map, the idea dealing very low damage can turn survivors, perhaps some kind of posion smoke greandes which infect people, but honestly standing there and getting shot is incredibly dull for the end game, the game isn't over till either the zms are nuked or they take over the world. maybe the idea of some kind of ranged weapon isn't the right approach, or grenades etc, however I feel like at that moment, zms just need to wait for the game to end because there is nothing we can do, no hidden passages, no ranged attacks, no traps, nothing for us to effect the enemy team. I understand this end sequence is meant to be along the lines of some kind of final stand while waiting to be rescued but unless its something like a Helicopter extraction where zms can run up and get people standing on it (only while its in range of course) it just seems like the next few minutes are standing around waiting for the map to end.
honestly i'm not sure what the best approach here would be for this, but I do feel like perhaps there is something which can be done here, posion gas grenades or something could be interesting, but again they can't pass through the bars or doors. I thought about the concept of zms can pick up snarks from the game half life and use those. if there is some kind of equipment which can be collected, perhaps it can be connected to the "call button" at the end of the map.
this way when the survivors call, all zms get harder with an extra weapon. i would recommend limited ammo, but the idea of the zms getting more aggressive seems fitting and also fair in keeping with the game.
it is implied that even if you get into the extraction zone / safe room etc, you're still not 100% safe untill its over. so having a way to have the zombies increase on thier effectiveness in my humble opinion makes more sense.
That was really the ideas I wanted to touch on, just one man's humble opinion, with no intention of being disrespectful, but in instances like ZE Egypt you run the whole map, people sit on ledges and shoot you, only thing you can do is hope to get lucky and jump and turn someone, but 99% of the time when you get shot you just fall into water and die. this happens on one of the minecraft maps, but its more of a slow death.
Assuming you're still reading i'd like to make a suggestion for another
for ZE I also had a seperate thought relating to the concept of zombie blood lines, basically the person who turned you into a zm you become part of their blood line, for that run, the idea here being that, if 2 - 4 people are infected to begin with, then there will be 2-4 blood lines competing against each other on the same map.
if the idea of the whole zombie team gets an escape for taking over the world then perhaps the blood lines could share the infections they get as a sub team. i'm not sure how this would be coded or even if it could work on a fast paced server. for every 3 infections that blood line gets, everyone gets 1 escape. in my mind this creates a zombies need for getting the infectino much more interesting, there have been times i've turned 3 people and these people have got a bunch of infections. I think it would be interesting to see the notion of a shared infection like this.
infact having the whole team + blood lines combined could mean some people get some real good escapes. the idea being such things happen with certain server populations.
if the concept of blood lines were to be entertained perhaps blood lines can only happen at say 90% server population, this way the more players the more intense of a hunt.
below 60% server pop, standard zms, getting 3 infections = 1 escape.
60% server pop or above = all zombies gain an escape
90% server pop = zms get blood lines those blood lines share infections. (strong blood lines means high escapes, bad blood lines means low escapes) ultimately everyone though at the end will still get a bonus escape in keeping with over 60% pop.
as a survivor in these games its great when you get to the end and escape.
as a zm i totally get getting 3 infections = 1 escape, making it fair for all players and not one sided.
this may seem like a lot to take in but i do enjoy ZE
I honestly feel it could do with a few more workable tweeks. the game play does feel a little lop sided, the idea of bringing in some kind of team work mechanics aka being the zombie blood lines, would make the games much more intense and thus enjoyable, zms have more incentive to work harder.
survivors have more reason to escape by this default. the closer to the end of the map, the more the zms work together and the more survivors start thinking "every man for themselves" at least in theory.
these are just some observations and thoughts of mine to help improve the overall game play experience especially for players like myself who will often be a zm but not get the required 3/3 infections.
origonally this was a higher number, making it lower seems a bit excessive and ultimately will defeat the reason for running, but options such as team wins for zms or shared infections for blood lines and tweeking the last stand making things not so one sided I personally think will help improve the quality of the game and make it much more beneifical and thus more fun for players.
these are just one persons observations, thoughts and suggestions, if something can come of it to improve the quality of the game for the benefit of the communty it will only build a better and stronger community as a whole.
thank you all for reading i hope you enjoyed it
thank you all for being part of this great game and wonderful community
i hope my thoughts here prove to be fruitful in some way or another.
Kind Regards
Rasmarite