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'Hidden Infected' mod

Discussion in '[L4D2] Hidden Infected' started by marvel, Nov 24, 2013.

  1. joerve

    joerve Senior Member

    Yeah ofcourse you think its great. You were infected 6 times in a row. I was survivor 20 times in a row, then it gets boring.

    HC cant you add some modifiers that when you have been infected the chance you are it again is modified by -20% or something like that.

    tonight the same people were infected at least 4 times in a row. Thats not very random.
     
  2. marvel

    marvel Head Administrator Staff Member

    Yeah the algorithm for choosing the infected players seems off, Jorisk became infected like 7 times in a row, same as Erik who got infected 4 or 5 times in a row and some others didn't become it for perhaps 15 times in a row so we need something better.

    Perhaps you can make it so that when you're infected for one round, you are automatically excluded from the lottery next round and included again the round after that. Of course this has to be random as well otherwise people will know hey he was infected last time so he's ok now. I'm sure you'll find a way to fix this :) If everybody becomes infected at least one out of 5/6/7 times that would be great :)

    Btw there was another issue on c10m5 houseboat, you could actually start the final and tank showed up, after that the server crashed ;)

    I don't think we should use starting maps or final maps for this mod, they seem unstable. Starting maps have the intro bug (freezing / not able to move for 15 seconds) and final maps starts rescue mode. Most stable maps seem to be c5m2 and c10m3, c10m3 being my favorite :)
     
  3. erik

    erik MG Donor

    I LOVE THIS
     
  4. joerve

    joerve Senior Member

    Yeah if your excluded from the lottery then everybody knows that you cant be it the next round. Thats why i propose your in the lottery also, but with a modifier like, the first time 100-10 percent, next time 100-20% etc etc.
     
  5. JorisK

    JorisK Day Z Admin

    Exactly.

    I think it should be 100% random so you never have any clue/hint that someone cannot be infected for whatever reason possible. That way it might be you are infected two rounds in a row, or you might be survivor two rounds in a row, no one can ever tell.

    I think the current idea (100% random) is fine except that this system isn't working that well yet (two days ago i was never infected, yesterday i was infected almost every round). If this would be fixed, a lot of players wouldn't be survivor 95% of all the time which makes it automatically less boring to play as a survivor.

    And yes, perhaps there should be something to keep survivors busy. Don't know I play the game properly as a survivor but usually i just walk around in circles until the round ends. Some kind of objectives (enforce zombie barriers) could solve this.
     
  6. longjohn

    longjohn Member

    we do need better way to hide our detective and scientist. We either remove all hats from everyone, or add hats to everyone so nobody knows who has it.
    And every round it shouldn't say who was selected to be detective and scientist, just that someone was. We need to remove these "safe people", allow everyone to doubt each other.


    As for infected to spot who is the detective or scientist, maybe changing to the hunter (being at certain radius) they could see the hats of the detective and scientist.
    Though the risk is exposing yourself to others.

    Adding ways to repair the barricades is good idea with little twist.. since the horde is on the other side trying to break in...we must repair it every so often or else the horde gets through.
    But once the infected breaks the barricade, it cannot be repaired anymore.
    This should keep everyone moving around the map, fixing things. maybe someone isn't doing it...maybe c4 waiting at the next barricade..!

    stealthing mines and c4...allow them to be stealthed after certain amount of time once they were dropped (2-3 sec?) or at least stealth them when they're dropped by the infected.
    its really way to easy to spot them on the floor or seeing people drop them especially on maps with good lightning.

    regrading randomness, yes I completely agree it should always be random. Once their is certain pattern people will figure it out.
     
  7. CrazyRabbit

    CrazyRabbit Game Server Moderator

    Maybe the C5 prop should be smaller and less noticeable. I propose the desktop mouse, it's one of the smallest props in the game.

    There is a gametype called "Let's build.." and it has barricades and things that need to be built which take a certain amount of time to build. Somehow this could be implemented to keep the survivors busy?

    [​IMG]
     
  8. Valandil

    Valandil Member


    i think about scientist/detective it's already working fine as of now.. detective is hidden and scientist is still revealed.. so the scientist can be a trustworthy person who needs protecting from the survivor.. hiding the scientist will definitely make him vulnerable.. but this is debatable..
    making the inf able to spot detective when turned into hunter probably is a good idea.. so they still can spot the detectives albeit harder to do so..

    and yes, adding additional tasks for survivor to do is a good idea too..

    stealth c4 imo is an OP option though.. as the survivor wouldn't stand a chance anymore.. maybe it's ok in the park map, because it's relatively hard to be infected there, but at the trainyard? it'll be a survivor massacre IMHO..
    maybe changing the appearance as not to bulky as Crazyrabbit suggested is a good idea.. but not that small.. a mouse prop would be almost impossible to spot.. especially in trainyard.. i think even when a HI drop a mouse prop in the trainyard close to me, i wouldn't sure i can spot it easily..
    but for me personally, i think c4 prop as of now is still good..


    a minigame? let's build? that's interesting.. it's something to force a survivor to be stuck in a place.. perfect opportunity for inf to drop trap(s) and to snipe them..
    but for what purpose does the finished building for?
    maybe like a saferoom from common infected maybe?
     
  9. CrazyRabbit

    CrazyRabbit Game Server Moderator

    Most of them are defenses and you'd have to build the barricades to keep the commons out. Defenses could also force people into one area as a defensive zone. The locations for these buildables will have to be set up by HonorCode and sort of hard coded into place on the map, but they could possibly be randomised too.

    A new video I did for HI...
    [video=youtube_share;Rxpkwj0Grx8]http://youtu.be/Rxpkwj0Grx8[/video]
     
  10. Valandil

    Valandil Member

    OH.. it's That moment.. got knifed by survivor LOL |:(
     
  11. SweetNose

    SweetNose Junior Member

    Or, and bare with me now..if u wanna poop your pants because hc is playing some scary sounds... haha <3
     
  12. erik

    erik MG Donor

    WARM UP!!! Treefifty plz help me sing this like we do every time.

    zoMggGgGggGgg

    [video=youtube;DhlPAj38rHc]https://www.youtube.com/watch?v=DhlPAj38rHc[/video]
     
  13. Jost

    Jost Game Server Moderator

    Idea for INF:

    BEARTRAP - u can set it as an inf. if someone steps in it, other teammate must help in maybe 10sec, otherwise he or she is dead.
    The clue: inf can step in it too --> gain trust.
    The attention of the survivors will switch to the trap...


    Okay... maybe with the suicide vest it will be too overpowered then...
     
  14. Valandil

    Valandil Member

    i think the game needs rebalance if the players joined exceed 15..
    at 16 or more, the infected count would be as high as 4-5 infected, against 11-13 survivor.. even at 24 players, with 7 infected against 17 survivor, it's still mainly brute strength involved playing the game..
    mostly the infected will start ganging survivors and getting bolder from the start.. and as the player count getting high, c4 traps just connects to kill 1 minimum survivor, 2 most likely.. and the use of suicide vest? it's ruining the idea of "hidden infected" idk though.. some may disagree with me..

    with the increasing of player(s) it's really a good thing, as this mod was loved by many ppl.. i could see many regular player joined more and more often..
    but the feel is different when we still played with 8-10 players.. with 2-3 infected against 7-5 survi, the hidden infected are forced to be more cunning, and strategy is implemented.. before, many of the tools is used by the infected.. we see often mines, AWP, even knife is often used.. now? with so many players? they just spam c4, the OP napalm, and relying more and more on ganging survivors together with 2-3 infected..

    well, i don't suppose that's entirely a bad thing, i'm sure there's player(s) who enjoyed this kind of gameplay, where there's a lot of shooting around.. but for me? i miss the witty aspect of the HI.. :D

    just my 2 cents..
     
  15. Phobia

    Phobia Guest

    I love this mod
     
  16. marvel

    marvel Head Administrator Staff Member

    Yes it's always hard to find balance, but it's up to the survivors as well to avoid getting mass killed. E.g. sometimes I just see 5/6 survivors standing close to each other waiting to be suicide vested. Or someone warns 3 times for napalm on voice and chat and then I still see a survivor walking straight into it so I don't think we should re-balance to compensate for poor play by some people ;)

    Same goes for the infected, sometimes there are 7 infected and not one C4 goes off. Hardly ever any barricades get breached to let the CI in.

    And yes the suicide vest is not hidden but it's a very cool feature to take at least 1 survivor with you in the event that you're detected and most ppl just love the vest (including me) ;)

    So to conclude, I think it's pretty much balanced right now, it just depends on the players on your team.
     
  17. Valandil

    Valandil Member

    yeah.. it's getting pretty frustrating, when seconds you're about to die being shot by hidden infected.. you say repeatedly "kos XXX, hes infected, XXX XXX....." and then you died.. but your teammates didn't respond at all LMAO..
    and yes, you're right.. you said in the mic.. there's c4 in the bush, move away, stand clear.. there's always someone who walked right in the middle at the very last second.. lol.. i can only sigh and move on..

    yeah, vest is actually a Good option.. i've done it once or twice.. it's just fun, blending with the crowd and then "SURPRISE" XD

    i agreed.. IMHO, i didnt exactly meant the mod was unbalanced.. maybe i wasn't using the right phrase.. the game flow is changed might be more appropriate term.. and as i said in the end.. it might not a bad thing, some of the players might actually like that kind of game flow.. lots of shooting and less stealth.. but for me.. i prefer the sneakiness game flow.. :D


    EDIT: i noticed why the gameflow is changed, dunno if it's right..
    before at the beginning of the mod, there wasn't many kits and pills/adre.. i think only 4-5 kits for 8-10 players, and because kits are scarce, mines who only done 40-50 damage, knife who does 85 dmg, was viable to be used, as survi wasn't going to easily heal themselves.. now? there's so many pills and kits, survi will just immediately heal after get hit by minor damage..
    and maybe before the time limit is 10 minutes, maybe that's the aspect why the hidden infected can be thinking about strategy than to immediately pressured to kill someone before the time runs off..

    there's so many aspect.. it would be hard to determine the right formula..
     
  18. Cocaine

    Cocaine Head Administrator

    Sry if someone brought up this before .....

    Survivors should have also the opportunity to place traps, like the trap in ghostbusters maybe ?!? XD


    And please, could someone explain wht ai have to do when im detective ?!?

    I still dont get it, bought a DNA Scanner, but no idea what to do ... :p
     
  19. Valandil

    Valandil Member

    about the detective.. here's what i know..
    (at present) detective already had the DNA scanner by default, so you don't have to buy it again.. (dunno, maybe HC should fix it, or is it intentional? as to give the detective DNA scan capability from the start, idk)
    the DNA tracker is not only can be done through DNA scanner, if you use a defuser (you must buy it first), it can perform a DNA scan too provided you found a c4 lying around, (press use, choose to attempt to deactivate it, and successfully answered the mathematical problem) then a DNA track is performed..
    the difference is, if you use DNA scanner you use it on a dead body, but if you use defuser you use it on a c4 prop.

    how does the DNA tracer works (both the same from the DNA scanner or from the defuser)
    each 30 seconds, the tracer will perform a scan around you.. and then made a green square pole ON THE LAST POSITION of the culprit (if you use DNA scanner, it will point to the culprit who killed the dead body you scanned. if you use defuser it will point to the person who planted the c4)
    so don't be wrong, if you perform the scan, you see the green pole far away, you got there and you didn't see anybody.. it's not an error.. it's just that the culprit is most probably moving away from that position.. so you just have to pay attention.. who was most likely travelled from that last position, and try to spot him.. at the next 30 second scan update, if you spot the green pole pointing that person, or if you see the green pole exactly pinpoint another person.. there, you got your culprit.. KOS.. :p

    other skill that's buyable feom the detective buy menu is
    shield: presently (at least at the ranchouse stage) shield doesnt work.. it doesnt spawn anything, yet you still lose your credit.. so don't buy it obviously.. but if you want to try it anyway, go ahead :p
    taser: if you use a pistol, or dual pistol, the first round that hit a person, will stun him, rendering him/her unable to move for 4 secs.. you can then do what your intending to do :D
    intuition: never tried this, so idk

    some ideas on survivor buy menu..
    so not to impact on the present gameplay, and to encourage the survivor not to do RDM.. how about start the survi with 1 credit.. if they killed a fellow survivor, the credit is subtracted, but if they successfully killed an infected.. they got 1 point..
    with 2 point they could buy a beneficial "perk" so they can survive better.. it's so happen if a survi mistakenly killed a fellow survivor, they then must kill 2 infected, which is hard to do.. this will make the survivor to be more careful, if they want to acquire the additional perk..
    some ideas for the perk:
    - explosion+fire resistance: if got hit by a c4, they will not die, but is left with 1 HP as c4 does followed with a fire.. so this also works with napalm i think..
    - faster movement rate.. 5-10% faster, so the survivor can outrun chasing infected.
    - faster fire rate..
    - health regen
    - convert to detective? (i would seriously consider this if possible :D)
     
  20. Abstract

    Abstract MG Donor

    love this mod great work hc but can u remove that only infs can shoot barrels i talked with longjohn yesterday and he say the same all player shoot barrels or say shoot them and when you dont shoot they know you inf thats lame ^^ and ruin the hi gameplay and we talked for other things that helps hi to bring confuse to surviors what is with a trap a guy walk in and turned into a hunter for 3 seconds maybe i find that can be really cool and confusing for survivors what you think about that?