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CG Gaming Section => Zombie Panic: Source => Topic started by: JaY1919 on July 14, 2012, 05:17:46 PM

Title: Pills - To Cure or not to cure?
Post by: JaY1919 on July 14, 2012, 05:17:46 PM
Hey everyone Multi and I were talking about possibly having Pills cure zombie infection. He says in order to have pills cure infection the whitey zombie would have to have a infection rate of like 90% or something. Cause it would be too easy for the humans. I think if we had whitey at like 30% and the regular zombies infect at like 10% it would work out nice. I used to play on CVG servers a lot and there setup is close to that and the game play works out pretty good IMO. What do all you guys think??
Title: Re: Pills - To Cure or not to cure?
Post by: Multigrain on July 14, 2012, 06:33:50 PM
90% may have been an over exaggeration but I still stand by it. How it's hard enough for zombies a lot of time to win as is and that lucky infection is a saving grace and a shot at winning. So if we were to add pills having a possible cure, zombies would def need a buff to infection.
Title: Re: Pills - To Cure or not to cure?
Post by: Doc. Mentalist S. on July 14, 2012, 07:10:46 PM
Since when would a bottle of Viagra cure AIDS?

If you're a pickle you'll remain a pickle. Until turning or killed. Having cure offsets the balance of the game, not to mention the hysteria it creates. I get hit by whitey once, yet have a 90% of being infected. I think it’s time to go for a bottle of pills JUST TO BE CAREFUL. Repeats the cycle until all the pills on the map are gone.

Look at a map like armory, there are only 2 pills and 1 med-kit. 1 Whitey and 10 survivors. As long as he hits them all once, 8 of the survivors will be infected. Within a minute, the round's over.

I'd much prefer the mod as it is. Infection rate as indicated in console is 10% (default). Bumping it to 30% would greatly change the gameplay. Keep in mind this is directly only to whitey. Now having several others with 10% exaggerates zombies chances of winning.

The only thing i would agree on for additions is that, carrier gets a 33% infection rate with the exception of humans having melee health mod. If not than, then the mod is still fine as it is.
Title: Re: Pills - To Cure or not to cure?
Post by: Pillz on July 14, 2012, 07:22:22 PM
Way I see it:

A) Keep infection the same, 15%-20% and when whitey get's someone infected every one in five hits; so we rarely see ANY infected people unless whitey got in 10-15 hits.

B) Make infection rate 75-90% and whitey makes someone infected on literally every hit, or every other hit. This would be extremely OP for me as a whitey because EVERYONE would be infected. The only way I would ever even think about using pills is if the chance to get cured by pills was random also. 50/50 chance maybe, but I still don't like it.

C) Even worse than that; giving normal zombies infection also. I feel we're changing the game completely at this point, and that might irritate the players. You have to realize that most maps don't have a surplus of me, like biotec and harvest. There are pills, but only in very spaced out locations, this causes another problem.

Instead of helping the zombie team when one is infected, they will search for pills, and skilled players would beeline for pills trying not to die. I prefer infection to be a rare even that can help zombies out, and would never make infection break 50%, honestly I don't want to ever have an infection rate over 33%; because it takes Whitey 3 hits to kill a human. That means most of the time the first two hits will be infection, and if it isn't; the third one will be the kill; unless they have armor.

So basically, Pillz ironically doesn't like the idea of pills; nor do I like raised infection rates. If we ever get another server I'd play with such plugins there; but don't see it really happening anytime soon.

Melee health mod was interesting but sadly only Wholegrain knows where to get it; so I don't think we'll ever see it again.
Title: Re: Pills - To Cure or not to cure?
Post by: Multigrain on July 14, 2012, 08:06:48 PM
Way I see it:

A) Keep infection the same, 15%-20% and when whitey get's someone infected every one in five hits; so we rarely see ANY infected people unless whitey got in 10-15 hits.

B) Make infection rate 75-90% and whitey makes someone infected on literally every hit, or every other hit. This would be extremely OP for me as a whitey because EVERYONE would be infected. The only way I would ever even think about using pills is if the chance to get cured by pills was random also. 50/50 chance maybe, but I still don't like it.

C) Even worse than that; giving normal zombies infection also. I feel we're changing the game completely at this point, and that might irritate the players. You have to realize that most maps don't have a surplus of me, like biotec and harvest. There are pills, but only in very spaced out locations, this causes another problem.

Instead of helping the zombie team when one is infected, they will search for pills, and skilled players would beeline for pills trying not to die. I prefer infection to be a rare even that can help zombies out, and would never make infection break 50%, honestly I don't want to ever have an infection rate over 33%; because it takes Whitey 3 hits to kill a human. That means most of the time the first two hits will be infection, and if it isn't; the third one will be the kill; unless they have armor.

So basically, Pillz ironically doesn't like the idea of pills; nor do I like raised infection rates. If we ever get another server I'd play with such plugins there; but don't see it really happening anytime soon.

Melee health mod was interesting but sadly only Wholegrain knows where to get it; so I don't think we'll ever see it again.
I agree with this, this is what I was saying in a nutshell to Jay. I personally like ZPS the way it is and not a big fan of the idea of curing the infection.
Title: Re: Pills - To Cure or not to cure?
Post by: Fullmetal Megadave on July 14, 2012, 08:53:23 PM
Infection could be cured, but only when the person is 10 seconds away from turning, and the medication would be a bullet
Title: Re: Pills - To Cure or not to cure?
Post by: JaY1919 on July 14, 2012, 09:54:24 PM
I see where you guys are coming from. But CVG has seemed to do it pretty successfully. Infection rates and cures dont seem to be a issue at all. It's still pretty balanced.
IMO I think it would even be a improvement if maybe say the infection rate was the same but pills had like a 5% chance to cure.
Title: Re: Pills - To Cure or not to cure?
Post by: Cadaver on July 14, 2012, 10:02:02 PM
Wait Pillz cures too?  I just thought he was HA. XD
Title: Re: Pills - To Cure or not to cure?
Post by: Pillz on July 15, 2012, 01:07:31 AM
If pills had a 5 percent chance to cure; I would be happy to do so, but don't feel like spending weeks toying with it, trying to find out what works best.

Like I said, if we ever get a second server I'll try it out, but as we only have one I don't want to upset the majority that prefer no-pills. I would find 90% infection tremendously fun, and maybe we can try it on a fun night when we have those.
Title: Re: Pills - To Cure or not to cure?
Post by: JaY1919 on July 15, 2012, 04:46:38 AM
ya we should do a fun night. we should plan for it this upcoming week or sumthin
Title: Re: Pills - To Cure or not to cure?
Post by: Dinomoto on July 15, 2012, 01:13:03 PM
Pills that cure infection, god knows how many times this has been brought to the table.
As I am mostly zombie, you can guess what I will say to the idea of something that helps humans even more
Title: Re: Pills - To Cure or not to cure?
Post by: JaY1919 on July 16, 2012, 12:07:59 AM
it doesn't really help humans out that much as long as the infection rate is a lil higher. Some levels dont even have pills and even if they do if pills only cure half the time it still favors zombies most the time
Title: Re: Pills - To Cure or not to cure?
Post by: Allie The Outcast on July 16, 2012, 01:50:23 AM
I do like the idea of infection curing pills, one of the only reasons that i dislike the cg server just a LITTLE is because of this.  So maybe you could attempt the pills curing only sometimes at least.  If not then i guess just keep it the same because I'm really not up for all zombies having infection abilities (because i do love being survivor)
Title: Re: Pills - To Cure or not to cure?
Post by: [ZPS] WEB on July 16, 2012, 01:54:50 AM
I am willing to try normal zombies have infection too. 30% - White / 10% - Reg??? No cure!
Title: Re: Pills - To Cure or not to cure?
Post by: Pillz on July 16, 2012, 01:57:06 AM
I am willing to try normal zombies have infection too. 30% - White / 10% - Reg??? No cure!

This I would be up for, but was thinking 20% whitey, 5% regular zombie. We'd just need a plugin to make this work.
Title: Re: Pills - To Cure or not to cure?
Post by: Dinomoto on July 16, 2012, 02:07:33 AM
Web, that picture is cute. That is all.
Title: Re: Pills - To Cure or not to cure?
Post by: [ZPS] WEB on July 16, 2012, 02:10:28 AM
10% Reg

(http://wanabrar.com/blog/wp-content/uploads/2012/03/Black-Rock-Shooter-Episode-6-gif4.gif)



Thanks Dinomoto!
Title: Re: Pills - To Cure or not to cure?
Post by: Pillz on July 16, 2012, 02:00:23 PM
10% Reg

(http://wanabrar.com/blog/wp-content/uploads/2012/03/Black-Rock-Shooter-Episode-6-gif4.gif)



Thanks Dinomoto!

Well, 1/20 is the chance for a normal zombie to infect when it's at 5 percent, and it's 1/10 when it's 10 percent, of course. So, both make it rare for a normal zombie to infect people but I just don't want it happening much at all. I'd start with the 5% I guess and if it felt underpowered I'd bump it up to 10%. I doubt anyone would notice though, because when the infection rate was normal at first people were still complaining it was too high. I don't like cure either way though. :D
Title: Re: Pills - To Cure or not to cure?
Post by: [ZPS] WEB on July 16, 2012, 03:12:11 PM
Well, 1/20 is the chance for a normal zombie to infect when it's at 5 percent, and it's 1/10 when it's 10 percent, of course. So, both make it rare for a normal zombie to infect people but I just don't want it happening much at all. I'd start with the 5% I guess and if it felt underpowered I'd bump it up to 10%. I doubt anyone would notice though, because when the infection rate was normal at first people were still complaining it was too high. I don't like cure either way though. :D

Okay, I approve then.
Title: Re: Pills - To Cure or not to cure?
Post by: JaY1919 on July 16, 2012, 05:39:30 PM
ya I think making reg zombies have the ability to infect makes them a lil funner to play so maybe people wont rage as zombies as much. But it would be pretty hard for humans to win without any cure. Most maps are already pretty difficult when everybody just does there own thing and doesn't play as a team, which is majority of the time. I think it would be interesting to make pills like 20% instant kill, 20% drugged, 50% cured, 10% they just give u reg health. That way its kind of a gamble if you want to risk taking them after getting hit
Title: Re: Pills - To Cure or not to cure?
Post by: Zombies on July 18, 2012, 07:10:18 PM
Well infection rate 100% is a infection of one hit of every zombie u only have 1 min to find pills oryou turn witch is good for sneak attacks
Title: Re: Pills - To Cure or not to cure?
Post by: Kingtrue on July 18, 2012, 08:52:45 PM
I am willing to try normal zombies have infection too. 30% - White / 10% - Reg??? No cure!

This I would be up for, but was thinking 20% whitey, 5% regular zombie. We'd just need a plugin to make this work.

+1 This
Title: Re: Pills - To Cure or not to cure?
Post by: Doc. Mentalist S. on July 20, 2012, 06:23:24 PM
Infection rate is 10% already. As i seen it in the past week, and aside from the excessive deathruns, it's already balanced.

Now instead of just one zombie(Carrier) having a chance of infecting, you now have a server full of zombies that also have a chance of infecting you. It just adds up to an increase in small variables. You may not see a lot of difference but, honestly it does in perspective of how survivors would have to do to avoid getting close to zombies.
Title: Re: Pills - To Cure or not to cure?
Post by: SgtMajor_Artyom on August 08, 2012, 03:51:02 PM
Maybe instead of a cure the pills would delay the infection?
Title: Re: Pills - To Cure or not to cure?
Post by: Pillz on August 08, 2012, 04:01:19 PM
Meh, why delay the inevitable. Interesting idea though, I just feel like the minute or two it gives you is long enough, to add another 30 seconds or so would just feel annoying for zombies, and while were not aiming for realism it still wouldn't make too much sense. It heals your wounds already but curing/delaying infection?

There's no fair way to cure infection as far as I'm concerned, until all zombies have a chance to infect at least.
Title: Re: Pills - To Cure or not to cure?
Post by: Sejo Mino on August 09, 2012, 04:25:16 PM
i seen some mapz where humanz won as a infected. I think that the cure is kinda bad though. on some mapz playerz have recognized were u can find pillz at all the time. Then zombiez will have a hard time trying to get and killz.

XP
Title: Re: Pills - To Cure or not to cure?
Post by: Cortez (Mr. T. FOO!) on August 09, 2012, 06:38:55 PM
i seen some mapz where humanz won as a infected. I think that the cure is kinda bad though. on some mapz playerz have recognized were u can find pillz at all the time. Then zombiez will have a hard time trying to get and killz.
XP

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