Zombie Survival: Feedback

A thread for feedback for the civilian survival event against zombies on Hybrisa.

I hope to run this more in the future, so feedback is appreciated.

5 Likes

add more loot please :frowning:
fun event tho

4 Likes

It was fun, but is too fast, what if there were marines too?

3 Likes

the npc zombies are fireproof too so its useless burning them

3 Likes

LET THE SURVS GET INFECTED THEIRSELVES DONT SPAWN IN PLAYER CONTROLLED ZOMBIES :wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower::wilted_flower:

7 Likes

I died so your event sucks.

But I think the zombie infection chances need to be tweaked a slight bit, as the zombie AI instantly hits you the second they are within one tile of you, which means they will hit you instantly while moving to the tile next to you as mid-moving between tiles considers your placement to be on the tile you’re moving to.

6 Likes

I think most of the issues boil down to zombies not being fleshed out. For example the bug where zombies can just spam click cades to destroy them or certain objects being unpassable for zombies, I.E. there were some who set up vending machines which zombies cannot destroy in any way.

Generally zombies need a lot less ability to infect. Perhaps make it so infection only happens if you down someone or kill someone or only very rarely. Being 1 clicked and instantly infected means that it spreads, really fast.

Otherwise fun event, just wish it was paced better.

2 Likes

For reference, NPC zombies have a 25% chance to infect you per hit.

I will likely do the following for the next event

  • Add more useful loot, such as survivor gun ammo (for the guns you spawn with), more metal, some gun spawns, etc, etc.
  • Refrain from spawning player zombie spawn points for a lot longer.
  • Be a bit more proactive in spawning resupply pods.
6 Likes

If possible, leaving southern part of the map open on Hybrisa. A lot of cluster of people occurred in certain areas where it was hard survivors not to shoot each other and bump into each other. More space would be welcomed basically

1 Like

Hi! I quite enjoyed the event, though it was a bit short for my tastes, and there wasn’t much roleplay.

A few suggestions:
Getting rid of player zombies is quite tricky (As you pretty much need to click on their sprite with a knife repeatedly until you decapitate them, which can take up to about twenty clicks), I’d greatly suggest taking a page out of PvEs’ zombie PR (Do note that PvEs’ PR was made around AI ZOMBIES, and not all the changes would be ideal on PvP. Its Player-Versus-Enviroment, after all.);
A few changes of note that I’d like to see: Decapitation of zombies being made easier (In the PR, you can use an aggressive grab, a knife, target the mouth, swap to disarm intent and click for a wind-up to decapitate them), and zombies dealing burn damage if they’re set on fire.

Making AI zombies slower, giving them a slower attack speed and lower chance of infection would be good; oh, also, make the infection mortality slower!

Giving a grace period of five minutes may be a good idea, just for everyone get settled/geared.

If it continues taking place on Hybrisa, I’d be interested in seeing some IASF (The RMC Commandos) in addition to the first wave.

Lastly, having some areas of interest, such as the armoury, have good quality weapons but be filled with an AI zombie horde might be a good idea. Risk/reward, and all!

Overall, a pretty good first event. Thanks for hosting it, Steelpoint!

3 Likes

My suggestion. Let doctors and the like be able to tell who is infected. That way I can pro activly old yeller them. Also give surv or maybe jsut doc’s a way to kill a human and preventing them from turning. Maybe an oxycodone OD does so much damage to the nerveous system it slows it down.

Also another idea is let me use pills to not stop but slow down the infection. Maybe doesing someone up on dylo can slow it down. I like the idea of the infecton only turning you if you die. So instead it just deals more and more damage. So as a doctor if I treat the damage you will theoeticly never turn. I say after 3 minutes you take some brute damage. After 5 you take both brute and burn. 8 you take loads of damage that would recure either MB and tricord to stave off. At 10 you take organ damage that keeps stacking.

If I med scan someone have it put a infection icon next to their head. As a doctor right now all i can do is heal basic injuires. I am a doctor in an infecton left me like do stuff. You gave us zombie cure in a drop maybe give docs some when they spawn.

I can jsut imagine it now. You’r the lone doc holding out. You keep scanning people and more and more show signs of infection. On you’r hud you see the green infection symbol to yellow. Then before it turns to red you walk up to a guy and blow his brains out.

Perhaps the hold fell and you got away. Now you much scavenge the colony looking for meds to stay alive. Drowning your’self in pills to stave it off for a few more moments. Waiting for the next drop with cure to happen.

2 Likes

A main issue with zombies stem from two factors.

How easy it is for zombies to infect and overrun a position with relatively little effort

How difficult it is for marines/survivors to permanently kill zombies and to prevent infection.
Address both factors and you’ll make it more enjoyable, otherwise you’ll always end with the same issue zombie rounds have where everyone screams for a zombie round and then it ends in 10 minutes because John PFC got slashed one and then turned behind the lines.

2 Likes

I think zombie infection should be revamped in a way that resembles the way it does on TGstation.

For example you get bitten, depending on the amount of times you’re bitten you need to take a certain amount of toxin meds.

2 Likes

Don’t have much to say because I got 2 fractures from the first 2 hits and then i was bashing my head on the keyboard for rest of the time as zombie

2 Likes

it’d be better if there were barely any ammo so you’d have to run around in biosuits and fireaxes

2 Likes

Zombie players can slash cades with no delay, so as fast as they can click. Other than that, good event

2 Likes

The great and terrible ROSA FEEDBACK!!!

Feedback the First: More Music! The music you had during the big gunfight was really nice, but incorporating some stuff during the calm would be really good, too. I’d personally recommend This War Of Mine, at least if you intend to keep using that custom Hybrisia map that’s caveless.

Feedback the SECOND!!! I wish there was a bit more ramp up between “Ai zombies that walk in a straight line and go down and stay down” and “Thirty player controlled zombies that each revive after one minute death time”.

Feedback.. THE THIRD!!! in concordance with the above, I’d suggest making melee weapons do a LOT more damage. Bump up the hitting values so they’re good both as a last resort attack and as a way to decapitate and remove zombies.

FOURTH! You also gave out a LOT of gear, to the point where it was less a result of scavenging and making the best with what you had, and more.. fob siege but the xenos get to slash 80 times a second on a CADE and get back up. The supply drops with limited ammo were really neat, but having the Alamo come down with 10 M41As and 10 M39s with plenty of ammo for both made it so every survivor was just fully armed to the teeth. Spreading out weapons and ammo across the map would incentivize searching as opposed to making really big holds. make the big holds in cool narrative spots AFTER getting a weapon.

Feedback the fifth: I also wish there were less ERTS that got spawned in right alongside the south LZ folks.

Overall, it was really fun and a super cool change of pace from standard CM rounds, and I have hope it can become even COOLER and more incredible.

Feedback the sixth give me a Dutch’s Machete so I may run around slashing zombies to death and living out my dreams.

3 Likes

The second time around was better. It would be cool to as a zombie have a SL tracker but tracking nearest living mob instead.
There really isn’t enough time for survivors to set up factions and start fighting other groups over loot or supplies.

You run around trying to get some loot, killing zeds untill the smartzeds start to pop up and it’s over.
How long are zed events supposed to last? So far it’s been rather short. I assume this is because these have been test rounds.

2 Likes

From a admin perspective I’m retooling the experience to try and slow down the early game, which is why I make heavy use of the NPC zombies. They let us set up an ambient threat, that while not a huge threat compared to player zombies, are still dangerous enough that you need to respect them. All it takes is one bad RNG moment to infect you.

The code issues with zombies is sadly going to be a issue beyond my ability to address unless someone becomes inclined to deal with it. As I wrote before, things I would love to see addressed would be a admin panel that’d let me do the following.

  • Adjust the infection % chance for player zombies.
  • Track all zombie spawn locations.
  • Let me kill/despawn/transform into a less threatening NPC all player zombies (this would be good for tension, I can then control giving the humans a chance to catch their breath).

Frankly, if someone just ported the PvE Zombie AI we’d be balling, same can be said for xeno and human AI from PvE.

At this stage I am focused on mapping on Hybrisa to address some issues and make things a bit more interesting. I have cut out the caves/labs mostly since I fear keeping those in will make it too hard for zombies to find people.

1 Like

I feel cutting the caves and the ship is a good idea, but the labs could still be open. Makes for more soul corporate reinforcement spawns and such. Also makes a “safehaven” early on which you can have a major breakout at.

I also persinally just love the aesthetic of it being an actual WY lab.

1 Like