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Just played on the Zombie server

Discussion in 'Suggestions & Ideas' started by amgtree, Nov 13, 2013.

?

Do you agree

  1. Yah

    5 vote(s)
    71.4%
  2. Nah

    2 vote(s)
    28.6%
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Mods: Rainbows
  1. amgtree

    amgtree Haxor

    Messages:
    482
    Everyone was making giant pits where the zombies would fall. They would sit there and watch zombies fall. Thats all they did. I explained it would be 'funner' if they let the zombies attack us, but they stated that having a chance of dieing is not fun. Now I see what people are talking about. When I joined I was expecting a intense fight for survival as zombies clawed through walls and slowly killed people. I think there needs to be some mechanics in zombie fortress for it to be fun.

    • Harsher death penalties
      • The mode has little penelties for death so rounds will last forever. People should beable to respawn, but not as fast. Also If everyone dies the round ends.
    • Zombies must be op
      • To get the ball rolling zombies need to be tough. They need to crawl through dirt easily, break stone(some what slow though), and the abilty to climb walls.
    • Better maps
      • Maps with bedrock mainly. This would prevent the whole 'giant pit thing' that is plaguing this mode
    • Fast rounds(Still keep slow rounds for people who enjoy it)
      • The rounds need to be quicker. What I mean by that is rounds need to be harder to survive in. They need more intense moments where your the last guy the last bit of block breaks, freeing the zombies

    If people don't want to play rounds like this there could be more than one zombie mod. There could be the 'boring' sandboxy one they have not or ones that are quick and harsh.
     
  2. Can't say this will ever happen given the limitations of Classic KAG.
     
  3. amgtree

    amgtree Haxor

    Messages:
    482
    @Galen
    Could you move this back to beta. Its confusing people.
     
  4. WeirdEarb

    WeirdEarb Catapult Fodder

    Messages:
    18
    There is a zombie mod?
     
  5. Unfinished, yes.

    On the classic version there's an old Zombie Fortress mode, which isn't all that fun by virtue of being "build stone underground and forget".
     
  6. Raelian

    Raelian Bison Rider

    Messages:
    232
    Ah zombie survival... having to gather resources in order to build some small crappy shelter while fighting off hordes of zombies and holding for dear life while watching your team mates get torn limb from limb. Still can't understand why some people like a stagnant match where they seal themselves underground or build a giant pit and just sit there watching. That's just boring as fuck people! :ehh:

    I think making it more chaotic might be a nice idea, perhaps have a building time at the start and then the hordes upon hordes of undead start spawning with little pause so players don't have time to minecraft once the zombie invasion starts but only perform repairs where needed.

    Making the zombies destroy blocks should help in that regard me thinks. ::P:
     
  7. H3llO

    H3llO Shopkeep Stealer

    Messages:
    75
    You probably never played "Kag classic zombie fortress"
    day/night circle, zombies spawns only at night, Zombie knight could destroy blocks. But it was a little buggy because sometimes zombies stopped spawning or stopped moving....
     
  8. Raelian

    Raelian Bison Rider

    Messages:
    232
    Actually, I did! Both singleplayer and multiplayer actually! The 'little bugs' such as zombies not spawning anymore was the least annoying thing about the game mode, the whole game design made it so you could abuse the shit out of that game mode, which I feel it was the biggest issue. :smug:

    The day/night cycle is shit honestly because it gives players too much time to build abusive constructions (such as giant chasms, sky bases, underground fortresses) instead of building a decent castle and keeping it a constant stream of zombies and fight for survival. Only zombie knights can destroy some blocks. Emphasize on the 'some' since they can't destroy gold blocks (neither can wraiths) which is why people used gold block walls as defense against them (and wraiths), making them ineffective in such scenarios. Since they're more rare than the average zombies they weren't much of a threat, reason why most simply used to dig giant chasm and have the zombies fall inside where they couldn't do anything. Zombie knight problem solved with just a simple chasm.

    If you would of read carefully I suggested only giving a certain amount of building time at the start and that's it, no crappy day/night cycle. As for the destroying blocks suggestion, perhaps I wasn't clear, but I meant the zombies (all of them) being able to destroy most (or all) block types so even if they fall down in a chasm they can dig up (if the AI is smart enough) and still reach the base. This way there won't be an impenetrable fortress and it would make the danger real and not have to just sit around doing nothing the whole match.

    I played long enough to know what the main issues were and saying that it was 'a little bugged' was an understatement. ::P:
     
  9. H3llO

    H3llO Shopkeep Stealer

    Messages:
    75
    i think that depended on the server. Like you said, gold walls and floating Defenses easyli stopped most of the zombies, but on the other hand the zombie armies were incredibly strong. Fighting a ZombieKnight as knight felt like using paperplanes against a skyscraper (sorry for the unethical jokeĀ“). or getting ovverun by normal Zombies

    PS: i liked how the zombies created towers, was pretty cool
     
  10. Raelian

    Raelian Bison Rider

    Messages:
    232
    Actually it was more depended on players than servers. Once the players found out how efficient chasm, skybases, underground bases and gold block walls were they started using those like crazy.
     
  11. amgtree

    amgtree Haxor

    Messages:
    482
    It turns to a giant sit fest when this happens. The reason ctf/tth is fun is you always doing stuff, either fighting or building. Zombies on the othere hand just had a little fighting and some building and the round was won/stangnet.
     
  12. UnnamedPlayer

    UnnamedPlayer Arsenist Administrator Global Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    752
    Zombie is on community hands, if you want changes to the current mod you should either contact whoever is making it or wait until someone develop a different mod.

    Either way, it's not devs work, locking.
     
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