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You get rewarded for protecting an area.
On 10 waves game, it does help the team money wise.
Also something that appears in the area so that it's like you're actually defending/securing something rather than just holding a random location would be a nice touch.
And it's also absurd how once you step out, or take too long to get there, it starts draining fast.
Well it would split the community. I think having a small message about it in the corner is better than trying to seperate it into a different game mode and split the community. Since there is a Dosh Vault reward aspect many people would only play in the version with SYG, while others would split off into a playerbase that plays the original mode.
I'm just happy that we aren't doing it on a small-as-♥♥♥♥ Holdout map anymore.
For starters, the dosh reward should differ very slightly based on difficulty but more largely based on how hard the specific area is to defend. Some areas are simply suicide (eg: stairwell on mansion) and aren't even slightly tempting for a few hundred dosh. Some are easy enough that it's a no brainer to defend it (eg: the main camping room on containment station).
Informing the players of what they're getting into would be a really great addition. Each area should have thier own official name, with the name and difficulty of the area appearing on-screen along with the objective. So you know which one it is and if it's worth risking a move to the area before comitting.
There should be a few more easy areas to defend, ones that just encourage the team to hold out somewhere different to the normal spot for each map.
The vosh reward should be way higher for sui and hoe difficulties.
SYG objectives should provide a chance for loot (skins/cases) after the match completes if the player took a large part in defending the area. Harder areas on Sui and HoE offering a chance at higher rarity rewards.
I'd also like to see a time-out after leaving the area before you start to lose it. You should be free to move in and out of the designated area for short periods, as long as no enemies are inside it of course. Especially in the case of beserkers.
Since difficulties speaks literally on their sides so this is a mixed addon so far.
For begineers, yes we like it since it gave us fairly bonus.
For veterans, nope it just spilt us out and getting us wiped easily.
I'd say difficulty makes the factor.
Better makes reward as loadsamoney
-Increase the grace period on wave start, especially on solo. On some maps you can be 110+ meters away from the area, and the quick decay rate means you lose half the value before even getting there.
-In addition, mark where we're going to defend before the round start so we can buy extra gear and get into position.
-The amount of Zeds you need to keep out needs to be increased by one or two. Now it seems like two cysts poke their toes into the area and you're down 15% of your reward.
-Dosh payout is fine (should have one higher than 500 though) but XP and Vault payouts need to double at least. Farming zones for the Vault is impractival because the reward is tiny.
-Future zones need to be better balanced. There are some that are two entrances and are a piece of cake to defend, but others are smack in the middle of an open zone, sometimes with a vent or spawn zome smacked right in the middle, that's impossible to keep clear. One I'm thinking of is the Eiffel Tower approach on Burning Paris that everyone goes to anyway, but keeping it clear isn't practical past the early waves. The zones should be used to encourage fighting in unorthodox places (and most do) but there could be areas that actually make sense. The pub and the cafe on BP are prime examples (if they aren't there already, I forget).
-I like the idea of halting the timer if you leave the area for a few seconds. For the people who can't wait the few seconds for Zeds to round a corner, Berserkers, or people who want to head off a horde. I'd like to go further and complete the objective when the minimum number of Zeds survive, making it impossible for them to claim the area anyway. I hate it when you have to stand still and wait for them to come to you to finish the round. And if one gets stuck somewhere then kiss your hard work goodbye.