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But changing them into their own "useable weapon" is interesting.
Don't mean a speed increase.
Meant that since when the infection is over the player is instantly able to play as a zombie, this can be used to take people when they least expect it and it's already pretty hard to know if they are infected, even more for servers with friendly fire on.
Which is why I suggest a speed slowdown for the first seconds of the infection so the infected player would have to prepare previously.
As for the plugin, how about adding it to the game but adding a cvar to toggle it? I think it would be better that way since having it into the game would make it more noticeable as a server owner or even for a player if they go from server to server.
Holding items like in Left 4 Dead, sure, I'm glad you think isn't a bad idea but I'm not very into it since I'm sure somebody has said it before.
Still though, having pills heal infection would be a great change since it's just a minor healer right now and would bring a bunch of playstyle changes.
While I respect your suggestion, I'm not very fond of pills cure, since it affects the balance regarding zombies. Infection greatly aids the zombie team because people can coordinate to use the infected player or the other zombies as a distraction while one of them will take the survivors by surprise. I've had great moments where I've killed up to four players when turning into a zombie and lashing out against surprised survivors.
I understand that becoming a zombie through infection can become frustrating to some players due to the RNG involved. If you noticed in the update news, at least hardcore mode will have a cvar for pills cure or prolonging the infection.
As for the plugin, that's up to the community to update that. Having a cvar wouldn't really be necessary since I believe most server owners intend on having pills cure be a permanent thing on their server.
A decrease in speed for survivors succumbing to infection would make infection pretty useless imo. The slower speed wouldn't give me an opportunity to kill survivors when turning. Survivors already know to look out for infected players and I often get killed instantly when turning, so they react pretty quickly.
I partially like the idea of being able to hold medkits/pills though. That could help with teamwork but could create issues where survivors hoard all of the medkits in one spot.
Zombie Panic's design and balance are not ready for this kind of stuff. You're 100% right.
That would either require "Carrier change" or how "Health/Damage" works in-game according to both survivor&zombie team.
1) "Carrier change" - re-working infection, damage effects and literally any action yt does to stop survivors dead.
Why? Carrier is a "Panic Bunker stomper". Yes, different people play different, but anyone will agree that Whitey is the damn white flag to shoot at. Yet he's much more stronger than any zombie in-case of breaking "that blocked door".
2) "Health/ change" - how healing works in particular. "It's a simple game" and nobody would like something like "Each medkit heals you lesser amount in X seconds" or "You can't use this item anymore".
P.S. InfPlayer Speed greatly valued in zpo run-n-gun, where it is preffered to kill infectees rather than wait for them to turn. Literally changing it to sudden stop will mean in my eyes that this particular player is infected or "it's the time to finish my job".