Progaming Revival Proposal (a huge wall of text)

Rasmarite

Book Writer!
Mar 30, 2021
308
306
63
Progaming server update proposal.

this is what the server needs

1) better ways of handling trolls

so lets start here, trolls and drama queens kill small communities like ours and real fast.
between bullshit drama and trolls who grief and ruining the game for everyone else on the server, its time to look at the process here.
someone told me that when someone is slayd by admin, its on the server console.
cool, if its on the server console then its on the server database.


step 1:
you cannot join our server unless you have synced your account

step 2: because tracking of name and steam ID is possible and linked, use this system to also track the number of slays against this person

this can be done via the server database

this way when an admin slays, its automatically tracked in against that user.

step 3: if person is a repeat offender of troll

instead of slay -> kick -> ban

change it to Ban 1 -> Ban 2 -> Ban 3
Ban 1: 15 minutes ban
Ban 2: 24 hour ban
Ban 3: 1 week

In extreme situations you can be permanently banned from the server. (reserved for higher level admins, such as head admin and server owner)



2) new way for players to interact with the game, without changing the game itself

instead of double the amount of escapes which are needed each time you level,
increase the requirement by 35% of the current, this makes it more achievable for people to get to level 50 (this is linked to player retention, see below)
this is good for achievement driven players which will be the focus of the community
achievement driven players are the people you see who grind for like 3 hours to several days to achieve random rare xbox achievement
(when we have players like this,

this isn't a PVP game, there is little social aspect outside of the forums and in game and there is no Lore, story line or plot linked to the server

which means if you use bartles taxonomy (a psychological understanding of how people enjoy MMO's like this) we need to cater to one of these groups



3) player retention
so the idea is now when you achieve level 50, just like call of duty modern warfare 2 you will prestige.
when you prestige you will unlock a perk for you character
I have created 5 perks for humans 4 for zms
as you prestige you will unlock more perks
you may only select a maximum of 2.


4) Perks and Reblance
zombie attack ranged based off of level and not based off of ping
seriously doing it based off of ping is pure cancer and easily abused

zms speed & HP based of of level
low level zms = easy kills
high level zms = harder kills.

as a zms, infecting players with prestige gives you more infections

+1 per level of prestige

a normal player is 1 inf
so a player with 1 level of prestige = 2 infection
player with 2 prestige =3 inf
etc etc etc


Human Perks:
- Damage Increase
- Reload (when ammo hits 0, just gain ammo, like the boss fights after you dealt X amount of damage)
- Increased Speed
- Extra Grenade
- Damage Resistance (don't auto die, takes many hits, some kind of armor buff maybe?)

this allows players to play the game and unlock new things to experience new game play with, without giving people double jump ability
further more it is possible people will then start playing the game to kill zombies, showing a pro level of skill and game play, also creating more content for zms players.

zms perks
- increased speed
- increased range
- aggressive regeneration (heal more HP)
- thick skin (damage reduction)


once this is done we need to over haul the achievement system.


5) New Achievement Structure

the following group of achievements are reset daily
Short Achievements:
inf 10 people + 5 esc
escape 10 times +5 esc

Long Achievements:
inf 20 people + 10 esc
escape 20 times + 10 esc

Very Long Achievements:
inf 40 people + 20 esc
escape 40 times + 20 esc

Extreme Achievements:
inf 80 people + 40 esc
escape 80 times + 40 esc



weekly achievements (renews each week)
most hours played: +15% of hours played for longest active player (this will require an AFK kicker)
Infect 200 humans: +100 escapes


Accumulative Achievements: (constantly running through your time playing, do not )

zombie kills, boss wins, best def. (human infections removed from list)


this gives people something to strive for, details of this can be posted on the forum.


with this we now need people to play the game for a cause

6) events

every month we can have an event, these events select maps within the map cycle will give bonuses for people active on the server
ideally you want to have 6 maps chosen
which cycle as every 3rd map, each map lasts 6 rounds and works out to be about 20 minutes between maps, so at the top of every hour, you get 1 of the 6 maps.

here is a list of events I've come up with

Survivors Month (maybe repeatable between some months) all humans gain +1 esc for playing
Flesh Frenzy (new year) infections lowered from 3 -> 1. 1 inf = 1 escape
Outbreak Extravaganza infs are increased from 3 -> 4 (4 inf = 6 esc)
Flesh Hunt (for Easter) infs increased from 3 -> 5 (5 inf = 100 esc)
Slaymas (for Christmas season) hourly reward is lowered to 20 minutes, every 20 minutes, gain X bonus for playing
No-Skin-September: every 25h played grants you 3 months of wearing a skin (if there was a skinless zombie skin like from resident evil, that would be cool as hell)

with events such as this it creates different challenges to the player for short amounts of time (do 28 days each with 1 normal month, 1 event month, this means you only need 6 events per year, starting from January)

this means the way the players interact with the game is now changed based on temporary rules, with easier to obtain rewards or more rewards given based off of player effort, making it so the reward is worth the effort.

this will allow you to invent new creative ways to utilize existing maps within the game, this could possibly be a way to use the lesser preferred maps by putting a unique twist on them.

which then leads me too:

7) new maps

self explanatory, tbf the community NEEDS fresh maps, we need to look at what maps work and why
how bugs are prevented, establish links and tutorials on the website for map making
hiring or paying someone for map working might be great for possible students who need some extra cash, or their's fiver, I've found a few people on there who will out right make maps for cash
map making fund raisers are good, small amounts $100 for X amount of new maps.

all these things will ultimately lead to a greater player retention, keeping the game the same but giving players more accessibility and freedom to play a game, while keeping the community engaged in monthly events, now with
daily and weekly challenges set up for them, to encourage longer gaming sessions on the server.

the cherry on the top would be to completely revamp the forums, new graphics, better colours, new chat bar for the live chat maybe?
most importantly when making these changes, put it all to a community vote.
clean up old posts, clean up the sticky threads and make it more streamlined for new people and then start promoting the server.



however i would start from point 1 and work your way back to the forums, this way its easier to promote a game which clearly has a solid style and feel behind it.

ultimately this will create a form of cycular pattern.

during normal gaming months, we call for server boosts and handle promotions via social media building a brand dedicated towards this new server.
the new players are recruited with the idea that there are regular events, this way they come in play the game, learn some maps, have some fun, meet some people, boom and event, its new and fresh and its a month long so everyone
has fair chance to access it.
then when it ends, hit recruitment again, creating a cycle of 1 month recruit - > 1 month event -> repeat
this way the old dogs like myself can sit here and sing praises about the hard work that went into making the server truly enjoyable.

additionally for fresh recruits, ask them what they like about events and the normal server and every 3 months look at the changes, put it to a community vote (based on what you can do to give the community what they would like)


for a community like this, where we all play basically one game, we must communicate over what we like and what we don't like, the enjoyable game play and community driven events is what will build this server stronger than ever and not be broken down by drama or rats.
 
Last edited:

*MaMaMia*

Active member
PG Girl
Sep 4, 2022
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152
33
Heaven
Hey there @Rasmarite!

I really appreciate your detailed suggestions for improving Progaming.ba. It's great to see your enthusiasm for making the server more enjoyable.

Dealing with trolls and drama queens is essential. Syncing accounts and tracking player behavior through the server database could help identify repeat offenders. Changing the ban system to progressively increase the penalties for trolls is a good idea, with permanent bans reserved for higher-level admins. Adjusting the requirements for leveling up to make it more achievable is a positive step. This change could attract achievement-driven players, offering a different dimension to the gameplay.

The idea of prestige levels with perks for both humans and zombies is intriguing. It provides a goal for players to work towards and diversifies gameplay. Rebalancing the game based on levels rather than ping sounds more fair. It creates a challenging experience for all players and enhances the gameplay.

Your idea about the achievement structure with daily, weekly, and cumulative achievement adds depth to the game and motivates players to strive for more. Introducing regular events with unique rules and rewards can keep the gameplay fresh and engaging. It provides players with a variety of challenges and incentives. Bringing in fresh maps is an excellent idea to keep the community engaged and excited about the game.

Improving the forum interface, graphics, and promoting community engagement through votes is a great way to enhance the user experience.
Your regular pattern idea of recruiting players, engaging them in monthly events, and continuously seeking feedback for improvement is spot on. This approach could help build a stronger and more united community around the server.


In conclusion, your ideas suggests comprehensive improvements that could significantly enhance the Progaming.ba server. It's clear that you've put a lot of thought into these ideas, and I hope they get the attention they deserve from the community and server administrators. Thanks for sharing your vision for a better gaming experience!
 

Rasmarite

Book Writer!
Mar 30, 2021
308
306
63
We had a successful Friday night flesh fest event with many regular players joining the zombie fun. I want to thank you all for attending.



During the event, we had 5-10 players on the server for over 2 hours.

however i have some observations, zombie escapes is obviously intended to be a zombie game, a good zombie game needs to provide several factors,
power fantasy, fear and exhilaration.

power fantasy comes from a sense of over coming a challenge, given the knock back effect Currently makes the game, when playing as a zombie, feel more like "run to the other end of the map and get shot a bunch" than an actual zombie escape.
in the zombie movies the humans are outnumbered and the power fantasy comes from fighting off the hordes, so it wuold stand that for the zombies the power fantasy is hunting down and infecting human survivors like sacrifical lambs
I think we need to take some steps to replicate this.

I think we need to rebalance humans and make zombies and things more dynamic.

my thoughts towards humans is to
reduce knock back
change the availability of weapons to levels
low levels should be knife only
mid levels should be pistols
higher levels should get machine guns.

when I was playing and grinding for levels it was a motivating factor to unlock the next weapons at future levels.
I think the zms HP should be lowered and increased by level much like the speed factor.
I also think the base amount of HP should be dynamic depending on server population.

low players = zms with high HP
high players = many zms with low HP

I would suggest that the way zms are determined should be changed to allow for a more ZMS however this wouldn't really work given the server population, however by lowering the amount of weapons the humans have and slightly reducing knockback
I feel this will balance it out much more, making zms a more natural threat to the human players while not causing over saturation of zms.

this will probably need some experimentation to get right but the idea is to put humans (unless they escape and level up) at a disadvantage with weapons (but to make it fair zms become more squishy)
encouraging humans to play longer to get better weapons and faster speeds.
as you level up better weapons, better weapons means more power fantasy as you get to gun down a bunch of attacking zms

just as example i think base zms health should be 6k + 250 per level
if you becomes a zms by infection it should be 3k +250 per level

but again this will likely require some experimentation to get right but i think this would be a step in the right direction to help bring that sense of exhilaration back to the game to make game play more exciting for all players.
 

Deleted member 1122

Guest
Nah bro I aint typing this muchđź’€
What I can suggest is making the game more complex
I mean It would target all the competetive guys..(right?)