Board Thread:Suggestions/@comment-34678898-20191229214818

If you haven't heard of the Prestige Universe you can see the page for it here

With the introduction of prestige ranks for the first time in a long time R2DA has felt fresh again for many people. Many HRs are spending much time grinding for prestige ranks, which is a great thing! There is a problem with this right now. Go into any default server with a playercount greater than 15 and you will most likely see somethin along the lines of the following. 2 or more parties that are filled with only prestige ranks, a small rotation of around 2-4 maps, and excessive zombie spawnkilling. These three things are going to hurt R2DA and its community in the long run.

What is harmful about prestige only parties? While this is likely the smallest/least important problem here it is still worth mentioning. Parties that consist of only prestige players will confuse newish players (Those above rank 10) due to the fact that most HRs will leave their party randomly and join another. Prestige only parties also further encourage players to only defib and or heal players in their own party, which leaves other parties and players at a disatvantage since a chunck of the server is only caring for that specific chunk.

What is harmful about a small rotation of maps? This is a much larger and more important problem. It is no mystery that out of R2DA's 32 regularly available maps some are better for survivors than others. Maps that have a good balance between open area and highpoints are common choices for map spamming, as well as maps that have abusable zombie spawns (More about that below) and higher amounts of and better positioned ammo stations. It also helps a map if a digger is not able to dig on it. Two maps that mostly fit these requires are spammed constantly in R2DA, these are Victoria Harbor and Shootem Up Town. These are both great maps, but it is not fun to play on the same map over and over again, even if it is preferable for grinding and surviving. These are just two common maps, they are far from the only spammed ones. If these two maps are the only two maps that are being played that means that only 6.25% of maps are being used, that is a lot of content that PR and numerous other developers have worked so hard on being thrown out the window.

What is harmful about zombie spawnkilling? Before saying anything I would like to note that it is impossible to spawnkill zombies throughout an entire round. PR has designed R2DA well enough that something like that could never happen. But often zombies are spawnkilled so frequently in rounds. There have been entire minutes where as a zombie the player could do nothing at all other than die over and over again, this is awful game design. The best way to make a player never play a game again is to allow other players to prevent them from playing the game. It has always been the case they people don't want to play as zombie, but now "playing" as a zombie isnt even playing, its just doing nothing while the survivors make money off of your boredom. Weapons that one shot like the Barret and Winchester, weapons that oneshot with bursts such as the Scar-H, and weapons that make massive explosiosn that can kill hordes of zombies in mere seconds such as the RPG and Tri Blaster all help players spawnkill zombies. This problem is truely the worst of the 3, and if PlaceRebuilder, the developers, and the community do nothing about this it will ruin Reason 2 Die Awakening.

The biggest argument against these three things being bad is that spawnkilling, map spamming, and prestige parties can only be done with the power of cooperation and teamwork. These things have always been hard to find in R2DA but with so many HRs working together to stop zombies from even getting near them its being done amazingly! So if there is a way to solve these problems it should still allow players to grind large amounts of gold and xp while in prestige parties, thats where the return of the Prestige Universe comes in.

The problem with the first Prestige Universe was that no one played it. Not only were there few prestige HRs, but there was no real reason to other than changes on zombie buying and brute limits. This problem would not be the case due to the massive increase in the amount of prestige and HR in R2DA.

Above is an infobox of the basic requirements of the Prestige Universe, requirements similar to the origonal but modified for the changed and added levels. But seperating HRs for LRs and MRs would not be enough, it would keep the problem, just remove people who can't cause it. Thats why this new version of the Prestige Universe would have several zombie buffs, as well as increased xp and gold rewords to match these said buffs.

Zombie Buffs: Zombie XP Points Per Level: 3 > 5 Regular Zombie HP: 125 > 250 -- Ticker HP: 350 > 550 Ticker Explosive Resistance (Similar to flakvest for surviviors) (Not applied to the explosive ticker tanks) Ticker Walkspeed: 16 > 18 - Edgar HP: 75 > 175 Edgar Tounge Damage (Not near survivor) 4 > 8 Edgar Tounge Damage (Holding survivior) 10 > 15 -- Leaper HP: 100 > 200 Leaper Rip Damage: 10 > 15 --- Fire Elemental HP: 220 > 400 (Must be below 200 to transform) Fire Elemental Walkspeed: 22 > 25 Fire Elemental Fireball Speed: Doubled

Electric Elemental HP: 220 > 450 (Must be below 200 to transform) Electric Elemental Walkspeed: 22 > 26 Electric Elemental Bolt Range: Doubled Electric Elemental Recharge Range: Doubled --- Digger HP: 180 > 350 --- Stalker HP: 250 > 350 --- Swarmer HP: 150 > 300 --- Brute HP: 1,750 > 5,000 Brute Energy: Doubled Brute Walkspeed: 12 > 16 Brute cannot be tripped by anything --- Charged Brute HP: 5,000 > 15,000 Charged Brute Energy: Doubled Charged Brute Walkspeed: 12 > 18 Chared Brute cannot be tripped or frozen by anything

Zombie Cash Rewards: Regular Zombie: $10 > $25 Ticker: $30 > $100 Edgar: $25 > $75 (+$30 for saving) Leaper: $30 > $100 (+$30 for saving) Fire Elemental: $40 > $100 Electric Elemental: $40 > $125 Digger: $50 > $150 Stalker: $35 > $125 Swarmer: $35 > $125 Brute: $100 > $350 Charged Brute: $100 > $1,000

Zombie XP Rewards: Regular Zombie: 10 > 25 Ticker: 30 > 100 Edgar: 25 > 75 Leaper: 30 > 100 Fire Elemental: 40 > 100 Electric Elemental: 40 > 125 Digger: 50 > 150 Stalker: 35 > 125 Swarmer: 35 > 125 Brute: 100 > 350 Charged Brute: 100 > 1,000

Kill assists will be increased by the same proportion as the kills rewards.

All zombies have a 2 second forcefield once they spawn, this force field goes away when the 2 seconds go by or the zombie uses and attack or ability. (Unless it is a leaper using leap that does not land on someone)

So what would this new Prestige Universe do? It would make default servers a more MR friendly place. Prestige servers would also allow HRs to use their powerful guns against powerful zombies, making the game more enjoyable for both survivors and zombies. 