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PR versus - the good the bad and a possible solution.

Discussion in '[L4D2] Points Reloaded' started by jarrick, Jul 6, 2013.

  1. jarrick

    jarrick Member

    Points Reloaded Versus
    What's good:
    Powering up - increasing your skills/buffs/strengths etc.
    Killing the opposing team players.
    Winning the round by either getting to the safe room as a survivor, or stopping the survivors as the infected.
    Playing as a team - either as infected or survivors.
    What's bad:
    Powering up takes ages - it's not quick enough to notice the difference often. I upgrade one of my skills a notch, go out and test my new strength and really, there's very little in it. Even though every little helps, it's only certain ones that are noticeable and exciting to gain.
    Killing the opposing team has become frustrating - as a survivor, the high level tanks (which seem to be the main tanks you encounter) take ages to kill and you'd never do it without high level survivors. Playing as an infected, killing's become really hard - there's little incentive to go after the high level players as they seem to have more knives than you can shake a stick at and a bountiful supply of bounty, so they can get up and heal up at the drop of a hat. So you have to pick away at them at bottlenecks in the map and so the fun of killing dies. Killing the stragglers is ok but you know it's the front-men you really want to get your teeth into.
    I find that if a tank gets into the safe room, there is little enjoyment from the victory, whichever way it goes. I feel that once a survivor is in the safe room and the door is shut, they have reached their goal and trying to kill them then is not going to give the victory buzz, and from a survivors point of view, it's just a chore to have to wrestle a tank when you could be grabbing a coffee. It's getting to the finish line that feels like you've won the race.
    Team play is lacking - for me, playing as a team is about working together as equals to achieve a goal. Maybe you have different skills but they are of equal value so when you your team wins, you can feel that you played an important part of that victory. But with such a massive gap in ability between high level players and everyone else.. from a lower level point of view, you feel like you were just being helped along to the finish line - if you get there at all. I feel like there's no way I'd make it without higher level support (the irony being that if there weren't any higher level players, I'd make it just fine). It's like they are the ones actually playing the game. Ok, once you've eventually levelled up, then you can really play as an equal but that takes a long long time and once you're there, there's no more powering up to enjoy. I'd like to stress that I'm not saying people aren't playing as a team - it's the subjective view of the lower level player that makes them feel like they've got nothing to contribute.
    Solution: I came up with a Zombie Greed game idea, ages ago and I've streamlined it a bit and have brought it up again in case people now think it might be worth adapting.
    Here's how it works:
    Special Infected

    at the start of the campaign, specials level 1 equivalent.

    whenever a special damages a survivor, they automatically gain more strength, speed, health & power to do damage. As they reach certain point thresholds, their buffs and skills will activate in the order that the player has set them.
    The more powerful the survivor is, which they damage, the faster their own powers will increase. This will be worked out so that, on average, most SI will be at full power with all buffs active by the time the finale is in full swing.
    The power increases and buffs activated will be assigned to that particular type of special infected that earned them - so if you stick with just Boomers and Jockeys, they will pretty soon become very powerful but your Spitter and others will remain weak until you start playing with them and building them up.
    The power they build up remains throughout the campaign.

    if a special infected is killed, they drop a toaster that the survivors can pick up and it's value is dependant on the level of the SI killed.
    To add some balance, the more powerful your special becomes, the bigger it gets and their colour becomes redder - like the paranoia tanks - so that they become more noticeable to the survivors.

    Common Infected

    when a common infected is killed, they leave behind a glowing soul - like in Painkiller. The survivors will automatically pick it up if they run through it and it will add a small amount to their own power levels. This will encourage killing infected at closer range, or it will get the greedy survivors to move out of safety to collect souls.

    Survivors

    at the start of the campaign, survivors are level 1 equivalent.

    when survivors kill the infected and pick up the souls and toasters, their own strength, health, speed and power-to-do-damage increases and just like the SI, once thresholds are reached, buffs and skills become available for them to use depending on the order they've set them at in the control panel.

    The more powerful the infected that has been killed, the more power the toaster that's dropped will give whoever picks it up.

    When the survivor is low level, their aura (the glow around them that indicates health) is very dim and the SI will find it more difficult to spot them. As the survivor becomes more powerful, their aura becomes brighter. This makes them an easier target to spot and also indicates who is going to give the SI more power from attacking them, or who they can kill easier.

    if a survivor is killed, all (or a percentage of) their buffs, skills and power increases will be lost to them. But not lost for the team as all his collected toasters and souls will be dropped around his dead body, which other survivors can collect.

    friendly fire damage is disabled entirely.
    The infected won't drop any souls or toasters within a certain radius outside of the destination safe-room to prevent farming from holding up the game.
    Spawn rooms will be available for when survivors die.
    Like the SI, the power gained from collecting toasters & souls should be adjusted so that on average, most of the survivors are at full power by the time the finale is in full swing.

    After the finale, all the health, strength, speed and buffs of both the Special Infected and the Survivors are set back to zero.
    There would be a couple of extra metres on the HUD - one to indicate how your general strength & speed are increasing, and one that indicates what buff number has been activated.
    Buffs & skills.
    Essential Buffs will be supplied to the player to arrange in whatever order of activation they want (crawling, self revive, fire proof, etc) but other buffs & skills will have to be bought from the MG store for a small amount of money. The Knife buff will be available but players can only use it once during a round because survivors need to die to enhance game-play for the infected.
    Bounty.
    Every player will get bounty cash at a steady rate throughout the game (either timed or dependant on distance travelled). There will be a maximum number of tanks allowed at any one time. The infected can also buy, and place, extra SI, which will be computer controlled and be at the same level as the person who bought it. Survivors can buy and hold defibs whilst still having a medikit and if a survivor dies, they can spend their bounty on certain items for the team (health kits, throwables, pills etc will spawn where they died, and anti vomit (so players can see clearly) will affect survivors wherever they are.)

    Advantages of this game over the current Points Reloaded Vs:
    Power up quicker - loads of goodies to collect throughout the game.
    Better killing enjoyment for all - there will be more gained in power ups from attacking higher level players, and it wouldn't be until the finale that players will have reached equivalent levels of 210.
    The balance of the opposing teams should keep itself level because the higher the level of survivor/infected that you're attacking, the faster your own power will increase.
    Teams will be levelling up together - Players may end up at very different levels at the end, due to survivor deaths, but you know that the other team members will have picked up and benefitted from all the power ups you dropped when you died, so it doesn't matter that they are a higher level than you. Also, at the end of the campaign, everyone is reset back to low levels and you've got a good chance of attaining the highest level on the next campaign.
    I would also suggest that people who have already paid hard cash to help them level up in PR, should be given a load of buffs for free - but all the new players would have to buy them.
     
  2. Ping

    Ping Guest

    This idea basically gives a middle finger to everyone who has spent a lot of time leveling up and upgrading to high levels. What if I join a campaign during the finale? Right there is now a massive imbalance between me and someone who has been playing throughout the campaign which pretty much nulls you idea of fairness. Also, there is still big differences in a lower level and high level because high levels have all the buffs. Straight up, a stupid idea.
     
  3. Angel

    Angel MG Donor

    I wouldn't call the idea that stupid... It's just very flawed, and it sounds similar to VI in the aspect of everyone being equal. Maybe you should try that out instead?

    Also, pretty sure it would be hella laggy because of all the "souls" the common infected would drop everywhere.
     
  4. Adward

    Adward Game Server Moderator Staff Member

    Yeah, I'd have to direct you to VI - loads of people have spent a lot of time leveling up to 200+ and would be turned off the servers by this idea.

    The other thing this would require is a complete rebuild of the Points Reloaded mod/plugin, which would take a massive amount of effort on the part of the admins, who I'd remind lend us their time for free, and indeed marvel pays the extra costs involved towards hosting the servers.

    It's an interesting idea, but if you're interested in the level, everything the same playing field, you're gonna want Vicious Infected or vanilla versus.

    It's cool, but speaking as a donor, and 200+ player, I'd be turned off the servers by this idea.
     
  5. jarrick

    jarrick Member

    joining the game halfway through the finale isn't the issue - you'd either level up quick or die, and then start fresh next campaign.
    The real problem would be losing all the people already leveled up - I'm not that attached to it personally as it's not quite right in my eyes, but I guess a lot of people are. Also, like you say, if it's going to take ages to reprogram, then it's not worth it. I've got no idea about that side of things and thought it might be easy just to do and test out.
    I've played vicious infected, ages ago - will check it out again.