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I know most of you are probably gonna be "reading the book by it's cover" and ignore this but hear me out.
Let's be honest, the Chinalake is an extremely powerful weapon depending on the circumstance, map, and gamemode it's involved with. This is an undeniable fact. However, there's another undeniable fact about this matter. No matter how much nerfing you do to these "farming weapons", zombies will still be spawnkilled no matter the amount of nerfing done to them. Even if Chinalake gets nerfed to around 100 damage, it will still be effective in spawnkilling. Even if Flamey gets nerfed range (like we seen in recent upds), it's still effective in its job.
So if the weapons aren't much causation to the spawnkilling (something that's been slowly killing the game), then what's the main cause of this?
In my opinion, I think we should consider looking at the zombie spawn system instead of the weapons themselves.
PR's ideas on how the spawn system should work weren't as bad back then, but this is because the weapons of the game (both the original and the awakening) weren't as powerful as of now. New powerful guns and buffs are added to the game but the zombie spawn system isn't able to catch up. As a result, we get the spawnkilling problem.
Let's take Foxriver Prison as an example. The map itself is extremely small. Only a few spawnpoints were added to the map which is problematic today. The zombies are forced to go around a never-ending cycle of respawning, dying, relocating, and repeat (how fun it is to be a zombie ¬_¬). It's also good to mention the amount of zombies that are forced to spawn in one area at a time. No wonder people complain so much about the spawnkilling. They're forced to deal with the people that are taking advantage of the outdated spawn system.
Chinalake's specialty is being able to cause huge amounts of damage in small areas. Chinalake + the outdated spawn system = 2 minutes of spawnkilling. While some people are complaining about a gun's ability, they need to look at the bigger picture. They shouldn't just point fingers at the weapons or the survivors because we are bound to do the same thing. What they have isn't a privilege but something we can all have by effort. Anyone can buy the Chinalake and do the same thing farmers are doing. Anyone can buy Flamey and burn the living hell out of every single zombie spawning in one area.
The ideal way to deal with this problem is to update or remake the current spawn system we have. It needs to be more random and unpredictable than before, not to mention adding more spawns (not too much though) to some maps that really need it such as Foxriver Prison or Campfire Chaos II. If this is done, not only will it solve most spawnkilling issues but it can also invite new, unpredictable gameplay that can make the game much more interesting. The farmers may not agree with me but I think they wouldn't want the game to die on them and make all their efforts worthless in the end.
If you've read this far, I thank you for listening. Tell me what you think about my thoughts on this matter.
It is yours truly, Nut Rapscallion. I am a gentleman of excellent repute, and I ask for your confidence, my vaunted countrymen. The detractors have roamed these forums for too long, and I must speak my mind freely.
For far too long, little men of low birth and status have been winning in our halls of death. This tragedy is why I offered the idea of the swarmer, who would use his dashing and aggravated bees to cut down these young seven year old children. Huzzah!
Why stop there, my partners of prosperity? I supported more zombie upgrades and, as the young little squirts say, "buffs", to complicate this fine gentleman's game. Far too many kids have run around our fields and our lands, valuing such abstract concepts of "enjoyment", "fun", and "balance."
Furthermore, I have even forced the kids to wear silly beekeeper outfits. How stupid and pathetic these new players, looking like used rolls of toilet paper! I have used their own "buffs" against them, by "buffing" our precious swarmer.
As the months wear on, I say, to you good gentlemen, it is a mighty and glorious utopia we have achieved. Far too many brats had run riot 'round our fields and our lands. Gladdened in bliss I am, that I had contributed to removal of these plebeians from our gentlemen's game.
My good sirs, and m'lady
Nut Rapscallion, Esq. HonFRS
I have been made aware of new young whippersnappers' slang, a very short word used to communicate a mood of utter enjoyment. XD Did I do it right, my fellow sirs? :3
Hi, after taking a long break from r2da i came back and i've been playing again for a few days and noticed the game is kind of.. unattractive to new players
Here are some trash suggestions that no one cares about
-Flamethrower is way too strong and overused pretty much beating and being used over any close range weapon like a shotgun (at least that i've seen'')
-Effective range should be reduced
-Damage of the flamethrower should drop slightly over distance
-Tikers get 50% fire resistance and will explode if they get killed by fire
A way to balance flamethrower would be to give tikers some fire resistance and reduce the effective range of the flamethrower it would still obliterate leapers, normal zombies and edgars
-Chinalake is way too overused and strong as well
-Increase shell's drop range to make it ineffective at extremely long ranges
-Change ammo from 4/2 to 3/1
-Increase blast size that can harm the player but not zombies or other players
This might surprise you but people aren't really inclined to play the game if they join and then get spawnkilled for 5 minutes not to mention all of the issues the sheer amount of explosions bring to players with computers or phones/consoles with low performance
The range of the explosions that can hit the user and amount of damage you suffer from them should be increased exponentially but not affect npcs so you have to actually use your brain to not blow yourself up
Ammo should be greatly reduced to 3/1 so its a really ammo consuming weapon
-Can no longer be retrieved infinitely from your inventory during a round
- You can bring 1 with you using one of your item slots
Players usually don't like when you take away their ability to move but that
might just be me
-Increase duration of the bee swarm attack
-reduce total damage of the bee swarm attack
Beekeeper is an extremely competent zombie that can in its own kill groups of survivors easily, by reducing the damage but increasing the duration of the swarm they would fall more into a support role so they can disarm survivors so other zombies can attack them more effectively
-Hp escalates or is reduced depending in the amount of players in the server
hp should escalate by taking in count the amount of players in the server so like the less players there are the less health it would have
Champion can either completely decimate the whole server or get clapped by a minigun with explosive bullets and is pretty much impossible to deal with if you have hardly any idea what you are doing
Unless im forgetting something i think these are the most pressing balance issues in the game right now (if you don't count the elemental glitch ofc)
Please do tell me what you think about these ideas
I am happy to be back in the community
57 Votes in Poll