Board Thread:Suggestions/@comment-25665382-20181211232721

This is related to all the Zombies in the game, I think this is a well-needed change to balance the game out more to be less unfair for low ranks but more fair to those who are in full HR servers, so the meta isn't "Ticker Rush Go Boom Boom" or "I Spam My Epic Gun Until I Win."

Introduction

Now my propisition is to rework the Zombie upgrade system to scale with the total amount of DPS and add more incentives to doing the objective, the amount of XP the zombie gets should be based on the total DPS output of the current survivors and the total DPS of zombies, and other variables would effect how the zombies attack.

so the game would start out with zombies instead of all spawning in one spot would spawn in every spot in the map, instead of right on top of the survivors, making ticker rushing the entirety of the unknowing survivor team a rarer occurence,

DPS Scaling

This system goes well with the system talked about below, so if you have a server full of HRs the zombies XP rate scale with that, things would become stronger and fierecer faster, but if you had a server of lowranks, it would take a long time for zombies to get to dangerous levels of damage or speed.

Wave System Description

Instead of the zombies spawning in groups when you kill a whole bunch at once with something like an rpg or a pipe bomb, it should be a wave system, now this wave system wouldn't display ingame but would be a factor picked up overtime in your mind as an internal thing, so if you get attacked by a brute, you know once you kill it a weaker wave would be coming in next, waves may very from the total DPS output of the server, if you have a server full of blood-thirsty HRs, you'd have constantly 1 brute+ on the map, and every special zombie in existence, but if you have a server of all-around users from the Steyr to the M249, it'd be calmer, and would slowly ramp up overtime like our current system. The system would be based around a respawn timer that would adjust depending on what wave it was, so if many zombies die at once they have to wait until the next wave, you might have half a wave spawn of mixed wave, but then have an edgar wave half spawn in before skipping to the next wave.

Now there would be multiple wave types encouraging the use of skill on either the zombie team or the human team depending on the magnitude of the wave, here's a few propositions.

Mixed wave (a standard r2da rush, completely random zombies in a random arrangement, classically what you see when you kill many zombies at once with something like an rpg)

Edgar Wave (80% edgar, 20% everything else, happens when there's a low amount of survivors, this got inspiration from when zombies would break and become edgars before the game eventually broke, it was pretty fun to fight against.)

Peaceful Wave (mostly weaker zombies, 1 special zombie, occurs commonly at the beginning of round and would prevent things like instantly ticker rushing 5 people at the beginning of the round, edgars and hunters can spawn though.)

Brutal Wave (All brutes, only happens in VIP servers when there's mostly HRs alive and very rarely, and there's no electric elementals)

Digger/Brute Wave (only occurs when there's a high amount of structures on a map, and with a few alive HRs, used to prevent mass structure spam)

Mercy Wave (rarely occurs with 3 or less people, only normal zombies)

Mass Zombie Wave (spawns an incredible amount of NPC zombies, and player zombies, little to no specials, happens more closely to when theres little amounts of players or lots of players)

Hunter/Stalker Rush (Makes stalkers temporarily spawnable without buying it, happens when between 40-70% of the server is alive.)

Frenzy Rush (1 Zombie type besides brute becomes very common (90% of zombies) to spawn as, so a full wave of diggers, or a full wave of edgars, pick your poison.

General Balancing

Description= This section is more related to the balancing in general and what should be done about certain things.

Ticker Rush = Should be removed, mainly because most deaths by this are extremely unpredicable, no one can account for a ticker spawning and instantly exploding, esepecially on small maps where tickers spawning is a common issue. Not to mention the guaranteed radition. I have lost several wins to this and many of you have also, it's time to scrap it, replace it with someone more balanced and fun for us to shoot and use. I've killed entire teams of HRs with this one ability, it's a living nightmare, and can completely destroy a team of survivors based on luck itself. ''Not by skill. The goal of a zombie is to be fun to fight and fun to use, such as the brute, this very zombie breaks that rule by being a literal damage emitter that combusts into a supernova, that can vaporize multiple survivors into non-existence, it's HP making it nigh-unstoppable for midranks (15-22)/lowranks (NA-15)'' to kill.

Explosive Trip = Should be reduced, this effect is wayyyyyyy too strong, you can be on the very edge of your pipe and get knocked down for a good 3 seconds, which makes no sense. The stun time should be reduced down to 2 or 1 seconds, or the range it should effect you should be limited to roughly the range of the M202 explosion.

Digger Charge = This one isn't that bad as the other two, this should be balanced out by making bulldozer (a 200 pound vest that looks like it's made to defuse C4 at point blank) negate the effect, ever since the bulldozers the main ability broke (RUSH) this thing has been overshadowed by faraday vest, so it would be good to give bulldozer the ability to negate it, and give us a reason to use it more often. 