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Author Topic: Pills - To Cure or not to cure?  (Read 9795 times)

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Offline JaY1919

Pills - To Cure or not to cure?
« on: July 14, 2012, 05:17:46 PM »
Hey everyone Multi and I were talking about possibly having Pills cure zombie infection. He says in order to have pills cure infection the whitey zombie would have to have a infection rate of like 90% or something. Cause it would be too easy for the humans. I think if we had whitey at like 30% and the regular zombies infect at like 10% it would work out nice. I used to play on CVG servers a lot and there setup is close to that and the game play works out pretty good IMO. What do all you guys think??

Offline Multigrain

Re: Pills - To Cure or not to cure?
« Reply #1 on: July 14, 2012, 06:33:50 PM »
90% may have been an over exaggeration but I still stand by it. How it's hard enough for zombies a lot of time to win as is and that lucky infection is a saving grace and a shot at winning. So if we were to add pills having a possible cure, zombies would def need a buff to infection.

Conjoint Gaming [Game On]

Re: Pills - To Cure or not to cure?
« Reply #1 on: July 14, 2012, 06:33:50 PM »

Offline Doc. Mentalist S.

Re: Pills - To Cure or not to cure?
« Reply #2 on: July 14, 2012, 07:10:46 PM »
Since when would a bottle of Viagra cure AIDS?

If you're a pickle you'll remain a pickle. Until turning or killed. Having cure offsets the balance of the game, not to mention the hysteria it creates. I get hit by whitey once, yet have a 90% of being infected. I think it’s time to go for a bottle of pills JUST TO BE CAREFUL. Repeats the cycle until all the pills on the map are gone.

Look at a map like armory, there are only 2 pills and 1 med-kit. 1 Whitey and 10 survivors. As long as he hits them all once, 8 of the survivors will be infected. Within a minute, the round's over.

I'd much prefer the mod as it is. Infection rate as indicated in console is 10% (default). Bumping it to 30% would greatly change the gameplay. Keep in mind this is directly only to whitey. Now having several others with 10% exaggerates zombies chances of winning.

The only thing i would agree on for additions is that, carrier gets a 33% infection rate with the exception of humans having melee health mod. If not than, then the mod is still fine as it is.

Offline Pillz

Re: Pills - To Cure or not to cure?
« Reply #3 on: July 14, 2012, 07:22:22 PM »
Way I see it:

A) Keep infection the same, 15%-20% and when whitey get's someone infected every one in five hits; so we rarely see ANY infected people unless whitey got in 10-15 hits.

B) Make infection rate 75-90% and whitey makes someone infected on literally every hit, or every other hit. This would be extremely OP for me as a whitey because EVERYONE would be infected. The only way I would ever even think about using pills is if the chance to get cured by pills was random also. 50/50 chance maybe, but I still don't like it.

C) Even worse than that; giving normal zombies infection also. I feel we're changing the game completely at this point, and that might irritate the players. You have to realize that most maps don't have a surplus of me, like biotec and harvest. There are pills, but only in very spaced out locations, this causes another problem.

Instead of helping the zombie team when one is infected, they will search for pills, and skilled players would beeline for pills trying not to die. I prefer infection to be a rare even that can help zombies out, and would never make infection break 50%, honestly I don't want to ever have an infection rate over 33%; because it takes Whitey 3 hits to kill a human. That means most of the time the first two hits will be infection, and if it isn't; the third one will be the kill; unless they have armor.

So basically, Pillz ironically doesn't like the idea of pills; nor do I like raised infection rates. If we ever get another server I'd play with such plugins there; but don't see it really happening anytime soon.

Melee health mod was interesting but sadly only Wholegrain knows where to get it; so I don't think we'll ever see it again.
This whole thing is a travesty.

For starters, Pillz is obviously the sexiest.

Offline Multigrain

Re: Pills - To Cure or not to cure?
« Reply #4 on: July 14, 2012, 08:06:48 PM »
Way I see it:

A) Keep infection the same, 15%-20% and when whitey get's someone infected every one in five hits; so we rarely see ANY infected people unless whitey got in 10-15 hits.

B) Make infection rate 75-90% and whitey makes someone infected on literally every hit, or every other hit. This would be extremely OP for me as a whitey because EVERYONE would be infected. The only way I would ever even think about using pills is if the chance to get cured by pills was random also. 50/50 chance maybe, but I still don't like it.

C) Even worse than that; giving normal zombies infection also. I feel we're changing the game completely at this point, and that might irritate the players. You have to realize that most maps don't have a surplus of me, like biotec and harvest. There are pills, but only in very spaced out locations, this causes another problem.

Instead of helping the zombie team when one is infected, they will search for pills, and skilled players would beeline for pills trying not to die. I prefer infection to be a rare even that can help zombies out, and would never make infection break 50%, honestly I don't want to ever have an infection rate over 33%; because it takes Whitey 3 hits to kill a human. That means most of the time the first two hits will be infection, and if it isn't; the third one will be the kill; unless they have armor.

So basically, Pillz ironically doesn't like the idea of pills; nor do I like raised infection rates. If we ever get another server I'd play with such plugins there; but don't see it really happening anytime soon.

Melee health mod was interesting but sadly only Wholegrain knows where to get it; so I don't think we'll ever see it again.
I agree with this, this is what I was saying in a nutshell to Jay. I personally like ZPS the way it is and not a big fan of the idea of curing the infection.

Offline Fullmetal Megadave

Re: Pills - To Cure or not to cure?
« Reply #5 on: July 14, 2012, 08:53:23 PM »
Infection could be cured, but only when the person is 10 seconds away from turning, and the medication would be a bullet


Offline JaY1919

Re: Pills - To Cure or not to cure?
« Reply #6 on: July 14, 2012, 09:54:24 PM »
I see where you guys are coming from. But CVG has seemed to do it pretty successfully. Infection rates and cures dont seem to be a issue at all. It's still pretty balanced.
IMO I think it would even be a improvement if maybe say the infection rate was the same but pills had like a 5% chance to cure.

Offline Cadaver

Re: Pills - To Cure or not to cure?
« Reply #7 on: July 14, 2012, 10:02:02 PM »
Wait Pillz cures too?  I just thought he was HA. XD

Offline Pillz

Re: Pills - To Cure or not to cure?
« Reply #8 on: July 15, 2012, 01:07:31 AM »
If pills had a 5 percent chance to cure; I would be happy to do so, but don't feel like spending weeks toying with it, trying to find out what works best.

Like I said, if we ever get a second server I'll try it out, but as we only have one I don't want to upset the majority that prefer no-pills. I would find 90% infection tremendously fun, and maybe we can try it on a fun night when we have those.
This whole thing is a travesty.

For starters, Pillz is obviously the sexiest.

Offline JaY1919

Re: Pills - To Cure or not to cure?
« Reply #9 on: July 15, 2012, 04:46:38 AM »
ya we should do a fun night. we should plan for it this upcoming week or sumthin

Offline Dinomoto

Re: Pills - To Cure or not to cure?
« Reply #10 on: July 15, 2012, 01:13:03 PM »
Pills that cure infection, god knows how many times this has been brought to the table.
As I am mostly zombie, you can guess what I will say to the idea of something that helps humans even more
Phim Bogason

Offline JaY1919

Re: Pills - To Cure or not to cure?
« Reply #11 on: July 16, 2012, 12:07:59 AM »
it doesn't really help humans out that much as long as the infection rate is a lil higher. Some levels dont even have pills and even if they do if pills only cure half the time it still favors zombies most the time

Offline Allie The Outcast

Re: Pills - To Cure or not to cure?
« Reply #12 on: July 16, 2012, 01:50:23 AM »
I do like the idea of infection curing pills, one of the only reasons that i dislike the cg server just a LITTLE is because of this.  So maybe you could attempt the pills curing only sometimes at least.  If not then i guess just keep it the same because I'm really not up for all zombies having infection abilities (because i do love being survivor)
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Offline [ZPS] WEB

Re: Pills - To Cure or not to cure?
« Reply #13 on: July 16, 2012, 01:54:50 AM »
I am willing to try normal zombies have infection too. 30% - White / 10% - Reg??? No cure!

Offline Pillz

Re: Pills - To Cure or not to cure?
« Reply #14 on: July 16, 2012, 01:57:06 AM »
I am willing to try normal zombies have infection too. 30% - White / 10% - Reg??? No cure!

This I would be up for, but was thinking 20% whitey, 5% regular zombie. We'd just need a plugin to make this work.
This whole thing is a travesty.

For starters, Pillz is obviously the sexiest.

Conjoint Gaming [Game On]

Re: Pills - To Cure or not to cure?
« Reply #14 on: July 16, 2012, 01:57:06 AM »

 


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