ZOMBIE FEEDBACK

Generic, on-topic discussion about Colonial Marines.
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Mark Wilson
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Re: ZOMBIE FEEDBACK

Post by Mark Wilson » 13 Jul 2017, 20:22

I find it really cringy when a marine sees a zombie and instantly says over comms "HOLT SHIT IT'S A ZOMBIE" like that is the first one we have seen and they are already calling them zombies
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Telegnats
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Re: ZOMBIE FEEDBACK

Post by Telegnats » 13 Jul 2017, 20:38

What else should we call it? The-thing-that-totally-acts-and-looks-like-a-zombie-but-isn't?

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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 13 Jul 2017, 20:46

Telegnats wrote:What else should we call it? The-thing-that-totally-acts-and-looks-like-a-zombie-but-isn't?
They don't look ANYTHING like zombies though, in fact, this is what they look like Image
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Telegnats
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Re: ZOMBIE FEEDBACK

Post by Telegnats » 13 Jul 2017, 21:13

The picture above is very different to how they look to me ingame. It's like being given a stick figure drawn on the napkin of a cheap restaurant and being told that it's the same thing as a portrait in the Louvre.

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Re: ZOMBIE FEEDBACK

Post by MysteriousSpy » 13 Jul 2017, 21:39

I thoroughly enjoy the gamemode, the panic and genuine fear is something I don't see very often in a 2d spaceman game, though I feel like it needs to be sliiiightly more feasible to win as the marines, I understand one of the big points of the server is to make it hard on the marines, but in the case of fighting the zombies it feels impossible to win, unless the cure is an actual thing that can be made with the tools on the Alamayer and our researchers have just failed to do so in the handful of rounds we played.
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Casgair
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Re: ZOMBIE FEEDBACK

Post by Casgair » 13 Jul 2017, 22:06

To be fair, while definitely a more straightforward game mode it took Marines something like 30 rounds of WO and admin help to actually win their first round.

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Re: ZOMBIE FEEDBACK

Post by misto » 14 Jul 2017, 00:43

you know, his head looks a little like a fish in that screenshot you posted. so i propose the nickname for them be fishheads

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Re: ZOMBIE FEEDBACK

Post by MrJJJ » 14 Jul 2017, 04:02

Crab_Spider wrote:They don't look ANYTHING like zombies though, in fact, this is what they look like Image
Actually it does kinda look like a zombie to me, but with a almost xenomorph head, hell if you want call them undead, because its a dead man come back to live but kinda still dead...

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Re: ZOMBIE FEEDBACK

Post by misto » 14 Jul 2017, 04:45

im tellin you guys, think about it
anglerfish.JPG
we under siege by dam fish face boys
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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 14 Jul 2017, 12:20

MrJJJ wrote:Actually it does kinda look like a zombie to me, but with a almost xenomorph head, hell if you want call them undead, because its a dead man come back to live but kinda still dead...
Not hat you bring it up, they kind of do look undead.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: ZOMBIE FEEDBACK

Post by kooarbiter » 15 Jul 2017, 01:08

Mutations would be nice, also pls no more admin infections find other ways to do it please
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Re: ZOMBIE FEEDBACK

Post by Jayfeather » 23 Jul 2017, 15:39

As I experienced in the last round of testing. It was quite enjoyable most of the time.

My only issues are with the population jumps when people discover it's infection. Signifying that it's far too rare and popular. Then we got the idiots who intentionally drink the black goo, SPIKING food/drink with black goo bottles on big red...even though it's highly advised not to drink and eat on a contaminated zone as it is.

The good things I noticed is that people are strangely more willing to RP in this environment, maybe because of the slowness of the infection? Maybe because people think they are more valuable in infection? I do not know. It's quite interesting and fun to play in the environment set by it though.
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Re: ZOMBIE FEEDBACK

Post by taketheshot56 » 23 Jul 2017, 15:58

Jayfeather wrote:As I experienced in the last round of testing. It was quite enjoyable most of the time.

My only issues are with the population jumps when people discover it's infection. Signifying that it's far too rare and popular. Then we got the idiots who intentionally drink the black goo, SPIKING food/drink with black goo bottles on big red...even though it's highly advised not to drink and eat on a contaminated zone as it is.

The good things I noticed is that people are strangely more willing to RP in this environment, maybe because of the slowness of the infection? Maybe because people think they are more valuable in infection? I do not know. It's quite interesting and fun to play in the environment set by it though.
The other issue is marines who dont understaand its infection, we had 40 marines crowd medbay trying to get down to the planet while dealing with infected, then when we actually have to put down a zombie these baldies freak out, not understanding its a zombie and then light up the MPs, which is ussually when the infection takes hold.
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Re: ZOMBIE FEEDBACK

Post by Zilenan91 » 23 Jul 2017, 16:48

I forgot to talk about this yesterday but I had this weird thing happen as a zombie where I would sometimes not have night vision but be faster than normal, roughly on par with a full health human. I'm unsure if this is intended or a bug but the gameplay it created was very interesting because it meant that I was more useful in combat but I couldn't really do any kind of stealth or darkness shenanigans because I always had to have on my armor light or else I would be blind and this gave marines more of an opportunity to shoot me or be more aware of my presence on the colony. I can't verify this but I believe this happened when marines would be killed and infected but then ghosted before they revived as a zombie, and the lack of a player controlling the zombie would cause them to not have night vision for the player who used the Join As Zombie verb. I only experienced it with people who instantly went SSD on being killed and never with people who stuck with their corpses.

I've also seen cases where after being killed by zombies some marines would instantly stand back up with no delay as a zombie but I haven't submitted a bug report because I have no clue how one would reproduce this.

Also zombies resting and still being able to hit people should be a genuine feature because it really adds a lot of depth to the gameplay. Do you walk over to a big pile of dead zombies and risk that they're alive or do you spam out a bunch of bullets to make sure that they're dead before you go over there and use up precious ammo?

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Re: ZOMBIE FEEDBACK

Post by misto » 23 Jul 2017, 17:56

the "you can switch bodies when you die as a zombie to keep playing immediately" function is a good idea, i suppose, to let fewer players pilot a large number of zombies to eventually wear down humans

but you still eventually get empty zombies standing around with nobody bothering to control them, dont you?

while in contrast, empty xenomorphs are usually quickly snapped up by a ghost eager to play

what im getting at here is that this is strong evidence that zombies arent very fun to play as

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Re: ZOMBIE FEEDBACK

Post by Zilenan91 » 23 Jul 2017, 22:00

I find zombies to be pretty fun, you just chat with dudes in deadchat or alt tab and watch a video or something in the background while you wait as a dead body.

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Re: ZOMBIE FEEDBACK

Post by Asada Ryou » 26 Jul 2017, 08:40

Loved the Zombie Mode! My suggestion would be that instead of a cure there would be another virus that the researchers make, This virus will then be released through the ships air vents and only attack the infected. How you choose it would kill the infected would be up to you guys but I suggest turning them into ash.

+1 to Infection Mode.

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Re: ZOMBIE FEEDBACK

Post by Garrison » 26 Jul 2017, 15:52

Asada Ryou wrote:Loved the Zombie Mode! My suggestion would be that instead of a cure there would be another virus that the researchers make, This virus will then be released through the ships air vents and only attack the infected. How you choose it would kill the infected would be up to you guys but I suggest turning them into ash.

+1 to Infection Mode.

I like that idea, kinda puts a whole morality angle to the Researchers work. They can try to cure/immunize the infection, or instead, create a poison that destroys anyone or anything with the Black Goo. Difficulty of Research could depend on what information and resources that the Medical staff have at their disposal. Along with some admin intervention.
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Re: ZOMBIE FEEDBACK

Post by misto » 29 Jul 2017, 22:46

i know im probably repeating myself, but if youre going to have admins delete walls for the convenience of zombies, just give zombies the ability to damage and break walls and girders on their own. you already have code for this in how acid shots can gradually damage walls and in how ravager's claws can break girders, don't you?

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Re: ZOMBIE FEEDBACK

Post by Gentlefood » 30 Jul 2017, 00:03

Remove the ability for zombies to rest. It allows them to attack while laying down which is pretty garbage. Also letting zombies use telecomms is somewhat questionable in my opinion.

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Re: ZOMBIE FEEDBACK

Post by Steelpoint » 30 Jul 2017, 00:37

Zombies being able to rest and attack seems like an intentional feature, seems like a call back to the Resident Evil games.

While I've yet to play Infection, but from what I heard simply examining a dead zombie at range can determine if it's dead or alive.
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Re: ZOMBIE FEEDBACK

Post by Gentlefood » 30 Jul 2017, 00:46

Steelpoint wrote:Zombies being able to rest and attack seems like an intentional feature, seems like a call back to the Resident Evil games.

While I've yet to play Infection, but from what I heard simply examining a dead zombie at range can determine if it's dead or alive.
two zombies resting on the same tile makes the one below the top layer immune to damage and capable of attacking. Its stupid.

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Re: ZOMBIE FEEDBACK

Post by SagaSword » 30 Jul 2017, 06:05

Unless you burn them both, mwhahahaha.
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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 30 Jul 2017, 08:26

Steelpoint wrote:Zombies being able to rest and attack seems like an intentional feature, seems like a call back to the Resident Evil games.

While I've yet to play Infection, but from what I heard simply examining a dead zombie at range can determine if it's dead or alive.
... That isn't fucking intentional..:
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: ZOMBIE FEEDBACK

Post by Steelpoint » 09 Aug 2017, 05:24

I had the pleasure of playing for about an hour in the first Infection round as the first Zombie, I had to leave early due so I could not see the round to its conclusion.

Here is some feedback.
  1. Zombies need some way to either communicate with one another over long range, or a way to track a living human. Right now you have to metagame to find out where to go, especially on larger maps like Ice Colony.
  2. Shotguns should not knock down Zombies, seeing 80% of marines with a shotgun that stunlocks you is simply not fun, at all.
  3. Zombies should be able to succumb and die if in crit. I got stuck in crit for a long time as the Marines would constantly shoot me into crit, but not finish me off, forcing me to wait until I slowly healed out of crit only to be shot back into crit. I finally died when one Marine accidently lit me on fire.
  4. Zombies should be able to quickly smash their way out of a locked closet, having to waste two minutes for it to open, and alerting all the marines nearby you are now alive and trying to break out of a closet, is unfun.
  5. Fix the morgue tray exploit, the marines kept trapping zombies inside a morgue tray and then sealing it off with a table to make it impossible for the zombie to escape without admin/outside intervention.
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