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Bug-Report and Ideas for Improvement in PR-VS

Discussion in 'Game Server Ideas' started by Doctor Jones, Oct 6, 2012.

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  1. Doctor Jones

    Doctor Jones MG Donor

    Hello Everybody,

    I play L4D2 on MG for 1 year now and I really enjoy the PR modification. I am well aware of the fact that a lot of bugs have already been reported in several scattered threads, but I also noticed that improvements have been announced but not implemented yet. So I decided to revive this important topic by opening this thread. It contains a list of bugs I have experienced during my time on MG plus a list of my ideas to improve the PR-VS gameplay. I did not sort my list by priority and all my points are for the sake of a fairer and more enjoyable gaming experience.

    SURVIVOR BUGS
    - Heal: When I'm incapacitated, a nearby Survivor uses his first aid kit and my "last strength" health drops to 300 hp.
    - Stuck: When I'm fighting a Tank in a small room I easily get stuck in walls, ceilings or other obstacles.
    - Incapacitated: When I join the game by taking over an incapacitated Bot, I am not able to self-revive.
    - Acid: When I play Hard Rain or No Mercy I'm constantly taking damage of maxed Spitter-Goo every few seconds.
    - Karma-Charge: When I'm getting karma-charged out of the window in Dead Center Hotel, I survive the fall. Same at Swamp Fever when I get charged into the Lake (Mission 1).
    - Pistols: When I become incapacitated I will drop a pair of pistols which could accidentally be picked up by my teammate whos trying to pick me up. Causing him to lose his melee weapon.
    - Shotgun: When I reload the depleted Tactical Auto Shotgun its ammo remains at 1 shell.
    - Fireworks: When I buy firecrackers and get smacked by a Tank, I drop the chest and am not able to light it up unless I pick it up and throw it again.
    - No Mercy Elevator: While the elevator in No Mercy is moving, my teammates and I will fall through its floor randomly.
    - Defibrillator: The penalty for using defibs shows wrong numbers on the scoreboard at the end of a match.

    INFECTED BUGS
    - Tank 1: When I'm a Smoker and after that become a Tank, I am going to be a flying Tank.
    - Tank 2: When I heal too late I am going to be stuck in the dying animation until I go !afk.
    - Tank 3: For reasons unknown I sometimes become a stiff Tank that can't attack neither the console allows me to go !afk.
    - Charger 1: When I'm charging a Survivor against an obstacle we were both stuck in the charging animation.
    - Charger 2: After I karma-charged someone, sometimes my charging Interval vanishes and doesn't replenish (referring to Blood Harvest Finale Mission 1 "The Cliff").
    - Jockey: When I'm riding a Bot and a Player takes it over, I am not able to jump anymore.
    - Spitter: When I spit while someone is being karma-charged (Slow-Motion), my Spitter spit interval takes forever to cool down after the slo-mo is gone.
    - Hunter: When I pounce an incapacitated Survivor I am not able to get off him/her by repouncing.
    - Witch: Some Witches are immortal. I assume a nearby exploding corrosive Tank Rock triggers this bug.

    GENERAL BUGS
    - Crash: Blackscreen after Mapchange. Sudden ingame crashes.
    - Teamscrambling: The Scramble System unbalances the teams and the console doesn't allow to manually scramble the teams (it says "teams seem balanced").
    - Door-Glitch: Infected are able to glitch through closed saferoom-doors (I won't explain how to do this cause I don't wanna encourage cheaters to take advatange of this glitch).

    IMPROVEMENTS
    - Knife: The knife shouldn't be assigned to Mouse-Button 2 because this button is used frequently to shove Infected away. The result of this is that most knives are used non-consensual. It would make more sense to assign it on another key like e.g. Mouse-Button 3 (Zoom) which isn't used that often.
    - Noob Tank: A low level Tank isn't able to kill a team of 2 maxed survivors, even a bot Tank is more effective than that. So I think Tanks should only be given to high level players (e.g. above Level 150) to minimize frustration and !votekick abuse against new players who don't know the !afk command.
    - Paranoia Tank: It is invincible and it sucks to fight one. Make it mortal by giving it 40k health and no regeneration skill via bile-punch.
    - Passed Burning Tank: When someone takes over a passed Tank he should not be on fire from the very beginning.
    - Bile Shower: I was never too fond of the idea that there is an allmighty power which biles all the survivors at the same time. I think only the Boomer should have the honor to vomit on people :). It is annoying to be blinded all the time so I think this feature should be removed or the price for bile shower should be increased to at least 40 or 60 Bounty.
    - Vomit Jar: Biling a Tank will grant the Survivor 3 Bounty. If he biles 2 Tanks at the same time he will receive 6 Bounty. If he keeps that up he will be able to keep the tanks biled all the time without losing bounty. So the costs for a vomit jar should be increased from 8 to 16 Bounty, because it's simply a pain in the ass to be biled all the time.
    - Fireworks: Fireworks will light Tanks up even if they have the wetskin buff, and a burning Tank is unable to regenerate. To balance the powers the price for a crate of fireworks should be increased from 5 to at least 10 Bounty.
    - Mutation: I think the mutation rate is too high. It should be decreased to 50% of the present value (which obviously is way above 1%).
    - Boomer-Slap: The cooldown time (Boomer slap interval) to perform another Boomer slap is 15 seconds. It would be useful to have a cool-down-bar (like the vomit-bar) so I don't have to count the seconds or rely on my experience when to slap again.
    - Steering Charger: The Charger should be able to control the direction of its charge while it is charging. Just like in VI. I think that is a very cool feature which should be applied to PR-VS as well to make things more challenging.
    - Mercy Charger: The Charger should be able to let a pinned Survivor go - similar to the Smoker's Mercy Tongue Skill - instead of waiting for its execution. It could be invulnerable for a few seconds after letting the human go.
    - Jockey Repounce: The Jockey should be able to repounce Victims just like the Hunter. So it would be able to keep a group of Survivors busy instead of focussing on one single Survivor. Dis Gon B Gud!
    - Witch SI: In an earlier version of PR-VS one could play as the Witch. It would be nice to have this feature back.

    I would love to see some of my ideas implemented in PR 1.3 after all the bugs are terminated 8). I know that some things might be complicated to put into effect but some are definately not (like e.g. assigning the knife to another button).

    If I have missed a bug, if you want me to explain in more detail or if you wanna add something, feel free to reply to this thread.
    You're always welcome to give Feedback or constructive criticism.

    Thanks for your attention and for your work in advance!
     
  2. LEGEND

    LEGEND Senior Member

    These are good suggestions. Thank you for compiling them into one thread, now we can get them sorted easily.

    Of course they will be added to 1.3 :)
     
  3. Captain Obviuos

    Captain Obviuos MG Donor

    The one glaring bug I have always hated and which has never been fixed is when, as a Charger, a pop-up tells me I can release a survivor by pressing my right mouse button, and so I do -- and nothing happens. I am stuck bouncing someone off the deck until another survivor runs over and kills me. :tsk:
    Another bug that bothers me less but has also never been fixed: Slow tanks. It hardly seems right that being a max level tank I get besieged by melee-swinging survivors who outhit me by 2 to 1 easily! While I do not think a regular tank should be as fast as a Paranoid/Shaman/Knight, I do think their swings should be quickened, just to even things out a bit.
    Finally, yes, the Hunter re-pounce also needs work. It is quite frustrating to be trying to jump off a survivor and instead releasing him/her and then just being stuck lunging fruitlessly while screaming, drawing the attention of the other survivors until either they or the person I pounced shoots me. If I am able to run away, then I have to wait for a pounce recharge, which in the meantime means I am vulnerable to attack... but if I survive I can pounce again, albeit with the same results as described. Madness.
    Thanks to Jones for bringing these bugs to the forefront. Now let them begone! :bolt:
     
  4. erik

    erik MG Donor

    Good discussion. I'm pleased this is being handled with a sense of urgency and seriousness, not like your average bitch thread these things turn into. Good work.

    I wanted to add something.

    Note: In PR-COOP we can spend all day getting our asses kicked by, then eventually killing a Paranoia Tank.

    It is contradictory and EXTREMELY bad for PR-VS to continue to allow player Para Tank spawns to function as they do.

    1.) "It takes the Versus out of Versus." It's unbeatable.
    2.) Everyone has a diff. opinion about how long a map should last, and how long "LONG" is.
    - However; this causes survivors in a zombie apocalypse to resort to parlour tricks, tricking the tank in and out of the same door.
    3.) I can't state with certainty what realisitic scale-down figures would or should be.

    At the very least, the speed of regeneration could be cut by 60%. I'm sure you'll find that fair based on the myriad of other benefits come with having this buff.

    Interesting Observations to Support this Suggestion:
    - Smaller servers in PR-VS (<10 players) tend to show MORE para tank spawns than usual. Soulnd't ti be less likely of a chance, as-in MUCH less, to see a para in a small server, as opposed to more?
    - (Mutations seem to go the same way.)
    - Gamers frequenly ask to be killed, volunteer locations for bithc slaps by the ohter team, and type that they're doing that; rage-quit immediately, and more.

    No matter what, almost eveyr single time I've seen one of these things, most of the server empties out by map end.
     
  5. erik

    erik MG Donor

    Mike, I know you have your opinions about things from time to time just like myself or anyone else here.

    However, I wanted to specifically reply w/ a +1 for you here.

    This is a well thought-out, point-by-point, prioritization of everything you've voiced to my team and myself.

    Good for you for making something good and productive come out of something bad.
     
  6. Who's Ya Daddy

    Who's Ya Daddy New Member

    ANOTHER BUG REPORT. EACH TIME I TRY TO BUY A TANK IT DEDUCTS 45 BOUNTIES BUT SPAWNS A WITCH...........
     
  7. lukemurawski

    lukemurawski Senior Member

  8. ZombieGirl

    ZombieGirl Senior Member

    Nice post!

    I totally agree with the bugs,some of them have been around for over a year,are they non-fixable or does no one feel like fixing?:?


    I also agree with most of the improvements(good ideas!),most of all the knife...it happens to me at least every map,shoving zombies away and the next second i apperantly slashed a smoker tongue....

    The bileshower...a game should be fun,being blind for 80% of the map isn't fun anymore

    Mutation...what a joke!
    What kind of moneymaker is that?
    First add a REALLY annoying mutation in the game and then start selling a mutationshield...seriously......
    And that mutationrate is off like hell,1% can't be right.

    I agree with pretty much everything,jockey repounce,mercy-and steering charger,boomer slap and being a witch would be real fun.
    Mercy charger,charge a guy totally to the back,let him loose and get a smoker mate over there,who can run around with the surv wrapped around his tongue,making the survs totally crazy,lolz,that would require teamwork again! :D

    Only the noobtank...I get the frustration,(i have them too!!),but it's just not nice to not let new players be tank also.
    Maybe it can depend on lvl?
    Like under lvl 50 you have 5% of getting the tank and from lvl 100 10 % ?
    Idk,just an idea.

    U have some great ideas mate,i hope ''they'' will do something about the bugs and with your improvements:D
     
  9. Who's Ya Daddy

    Who's Ya Daddy New Member


    ZOMG..............:boxing::boxing::boxing:
     
  10. Cunner

    Cunner MG Donor

    idea for COOP
    a timer,
    say the admins and trusted others play, simply flow through the map, still look for TV's and stuff, not rush, but just play the map and set like a par for that map. if you ALL make it to the saferoom under the time limit you can get some extra points, like the finishing with all survivor thing/increase of points.

    sometimes i go ahead and just play the map, no rushing but a normal pace, high levels will be like don't rush, but noobs are with me infront and were just moving? there are people that like to malinger through these maps to farm, a lot of the time i go back just to see what the hell people are doing, and most of the time they are not noobs!

    a timer would be a good way to expose the farmers, we are in the saferoom, clocks tickin', what's going on out there? they would be exposed, be good screen shot evidence too!

    also, say there is a easy/fast level, we get the team ready and as a team try to get a good time/score on that level, there could be a vote or just communication to move as a unit through the map, it could be like a "team Rambo" challenge. the old Rambo challenge/quest was fun but just made rushers, i think a "team Rambo" were we could get sum extra points for gettin' a good time, could be cool, promote teamwork too!

    sum of these maps i have played take wayyyyyy to long to finish, cause of farming/malingering.

    if people rush to beat the time, = no points if the team isn't there.

    just an idea, i don't know if it's possible to do? there would be lots of people(all levels) to be guinea pig's for the map time thing, as admin is busy with other things, i would glady help out, if i'm home.
    :yo: