misto wrote:some thoughts
- zombies are pathetically slow and thus have difficulty clinching an otherwise inevitable victory resulting in excessively long, drawn out ending stages of the match - although i admit it is a bit funny seeing humans being the ones leading their enemy on long meaningless delay chases for once, usually its aliens doing that to the humans
- zombies seem to have no long range communication options, so it is easy to get lost and isolated from the action, wandering around uselessly and slowly looking for humans, boring boring
- please discourage command from making useless suggestions such as "wear gasmasks" when there are obviously not enough gasmasks to go around and "burn bodies" despite this seeming to not really accomplish anything
- i notice that zombies can pry open even welded doors, very good, but they do not seem to be able to interact with welded emergency shutters. furthermore, would they be able to do anything if you simply built ordinary steel walls around them while they were downed?
- zombies should be able to push over vending machines when on blue intent like aliens can
- publicize the conditions which cause you to become actually infected. is it really airborne? stepping on blood on the floor? only spread thru clawing?
- what was with the r-walls surrounding lz1? if youre going to test it, test it under real round conditions so its a real test
- would marines get in trouble for piling zombies onto the landing pad and asking for the ds to gib them? because thats the only way i can think of that marines would stand even a mild chance at victory because otherwise theyre eventually just going to run out of ammo (after standing around for half an hour shooting at the same poor fuckers who get back up only to get shot down again) and get clawed
- encourage marines to fucking chill out, i bet in the first half of the round more marines died by them "roleplaying" being scared (taking the convenient opportunity to slaughter each other) than any zombie encounters
- all in all despite the round being in fact shorter than some alien vs marine rounds ive played, it ultimately felt slower, less interesting, and less dynamic due to the sluggishness of the zombies, the boring and unclear wait inside your corpse to respawn, their seemingly infinite respawns, the seeming lack of any actually accomplishable win condition aside from SD for the human side
---
- oh yeah, and all the zombies being identical is also a little boring. if this is supposed to be a black goop outbreak, and black goop makes organisms mutate and weird shit happen, give zombies randomized mutations every time they stand up
hello! most if not all of my criticisms still remain unchanged, and now here are some new ones
- beforehand i assumed that zombies could not break welded emergency shutters, now i know they cannot interact with any emergency shutters at all, this is nonsensical because you let them even break welded doors with their claws, something that even aliens cant do. this is clearly an oversight
- for some reason they seem to have difficulty attacking barricades sometimes? like you cannot click on them at all?
- i dont know whether its just your server chugging to death or also some problems on my end. does byond start shitting itself when there are too many items and objects onscreen? maybe you should consider code to tidy up the thousands of spent casings constantly left everywhere after a while (arent most of our guns supposed to be caseless? i dont know the specifics about all of these). my byond client died for no reason i could discern at one point besides how preposterously cluttered everything got. also the shrapnels and things that spill out of the zombies when they revive should probably just be deleted rather than left on the floor. consider applying tidy-up code to various other useless or near-useless objects left lying around for long periods of time. it really adds up after a couple of hours of gameplay.
- i know that you dont want to make zombies faster, but i reiterate that slowly waddling around searching for humans is boring as shit. give them less health to compensate if you have to.
-stop acting surprised when shitters fuck up your cure objectives when you get 200+ ppl on, we both know its inevitable
---
- additionally, this zombie mode is turning out highly generic and lacking in the unusual flavor that makes your base xeno v human gameplay interesting.
- here are some random mutation ideas to couple with my randomized mutations for zombies each time they revive feedback
1 zombie grows armor skin that slows them slightly but makes them resistant to gunfire
2 zombie gains speed at the cost of increased vulnerability to gunfire
3 zombie gains ability to puke infectious gloop on the floor that has a chance to infect humans that walk thru it
4 zombie gains the xeno's acid blood property, thus marines are at risk of getting spattered with said acid when fighting in close proximity
etc etc you can come up with lots more im sure
- monkeys and the other monkeylike creatures found around maps should start infected in this mode and should become hostile to uninfected humans, attacking and infecting