(08/2009 - 10/2009 ) General Discussions [Closed]

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Fri 25 Sep 2009, 03:27
PiscisKnight wrote:
the second virus could be a virus that activates a timer (30 sec? to make it thrilling). If u dont get antidote in that time, u get transformed into a zombie and GG for u.

My original idea for my post was to build off of the virus vile sub-mission to give the team an extra weapon/option of killing zombies. It seems that now, if you do collect all the viles, the map needs to start spawning a second kind of antidote to cure an all new infection that comes from a spawned boss, instead of using the virus vile information to come up with new ways to combat zombies. While it is not my decision to make, my intention was that collecting all the virus viles would actually aid the team, not give them something else to combat.
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Fri 25 Sep 2009, 03:53
Do you mean vials?...

I'd prefer it spawning a new type of enemy. More challenge. The team doesn't need the help, really... It adds to the fun to have more challenge to face. =)
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Fri 25 Sep 2009, 05:30
This "Test Batch" is the only thing that can keep you from becoming a Zombie once you get infected I'm not sure that having all those new antis spawning on the map would be good.. I mean if you can't find any then it wasn't your fault the game ended however having that test batch automatically makes it so you have the means but if you get careless You will die.
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Fri 25 Sep 2009, 09:26
out of curiosity ive always wondered why theres 2 slots for beta srt and the zombies. Why not 1 each so you can have a 10 man squad? that would be a great change for the next release.
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Fri 25 Sep 2009, 09:33
Proxy wrote:This "Test Batch" is the only thing that can keep you from becoming a Zombie once you get infected I'm not sure that having all those new antis spawning on the map would be good.. I mean if you can't find any then it wasn't your fault the game ended however having that test batch automatically makes it so you have the means but if you get careless You will die.

Well, I'd prefer some more skill involved in the equation of that scenario...

I notice that DotD is a scavenger hunt a lot of the time, and something like that may not necessarily be that helpful of an addition. Not that other zombie maps aren't; it's a fundamental part of the genre, but I don't like the idea of the end of the game having that sort of random element, instead of the normal way of it going bad as the team is slowly killed off and it coming to an obvious end in a blaze of glory/violent massacre.

It really comes down to how many of the test batches would there be spawning, and how long do players have? If it's limited to the point of a mad-rush, I wouldn't really go for that... If it's just to the point of a mission with a time-limit, that could be interesting (not enough of that, in my opinion).

Also, to DOOM: I'm not sure, myself. I'd be interested to know, too.


Last edited by LordJhredmo on Fri 25 Sep 2009, 17:56; edited 1 time in total
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Fri 25 Sep 2009, 09:43
i agree its a scavenger hunt most of the game. ive even found myself soloing from the others to find medical supplies and ammo for them. having to search for a quest item would seem not that helpfull as lordjhredmo says.

one part of the map that has been annoying me is in the first cutsceen the chopper pilot says "landing site in sight" it sounds repedative with the two site sounds. it would be great to have the pilot say "were coming up on the drop zone" or something more miliyary like that. Very Happy
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Fri 25 Sep 2009, 14:17
or "landing pad in sight"
"landing site spotted"
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Fri 25 Sep 2009, 15:05
DOOMONYOU wrote:out of curiosity ive always wondered why theres 2 slots for beta srt and the zombies. Why not 1 each so you can have a 10 man squad? that would be a great change for the next release.

For Zombies:
WC3 was not built to have so many units on the field at once. If a player has more than a certain amount of units then their AI starts messing up. They stop moving properly and stop attacking. To make sure that does not happen so often I use two player slots.

For SRT:
Mainly so I can have two different teams at once. For example Civilians and SRT Beta squad in Mission 1. Or 8th Srmy and SRT later.
It's also needed if I want those teams to have different kind of alliances towards you (e.g. if they share vision with you or not).

DotD 5 had 10 players, but I honestly think that it's too many. After the transition to DotD 6 it became a slugfest with 10 people and it was even harder to balance things out.
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Fri 25 Sep 2009, 15:29
thats cool. now we know why no more than 8 players. was just playing then it was a 2.5 hour game on normal. 1 person survived the racoon wave. it was roflmao. noticed that the demo has no perk 4 lvl 4 on the explosives skill, it would be cool if you added explosive rounds for damage increase or something like that.
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Fri 25 Sep 2009, 17:58
Thanks for clearing that up. It works rather well, too. Rarely see any NPC bugs (actually, haven't seen one yet).

But, from my limited experience in DotD, B7 isn't too easy with 10, so you've done a good job in editing from 6 to 7 quite well.
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Sat 26 Sep 2009, 00:04
Wait a sec gimli, i never talked about the Vials sub mission hahaha. My idea of a new virus (that reading another post, NOTD had something similar but too much OP), was simply just from the start of the game. The whole idea of a "new" virus that revalues the idea of the "antidote", and the thrill of failing because of a time factor, would be pretty cool.

I was thinking about another mission (for nightmare or hell), that demands that somehow the whole team needs to spread out. Ideas?

-----------------------

Another thing.... i think that in next release NORMAL dif should be more "intense" but more "easy" for first timers. I mean intense in the way that the first 20 minutes are sometimes a lil too much "quiet", and first timers dont get impressed and leave. U need to make them be sit tight in their seats with their eyes burning because they cant stop stareing at the monitor. U also need that so that they learn to follow orders etc. Think bout it S3r ^^

Also...i think that one of the coolest things that u made diff from normal to NM was the randomness of the plant-blackout mission. U should add more of that definitely!!. And moreover, Hell-Only special missions of course. I hope u already have that in mind.

With the way u made plant-blackout mission, with all the other missions, would make the game expand in an exponential way.

imagine having 4 parts in the game (or 5 or 6, nowadays we have 5)...and each part has 2 missions. That would make 8 missions, but the differents paths from the beggining to the end would make that in the end, u have (if i dont suck with maths), like 16 different game courses.

Nowadays, we only have 2 game paths.
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Sat 26 Sep 2009, 00:52
PiscisKnight wrote:I was thinking about another mission (for nightmare or hell), that demands that somehow the whole team needs to spread out. Ideas?
Most (nearly all) games fail because of a lack of teamwork. While I don't mind a challenge, I think a mission the requires the team to split up would lead to many deaths.
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Sat 26 Sep 2009, 03:15
I know! And that's why it should be for nightmare or hell. Of course while on that mission, spawn-rate should lower since it would lead to instant death otherwise (if its hard to hold the waves being 2-8 ppl, imagine alone).

But i think it would be fun, and it would be an ingame excuse to scout for things ^^ while being a part of a mission
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Tue 06 Oct 2009, 08:33
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8 hours at work can be boring Sad, but give you plenty of time to think up ideas Smile.

- replace rifleman grenade ability with a fire mode selector. so you can choose semi auto or full auto. with semi giving damage bonus (able to aim better) but slower rate of fire and full auto no bonus and ammo usage of around x2.5 to x3.

-new class GRENADIER with skills like frag grenede (riflemans grenade but reduced range), flashbang that slows/disorientates zombies but can also blind team mates, shockwave grenade with a pushback radius (doesnt affect larger zombies) and a skill that inreases throwing range something like 'grenade toss' or something like that. instead of a rifle the grenadier would be armed with a pistol/submachine gun.

-new officer ability/BF control ability 'Tactical overview' gives shared vision of all team members to the officer from helmet mounted cameras

-higher level officers should get a sidearm

-add mission before the civilian rescues, 'clear infestation' where you have to clear the area of groups of zombies, then the zombie waves that come can 'Zombies from the surrounding city suburbs have been attracted by the sounds of battle' this mission might introduce the wow factor to new players if madde intence enough.
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Tue 06 Oct 2009, 10:48
+1 i like it except for grenadier class that could be replaced by infantry unit leader (ak MOS 0369) that have grenade addon (m203) and decent aura for riflemans
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Tue 06 Oct 2009, 18:00
DOOMONYOU wrote:8 hours at work can be boring Sad, but give you plenty of time to think up ideas Smile.

- replace rifleman grenade ability with a fire mode selector. so you can choose semi auto or full auto. with semi giving damage bonus (able to aim better) but slower rate of fire and full auto no bonus and ammo usage of around x2.5 to x3.

-new class GRENADIER with skills like frag grenede (riflemans grenade but reduced range), flashbang that slows/disorientates zombies but can also blind team mates, shockwave grenade with a pushback radius (doesnt affect larger zombies) and a skill that inreases throwing range something like 'grenade toss' or something like that. instead of a rifle the grenadier would be armed with a pistol/submachine gun.

-new officer ability/BF control ability 'Tactical overview' gives shared vision of all team members to the officer from helmet mounted cameras

-higher level officers should get a sidearm

-add mission before the civilian rescues, 'clear infestation' where you have to clear the area of groups of zombies, then the zombie waves that come can 'Zombies from the surrounding city suburbs have been attracted by the sounds of battle' this mission might introduce the wow factor to new players if madde intence enough.

My own feedback:

- Ive told s3rius already to do something like that. Never recieved my answer or feedback haha. I've read some old post and i think that Older betas had this skill. Dunno why they took it, maybe bugs etc.

- Grenadier class --> dont like it to much. When having ideas, the most important thing i guess its to try avoid making other classes or classes skills useless. Your Flashbang would make EMP Grenade useless. Shockwave its a new concept, but not good enough to elaborate a whole new class (yes to add it to an existing one).

- About this "shares vission"...its another idea which already was discusses. S3rius wants to keep the thrilling that makes you dont know what the fuck u will find in next corner xD. Also, -tl (team location) already let u know where teammates are, but having shared vission would be kinnda unrealistic (since its pretty impossible to have a system which lets u move out, and at the same time see 7 different cameras). Lots of ppl (including me) want shared vission, but its serius call.

- Sidearmas its another idea already discussed. s3rius want Medic to be the only class which this unique feature. I also would really love to see more sidearmas, but oh well... s3rius call once again

- I like the idea, but don't u think it would make kinnda longer the game? It would also make n00bs think they can split out from the group and there be no consequences. I think that instead of that, maybe an early boss kill would be better for the "WOW WTF" factor.
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Fri 09 Oct 2009, 07:42
PiscisKnight wrote:
- Ive told s3rius already to do something like that. Never recieved my answer or feedback haha. I've read some old post and i think that Older betas had this skill. Dunno why they took it, maybe bugs etc.
Yes, bugs. Though I don't remember which bug specifically.. I think it didn't work well with other abilities of the Rifleman.

I've had some time to make another concept for a new class which I kind of like. Will be a recon class.

I read through all suggestions, even if I don't reply to all of them, by the way.


Last edited by s3rius on Fri 09 Oct 2009, 22:39; edited 1 time in total
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Fri 09 Oct 2009, 22:04
I like the idea of having a unit which augments only riflemen
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Fri 09 Oct 2009, 22:42
Bring back the train!

Helicopters scare me.


-blood
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Fri 09 Oct 2009, 22:46
ya, helicopters make blood nausous
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Sat 10 Oct 2009, 00:53
s3rius wrote:
I read through all suggestions, even if I don't reply to all of them, by the way.

i know haha, u ve told me that at least 5 times so far!. But sometimes some ideas which need to be...polished... would be great if u give ur feedback ^^ just saying that... u are the master-overmind...we are the zerglings xD
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Sat 10 Oct 2009, 01:03
-NEW CLASS -TECHNICIAN- skills crit, surveillance camera, places a camera for a limited amount of time, EMP grenade (like engineers but upgradeable), Tech skills: 1. ? 2. Infra red scanner (like officer ability but with less cost/cool down), 3. combat suit upgrade (Mobility aura adds ms to units in area), 4. ? 5. Decoy (releases a decoy robot that makes noise to distract zombies)


- Replace engineers emp grenade with ‘bear trap’ (or something like that) – lays a trap that immobilizes zombie that passes over it 4 a few seconds.
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Sat 10 Oct 2009, 01:23
and can the name of the 'dragon skin vest' please be changed.
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Sat 10 Oct 2009, 01:46
hmmm good ideas...u somehow managed to make ur technician idea not similar to engineer...good for u ^^

So basically it would be "like an engineer"...but not an engineer xD
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Sat 10 Oct 2009, 01:49
DOOMONYOU wrote:and can the name of the 'dragon skin vest' please be changed.
ya, the word dragon makes doom nervous
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