ZOMBIE FEEDBACK

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

Post by darkwahn » 06 Jul 2017, 15:18

Tidomann wrote:Marines stealing sterile masks and gloves, gas masks before the first drop GG meta.



They can also get spaced.
Not really meta when command informed them it was a bioweapon attack and that they'd probably need gas masks.


Anyways, found the RP for the round pretty interesting, legitimately not knowing what was going on was pretty interesting.

Saw a decent amount of people who got slashed a bunch and went down, but didn't get fully infected due to what I guess was too slow of an incubation time? So maybe speed that up a bit, unless you don't want everyone who gets slashed down to get turned.
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Re: ZOMBIE FEEDBACK

Post by misto » 06 Jul 2017, 15:37

im fairly sure i didnt get slashed at all and still wound up sick. were the admins stealth infecting people invisibly or is it really airborne or contracted from even just walking thru blood/gibs?

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Mark Wilson
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Re: ZOMBIE FEEDBACK

Post by Mark Wilson » 06 Jul 2017, 20:32

I love the game mode, but I think it would be really cool if you guys could add a biting system

Like say you got bit on the hand, in like a 30 second time limit you could cut your hand off and no longer be infected.
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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 06 Jul 2017, 21:12

Mark Wilson wrote:I love the game mode, but I think it would be really cool if you guys could add a biting system

Like say you got bit on the hand, in like a 30 second time limit you could cut your hand off and no longer be infected.
That's not really smart. I mean, with our med system, the moment you nearly cut your hand off, you'll be in pain crit, bleeding out.
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 Garrison » 06 Jul 2017, 21:25

The zombie game mode should not be announced, the map names should be identical to their Normal game mode counter parts. That way players can only know if its a zombie round when they encounter them while landing, or a survivor informs them. That way it keeps the mystery of the "Responding to an unknown distress call" element.
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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 06 Jul 2017, 21:27

Garrison wrote:The zombie game mode should not be announced, the map names should be identical to their Normal game mode counter parts. The only way players should know if its a zombie round is if they encounter them while landing, or a survivor informs them. That way it keeps the mystery of the "Responding to an unknown distress call" element.
Yeah, this is pretty much something that concerned me. Marines are meta'ing the shit out of this gamemode, and the worst part is that they'll even kill someone that's infected without their consent as though it's perfectly fine.
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 Tidomann » 09 Jul 2017, 20:31


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Re: ZOMBIE FEEDBACK

Post by PewPewDie » 09 Jul 2017, 20:51

Important review of a new Infection mode. A russian "Brain" word is "Mozgi". http://www.youtube.com/watch?v=UO5wu3SpURY
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Re: ZOMBIE FEEDBACK

Post by Szunti » 09 Jul 2017, 20:57

WinterClould wrote:Just as a normal thing in even normal rounds so Medics/Doctors don't all go O- and Standards don't all go AB+ for that sweet sweet blood type power gaming this is something I'd actually just like to always be a thing. Put peoples blood types in their notes if it isn't already so people actually have a way to just know what their own type is after its been random'd.
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Re: ZOMBIE FEEDBACK

Post by misto » 09 Jul 2017, 21:34

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

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Re: ZOMBIE FEEDBACK

Post by completelynewguy » 09 Jul 2017, 23:36

Saw you in the round as a ghost. It was sad just watching you tank those bullets. I thought these zombies were based on the ones from Prometheus?

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Re: ZOMBIE FEEDBACK

Post by Snypehunter007 » 10 Jul 2017, 09:58

One complaint, all the fucking marines just start chugging suspicious vials, like, all the time. It feels much less real and atmospheric.

Also, very little effort goes into creating a proper "containment".
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Re: ZOMBIE FEEDBACK

Post by Crab_Spider » 10 Jul 2017, 10:12

Snypehunter007 wrote:One complaint, all the fucking marines just start chugging suspicious vials, like, all the time. It feels much less real and atmospheric.

Also, very little effort goes into creating a proper "containment".
Can you also start issuing bans to players that smash goo bottles ontop of the heads of others or themselves. Noticed 3 people do that, and we ended up with them getting infected
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 MrJJJ » 10 Jul 2017, 11:15

Snypehunter007 wrote:One complaint, all the fucking marines just start chugging suspicious vials, like, all the time. It feels much less real and atmospheric.

Also, very little effort goes into creating a proper "containment".
The funny thing that round is that only two people i seen drank strange bottles was a PMC standard and some random marine, the ironic thing is they weren't the first to turn, some dead delta PFC and me, a charlie smartgunner turned after being killed by PMC's 10 minutes ago, despite not drinking anything, let alone approaching them, we just suddenly got infected and risen up from the dead and started attacking marines, causing the entire bloody outbreak in the first place, Apop was preety suprised himself, pming me if i drank anything weird, while i got no response after saying no and i just suddenly started feeling warm once i came close to Lambda entrance, either Feweh was infecting people or the vomit was infectious.

Although thats still a problem as you described, do people just want to be zombies THAT badly?

Also for some reason, as some described, emergency shutters can't be interacted by zombies, morgue can't be opened, making them stuck forever until helped by admins, and they also for some reason can attack while resting, which is preety funny when a marine walks over you and you just suddenly attack him. Although i gotta say, its really fucking hard to contain anything when most people just leave the corpses, do nothing about them, and then act surprised why the zombie just rose up and infected them, and then they do NOTHING about that and let others get infected as a result.

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Re: ZOMBIE FEEDBACK

Post by misto » 10 Jul 2017, 11:27

i have no idea why people want to infect themselves, zombie gameplay is much less challenging, engaging, and interesting than the gameplay of all other factions at this point

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Re: ZOMBIE FEEDBACK

Post by MrJJJ » 10 Jul 2017, 11:34

misto wrote:i have no idea why people want to infect themselves, zombie gameplay is much less challenging, engaging, and interesting than the gameplay of all other factions at this point
Curiosity, that's why

Also i would say its the most challenging, you are super slow and can usually get gunned down easily on your own, and the amount of patience you must have to move so slowly from one point to another, let alone wait in your body to get revived so you can repeat what you have done, that takes a fuckton of patience, no other faction requires THAT much patience.

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Re: ZOMBIE FEEDBACK

Post by misto » 10 Jul 2017, 11:42

i do not consider it challenging because you get even more lives and retries than xenos do while also having a generally simpler time infecting marines. only need to scratch them rather than a complicated abduction, facehugging, nesting process. "slowly shuffle towards enemy and click on him" may demand patience, but i do not consider it challenging. either you have enough health to reach him, at which point you have created an eventual new zombie, or you don't and go watch a youtube video while you wait for your body to get back up to try again

curiosity? the zombie victory has been slow but inevitable every time i have helped test this mode. no need to help it along. simply do your job and your curiosity will eventually be satisfied when a dozen of the fucks come waddling down the hallway at you and get you.

o ye, heres a new feedback

- make biosuits and such masks buyable by RO and CT, ha ha ha

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Re: ZOMBIE FEEDBACK

Post by Feweh » 10 Jul 2017, 13:02

We dont want faster zombies for a very simple reason.
Xenos are already fast and we want zombies to offer different game-play.

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Re: ZOMBIE FEEDBACK

Post by Feweh » 10 Jul 2017, 13:03

misto wrote: - make biosuits and such masks buyable by RO and CT, ha ha ha
Bio-Suits currently have no effect or benefit other than roleplay.

You can be bitten/scratched/clawed through them which is how the virus spreads.

That is also why almost ALL people in bio-suits were walking around infected late game.
Armor has a better chance of blocking zombies than bio-suits.

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Re: ZOMBIE FEEDBACK

Post by Feweh » 10 Jul 2017, 13:10

Garrison wrote:The zombie game mode should not be announced, the map names should be identical to their Normal game mode counter parts. That way players can only know if its a zombie round when they encounter them while landing, or a survivor informs them. That way it keeps the mystery of the "Responding to an unknown distress call" element.

In the future it'll be a lot like that, for testing we need to make it clear its test.

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Re: ZOMBIE FEEDBACK

Post by Tidomann » 10 Jul 2017, 13:13

There is definately another transmission vector. Close proximity to infected has a chance to give it off, otherwise I would have never turned in 2/3 of my test rounds. I turned without ever being attacked as a doctor and as a marine.

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Re: ZOMBIE FEEDBACK

Post by Feweh » 10 Jul 2017, 13:18

Tidomann wrote:There is definately another transmission vector. Close proximity to infected has a chance to give it off, otherwise I would have never turned in 2/3 of my test rounds. I turned without ever being attacked as a doctor and as a marine.
There are a few other stipulations that we wont reveal yet, but a lot of it is common sense like "maybe dont touch that stuff", "maybe dont go near that" etc.

However, theres a good chance you might of been randomly chosen for infection by myself/apop.

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Re: ZOMBIE FEEDBACK

Post by Swagile » 10 Jul 2017, 13:44

Yeah, being a zombie is boring, but shooting zombies is fun.

Giving more abilities to zombies, or some kind of mutations, would make being a zombie much more interesting.

There's also a gamebreaking bug currently in zombies as well that has to be fixed first before its viable.
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Re: ZOMBIE FEEDBACK

Post by Boltersam » 10 Jul 2017, 13:51

After gathering information from people who've been able to play in the tests, I think zombies need, as Swagile said, mutations. Maybe randomised, rather than chosen, so you'll need to adapt to a new, randomized and twisted body each time you become a zombie. These mutations could develop over time with the zombie's general power as they slowly become stronger from infecting and harming the living.

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Re: ZOMBIE FEEDBACK

Post by Steelpoint » 10 Jul 2017, 13:53

Is it possible we can get some heads up before tests begin or are they more off the cuff?
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