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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 06, 2011, 06:42:32 AM
16 is this -> || <- close to too many people. Any more and it just because friendlyfire deathmatch with lots of waiting and hard to distinguish teams.

And a lot of frustration.
2  Other / Trouble in Terrorist Town / Re: Fix the Health Station! on: December 17, 2010, 03:34:01 AM
Not if you shoot them in the face.
3  Other / Trouble in Terrorist Town / Re: New Map: ttt_combine_research_v1 on: December 09, 2010, 01:21:59 PM
More like ttt_combine_laziness_v1 if you ask me.
4  Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_labyrinth_v1 on: December 09, 2010, 01:21:00 PM
The map also contains a small Jail cell, which is a first for TTT maps
Hardly.

Anyways, are you not concerned about players simply memorizing the map? I'm just going to slide this idea in here: moving walls.
5  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 23, 2010, 01:54:45 PM
Wait... which one do you live in the most?
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 01, 2010, 01:52:10 PM
Not knowing how to code in Garry's Mod myself, I wonder if it's possible to code the magneto stick to freeze then unfreeze the carried body when it lets go of it, effectively removing any unwanted speed the body might have.
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 18, 2010, 09:02:42 PM
A while ago the time penalty for getting a code wrong was increased to make brute forcing hard/risky, because that method made C4 with longer timers useless. Finding C4 should not equal guaranteed defusion + traitor DNA = free traitor kill. Now, finding C4 means you either take the risk of disarming (which if the C4's timer was 45 sec really isn't a big risk), or you get at the traitor's corpse to find the bomb info, or a detective uses the Defuser. None of these options comes free, which is exactly how it should be. If that means innocent players just try to avoid the C4, that's fine (no DNA for you). They already did with the old system, and at least this one isn't exploitable, and neither does it break longer C4 timers.
How was the old system exploitable in a way this one isn't, exactly?

Anyways, I don't see why you're going to such lengths to make longer timers more useful. Just because it's an option doesn't mean it has to be as useful.

Players running in to find the C4 were already taking the risk of death because they have no idea how long it's been ticking or when it'll blow (until it's too late), so I wouldn't exactly call it "guaranteed defusion" or "free traitor kill" or "risk free" at all. This new system has more of a double risk if you ask me: both finding it and diffusing.

In my opinion, actually getting to the C4 without it blowing up on you and having enough time to extract the code was definitely enough work to earn DNA which might not even make it to the hands of a detective.
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 18, 2010, 04:43:55 AM
How about the traitor tells an innocent friend who all the other traitors are, and ruins every round that way? Normal traitors won't have an innocent friend who will happily kill himself like you suggest, and normal traitors are the only traitors worth dealing with. After all, cheating traitors could just download a scriptenforcer bypass and aimhack everyone to death if they're intent on ruining the game.
Because doing the C4 thing is, quite simply, more fun. It's also much less traceable and the reaction people will have ("what the fuck where did that come from oh shit we all died") is way better than simply killing traitors on sight.

I liked the old system because if you actually got to the C4 early, you could reliably defuse it. Now when you get to a C4 early, there's still a random chance element of blowing yourself up and a ton of innocents who have yet to evacuate. Who will even bother?

Of course neither of us will know how it turns out until it's released, but I'm fairly confident in my speculation.


EDIT: Have you ever considered the prospect of a gas-type C4 that renders the area around it poisonous for a while? Kind of like an area denial thing.
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 17, 2010, 09:23:04 PM
Um so, can traitors cut a non-safe wire on purpose right after setting it and kill everyone?
No, I do think of some things. Any wire they cut will disarm the C4.
How about if a traitor gets an innocent friend to do it for them and, for instance, kill 10 people huddled around a traitor checker because they never heard the beeping?

If you're going to do graphics, why not implement that Mastermind idea instead? That can't be exploited and actually requires some panic-fueled problem solving.
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 03, 2010, 02:54:13 PM
You should add an in-game store where players can pay real money for credits.
11  Other / Trouble in Terrorist Town / Re: Water Extinguish Flame Realism on: September 09, 2010, 06:29:07 PM
a href="http://www.bioshockgame.com/">This: http://www.garrysmod.org/downloads/?a=view&id=96947
Fix'd.
Sorry for the joke rehash, but I had to.

12  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: September 09, 2010, 05:46:15 PM
"Disassemble" or "Disable" sounds less confusing than "Destroy".
13  Other / Trouble in Terrorist Town / Re: TTT Secrets and map exploits!!!!! on: September 03, 2010, 08:37:13 PM
These... Aren't really exploits. Most of these read like "hey here are some map features most people know about."


Some of them are.
14  Other / Trouble in Terrorist Town / Re: Ban Ban Ban on: August 30, 2010, 05:32:00 AM
P.S.S You can't kill someone because hes wounded, even if you have 1/3rd chance of he being a traitor :(
It was honestly just an educated guess and I'm sorry for going out on too much of a limb.

Anyways, I wasn't saying this should be a ban thread, I just wanted to post it. I forgot my password for the DNR forums am in game now. Also my DNR admin disappeared :(
15  Other / Trouble in Terrorist Town / Ban Ban Ban on: August 30, 2010, 03:47:16 AM
STEAM_0:1:4052324

(X)

Aim-botting. Brutally obvious. Don't have a video but you can take my word.

I think we need a ban thread.
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 27, 2010, 02:51:18 PM
The silenced pistol is good because it has practically unlimited use and it's silent. If a person is standing still and they don't know you're there, headshot + body shot and it's like you knifed them.
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 25, 2010, 02:13:52 AM
I'd like to point out that the dead body icon looks nothing like a dead body, making the binoculars icon look weird.
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 20, 2010, 01:07:54 PM
I suggest that players (mostly traitors) be able to use both slot 7 and slot 8 (slot 8 being the one being used exclusively for the DNA scanner I believe) for all traitor/detective items. The reason behind this is because it lets traitors use their items in combination, i.e. teleporter + newton launcher. Of course, traitors packing two items can't pick up DNA scanners.

Alternately, move DNA scanner to slot 9 and have slot 7 and 8 for items.
19  Other / Trouble in Terrorist Town / Re: Varible traitors on: August 18, 2010, 03:53:26 AM
http://mammut.q-spot.org/misc/picpost/hahaha-no.jpg
God what a douche.

Anyways, it could be neat, but I'm against it. The innocents have very few deduction skills as it is, why take away the one where they know how many traitors they're up against?
20  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: August 16, 2010, 04:32:23 AM
Nice to see you're as cheery as usual.

Players don't really set the bomb to any time higher than the minimum because there's no guarantee the players will still be there in 3 minutes, let alone not hear the beeper and evacuate. Such a pathetically low number of players actually try to diffuse the bomb anyway, since simply standing back and warning players is much more reliable, easier, and effective. Going to find the bomb is a suicide mission since the bombs are usually very well hidden and you practically can't tell the time left, and the reward is unreliable (due to detective requirement) and pretty much just leads to a cornered traitor going postal on you if you do get anywhere.

But I mean obviously you knew all this already. You know the code like the back of your hand, so that must mean you know how players take to the game just as well. Clearly anyone attempting to convey any sort of advice based off of their personal experiences is a smart ass, and they should be punished for making you suffer so.
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