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I often say "Press F1 or F2" - seems like it's really confusing for new players how to join a team while being in a lobby. Also, they are interested in how to play the game: they usually ask how to drop weapons/ammo, how to pick up items etc.
So, basically, there's an interest in playing zps, so we should encourage them by helping them with everything they need to know.
Even if they don't ask, you should indicate towards them what to do and help them with whatever they have to know.
At least, we, veteran players, might save zps if we're doing it right.
Tutorial would solve that problem.
(Devs have time till Fall, they SHOULD implement a simple one to show {new} features and how-to's)
Playing zombie is somewhat hard for a new player until you start to take it on competitive path.
It's pretty easy for a Nosgoth player (or any player with experience in MOBA's) to determine best spots/weapons/sets for a game like that. And it's pretty easy to bias the game to your tactic, you just need to accomodate to meta (which, imho, you should know as a player that plays for fun).
And it's pretty hard for a casual player to determine what's good or bad, often making a bad decision(-s) which leads to almost wash-out of his/her team.
Also, knowing the flaws game has increases your overall intelligence, thou I'd like you to not use it's advantage if you're not another troll like me. Just know how to counter some stuff and why it works, even if it's some shi bug.
I see most of the frustration at:
A. not being able to kill a survivor
B. not knowing where to go
New players tend to think they're an invincible powerhouse that can rush survivors and kill them all, but zombies are very squishy. When expectations are not met, then assumptions are formed. Expectations from other games are carried over to this game, such as the desire for aim-down-sights or playing as a survivor only.
Maybe this should be in FAQ:
1) a - zombies penalize on hits too because there's always low amount of medpacks on map. It's rage inducing when YOU CAN'T HIT SURVIVOR AT ALL!!!11! Also rage inducing when one zombie hits 146% of time and you can only miss as survivor/zed.
b - this game needs "Loading" images that show up the map's structure. Not necessarily detailed, just to know where to go/what to do
2) Zombies play by the ambushido rush. Anyone who does it from big distance is just another dumb zombie that deserves to die (should be tip?)
3) New feature means new game. ?
There was an official survival guide, they truly should have made a zombie guide alongside with it. It is as if they assumed that playing zombie would just come naturally when it is in reality a bit more difficult in comparison.
If I had a chance to tell a frustrated individual what they ought to do, they should most importantly:
1: Review the control page in options, saves time and energy and you don't have to ask people in game how to do very basic things.
2: Telling the difference between custom and official maps for the best possible experience.
3: Have patience and an open mind.
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But I will say, while zombie is nowhere near as impossible to play as these people would claim, I must concur from a design perspective that it is not the most optimal experience, it could be done better.
So whenever you're not having an exciting firefight warding off zombies you will still be occupied with never fully knowing when you're going to get attacked.
First issue: Because unless you know exactly where to go, searching for survivors is at first glance not a very exciting process when you're playing a melee oriented class against an army of glass cannons. Survivors have the tension of anticipating zombie attacks, zombies do not have the tension of anticipating survivors attacking them. As long as they're walking around they're not particularly having a great time, there's nothing to really occupy you apart from swinging your own hands, just wandering around until you stumble across survivors by accident.
Second issue: Survivors will win every single time as long as there's a decent distance between you two, most of the time you will be entirely on your own. You get gunned down, respawn and now you have to walk all the way back to the same place with usually nothing happening inbetween.
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While I would argue that, "Hey, you're getting to go at him again and again and again, maybe trying new ways to attack the survivors, maybe take a new path and see if that works this time.", I would have to at least have understanding that getting gunned down over and over has a big impact on morale, it isn't exactly the most fun experience even if you tolerate it.
Have you heard in most zombie movies that zombies are so devestating because single zombies are weak but their strength is in numbers? Most of the time taking on survivors is seemed to be impossible because it feels like you're doing it on your own. Zombies work the best when bunched together yet.. Zps seems to unintentionally encourage zombies to be spread out which is the leading cause to why stealth and ambush strategies have basically become the norm.
When I see another survivor I will very often stick to him because it's double the firepower and twice as many blindspots are covered. When I see other zombies I immediately, and I'm not joking, go the complete opposite direction. The reason is because it feels that it's more beneficial if zombies spread out and have general map control, survivors are easier to find if zombies are present in more locations.
Zombies just cannot organize themselves as it currently stands, they are a big collective group yet most usually behave like single covert-op individuals. You just feel like one squishy soldier. You never truly know where the rest of your team is. You can look at the scoreboard and see that only a quarter of players are still alive as survivors but infront of you it's just.. you and your claws.
That's why I agree that while zombies are fine and fair, they do not provide the most exciting of gameplay for the common players.
I've proposed long before the idea of really emphasising the equal need for zombies to stick together and organize hordes to alleviate this stealth and ambush meta playstyle, not that there's anything wrong with hiding around corners it is an absolute great part of choosing how you want to take on survivors.
A)
Let zombies see the silhouettes of their teammates through walls, for the whole map or just a certain distance. If you're a horde of the undead, being able to actually see every zombie player could certainly help to gain a better sense of a "threatening presence". You can immediately head towards where there is teammates right when you spawn, you can easier time simultaneous attacks from two angles on camping survivors.
Example concept: https://www.dropbox.com/s/0m7ucyzizrjcp0y/example1.jpg?dl=0
B)
When loud noises happen, specifically explosives or gunfire and it's within hearing range, you would be able to see a very brief freeze frame of the survivors aura for about a second. Only a freeze frame, you wouldn't see the survivor moving. Maybe even the survivors are revealed for the zombie team if someone has them in their line of sight?
Example concept: https://www.dropbox.com/s/1sfbevdj50x6bca/example2.jpg?dl=0
Edited, wrong link.
If zombies get to have these changes made I highly believe it will make playing them seem less dull because you have a sense of immediately getting back into the action alongside with teammates, even if it involves having to walk a long distance.
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Forgive the wall of text, I got carried away.
Yes, new players do get frustrated quite easily since they don't know where to go and due to their lack of experience, get killed over and over effortlessly.
I really like your suggestions. Being able to see teammates would really help with seeing if they died in the room next to you and whatnot. I believe this game relies on auditory cues rather than visual however.
A lot of the survival maps make it impossible for a normal zombie to win without utillizing hiding spots.
Let's take Asylum for instance. If all survivors camp outside and you're a normal zombie along with a very low amount of teammates, then it's pretty much impossible to win. Survival maps have these overpowered meta spots. You can watch all entrances/angles from one spot, have plenty of distance from the zombies, and clear visibility to shoot them.
I don't like how survival maps force zombies into this "it's game over once survivors camp outside."
Despite how basic playing zombie seems, it definitely has a lot steeper learning curve for players.
Almost every round I play goes like this:
1. pick a viable hiding spot that intersects a common path survivors are guaranteed to take.
2. kill a few people
3. survivors have found guns and are at camp spots by this point
4. kill off lone survivors
5. rush camp spots over and over
As a survivor, I often feel I'm the hunter rather than the hunted.
How can you balance this if you don't take in consider how easy will be for some players to be a zombie?
Absolutely, certain maps have these kind of bottleneck flaws, it's why we saw a ladder up to the balcony on Cinema to help alleviate really strong positions. I'm all for wanting to give zombies a chance at flanking at every opportunity but this would be a responsibility for the mappers to handle.
Sounds pretty spot on, but is it an issue though? In my opinion it looks like that's how a round should typically look on average. How would you imagine it should look differently?
Sometimes we do experience rounds where a good carrier takes down a third of the whole team in the first two minutes which dominos into the whole survivor team getting steamrolled, and sometimes the one terrible player gets picked Carrier and survivors will just sit around rolling their thumbs for about ten minutes.
I'm.. sorry I didn't quite understand the wording here. But naturally I do very, very well understand the big issue with game balance because you have a low-skill and high-skill spectrum of any game and whenever you try to make it harder for the high end, the beginners will likely suffer and get scared away.
But with a change like being able to see your own zombie teammates through walls is something I believe will only benefit everyone, from beginner to veteran. Beginners need to get a sense of where to go to get back into the action, veterans need it to easier coordinate grouped attacks on locked down areas.
This is what I meant: will be too easy for veterans to play as zombie, keeping in mind that veterans do still know every map and how to play on every map.
Oh, no, it's not an issue for me. I was merely stating that.
The main issue for zombie is that the game is tailored towards players that have to be knowledgeable in a map. There aren't any directions for where new players should go. Now, the tricky part is how we can improve this learning for new players while not harming the overall balance as you two have mentioned.
Objective maps are very simple for new zombies since they're so linear.
Survival maps are not since many of them are maze-like, especially Subway.
I don't think being able to see teammates would be a bad thing. I already rely on communication and sound to coordinate grouped attacks. People instinctively herd up in an area even without any communication.
Going back to what I mentioned:
survivors already have a team they can follow around
zombies don't have a team to follow around in the beginning
..True, yes, but it is not exactly a proposal of upping the claw damage or faster move speed. We're talking purely information made convenient. I am not ready to believe that giving on-screen information like this to the player would make the zombie team too strong.
Veterans can still be able to coordinate using text or voice chat if they really want to and still achieve the same goal. You see people call out "Lobby" "Big hall" "Outside" "Basement", so what difference would it make? And besides, if I may say so, I think the zombie team -should- be the dangerous faction. If survivors say they feel like the hunters then this addition might be just what the game needs.
The point is just to create a change that helps create unification for the zombies. Survivors are the individuals, zombies are the collective threat.
Well, a player will eventually learn a map after enough exposure and will start playing it as efficiently as possible like the rest of us, that's just an inevitable part of playing but sure, I agree, it's typically down to how the map itself is designed but there's not much you can do about playing a map for the first time.
Yes, I see now, from a starting zombie perspective? Indeed. As well as how crucial the first minute is for the starting zombie that will determine success or failiure in the long run.