PRT
   
PR Time
Next event
Days
Hours
Min
Sec
Post new topic Reply to topic  [ 10 posts ] 

[FEEDBACK] SGE 3 Discussion

 Post subject: Re: [OFFTOPIC] Survivor's Wall
PostPosted: 28 Jul 2013, 01:06 
Offline

Joined: 20 Jan 2013, 20:19
Posts: 4
Country: Russia (ru)
Can't find any feedback topics, so posting it here.
Firs of all, we are (KIA) sorry about replacement one dude to another, playing with only two man in squad (because of the last moment connection failure) and of course our terrible englazh.

A few things that we noticed - 

Selecting a character kinda pointless, becuse when you pick up kit, character changed to different.
Not moving zombies on spawn looks wierd from a distance. And spawn of zombies don't mean somthing, we can't find any loot in these locations.
Because zombies don't emit any sounds for now, it's hard to recognise they from your squadmate, especially in low light. 
Is it zombie gets damaged only by headshots? little bit frustrating when crossbow arrow do nothing from 3 meters in body. In a future they must have some sound when they hit and bleeding.
"No weapons" is nice, compared with the firsts events.
Don't know how, but zombie kill me with like 90% of health when i am shifting away. May be it's hitbox lag or they are slightly OP now.
video proof for board of shame :D

Someone on realitymod suggest a briliant idea about Burning Sands map with a punish-zones on sand and waiting helicopter in airport, like going from A to B scenario. This with current kit, vehicle spawn system and zombies would be awesome.

Organisation stuff is ideal, thank you for event!


Top
 Profile  
Reply with quote  
 Post subject: [FEEDBACK] SGE 3 Discussion
PostPosted: 28 Jul 2013, 12:46 
Offline
OA
User avatar

Joined: 20 Oct 2011, 14:55
Posts: 320
Location: Évora
Country: Portugal (pt)
Post your feedback here or on the event thread in the main PR forum.

In reply to Rusty, if you spawn with a certain character, you will keep that character until you die. Picking up kits will not change your character, it only changes the kit geometry as in the hat and possible gear.

Zombies do mostly spawn in locations of loot but they mostly move away rather quickly. Only some stay inside certain buildings until they get into contact.

Zombies don't have any sounds because they're still WIP and we have no sounds for them yet. Only one type of zombie needs a head-shot to die, as it says in the rules, each zombie has different characteristics. The crossbow does quite a bit of damage but for most zombies you will need to hit them twice with it as with most weapons. Some zombies have more hp than others.

Not sure what you mean by "no weapons"... weapons spawn on their own random time and random location, people simply didn't look hard enough or were unlucky. The longer you survive, the easier it becomes in terms of finding a weapon.

Some zombies can get you black and white with 1 hit, this might be a bit OP but we wanted the bots to be challenging. We weren't expecting however to see 85% of the survivors dying by the zombies. We will tweak the bots a bit.

Saw your video, if the zombie starts running before you do and at close range, he might get to you before you can run away. This is because we tweaked the sprint acceleration slightly so that when you start running you are slightly slower than after 1 second of running where you get some momentum.

Cheers,

Onil

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 11:35 
Offline
Junior Officer
Junior Officer
User avatar

Joined: 12 Jan 2013, 19:56
Posts: 708
Country: Germany (de)
I thoroughly enjoyed the PR-Z testing session.

Dovre is way better than Ramiel for it provides a lot more immersion. Since the "kill-all-survivors"-aspects got removed, it was very thrilling to find out how the other players would behave. When there were only few left, the players tended to unite in order to fight the (intelligent) zombies.

I think it would be cool if not only the village and farms, but also other parts of the map would play a greater role in terms of weapon spawns. The woods and fields are very nice to play in. The 'action' is concentrated on a very small part of the map at the moment, which I find bad if there are higher player numbers.

Everyone agreed that the human zombies need some improvements in order to make being a zombie more fun. I found the BOT-Zombies to be perfectly fine, they were not that humiliating that you could not focus on pvp-interaction but still were a huge pain in the ass.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 14:37 
Offline
Grunt
Grunt
User avatar

Joined: 23 Mar 2013, 15:57
Posts: 207
Country: Poland (pl)
I thought it would be a survivors vs survivors thing and some zombies for immersion/added challenge. There was a huge amount of zombies

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 15:20 
Offline
Grunt
Grunt
User avatar

Joined: 08 May 2011, 01:10
Posts: 500
Country: Portugal (pt)
This is much more fun than survivor vs survivor imo.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 15:57 
Offline
OA
User avatar

Joined: 20 Oct 2011, 14:55
Posts: 320
Location: Évora
Country: Portugal (pt)
I would like to thank all the players that participated in the first beta test of PR:Z. I hope you enjoyed the gameplay. Please keep in mind that this is an early WIP of the minimod, it will be tweaked quite a bit based on the feedback received from the beta test.

I would also like to say sorry for the server crashes. I believe I found the cause of all of them and it should be fixed for the next version.

For the ones who participated, please provide feedback either on this thread or on the main PR forum threads.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 17:17 
Offline
Non-commissioned Officer
Non-commissioned Officer
User avatar

Joined: 07 Sep 2011, 09:40
Posts: 238
Location: Gothenburg
Country: Sweden (se)
I missed the map so if you at least can guess where you are would be nice but i guess its on the way.
If i have the map on a second screen or i print it on a paper then it makes no differens in the gameplay if i can look at it from within. No markers or eneything just a map.

little to much running around to find and get to the action. Not much to do as a zombie, felt booring and to hard to be able to switch back to survival team. If that is ment to be done at all.
jump of a building was more fun than running around.

I understand the game is slow and i dont need to run but hey, i need some motivation or purpose,  why  am i walking in this.

if you get hurt i the woods no meaning to try to find help or medic kit. its to far away.

Nevermind you are just getting protektive about you project

_________________
Image

"What do you do when you smell bullskit?"
"Get your nose away from the bull's ass ;)"

Image


Last edited by Master_B on 03 Nov 2013, 22:59, edited 1 time in total.

Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 03 Nov 2013, 20:25 
Offline
OA
User avatar

Joined: 20 Oct 2011, 14:55
Posts: 320
Location: Évora
Country: Portugal (pt)
Knowing where you are, comes from map-knowledge... play Dovre a few times and you will figure that out. Points of reference become quite important to navigate through the map. Players with better situational awareness will have an advantage, it's not suppose to be easy... it's suppose to be challenging.

Don't expect PR:Z to have the same game-play as normal PR, if anything it is mostly similar to DayZ. But both PR and DayZ do have a lot of walking around and so does PR:Z. For fast action you go and play a fast game. This ain't it.

Not everyone will enjoy or be able to adapt to such game-play. That however doesn't mean that it is not being developed the right away. The zombie game-play still needs a lot of tweaks, this is after all the first beta test of the minimod.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 07 Nov 2013, 16:28 
Offline
Executive Officer
Executive Officer
User avatar

Joined: 29 Sep 2011, 09:21
Posts: 1080
Location: Liverpool, England, UK.
Country: United Kingdom (uk)
Here ya go:




As for feedback, I'd just like to resonate with what a lot of other people mentioned. The event was lots of fun. The zombies add something to the gameplay but it felt a little grindy playing as the zombies, just trying to get the kill so you could respawn and play as the more fun survivors.
The only other thing that springs to mind is that it worked well having a zombie commander setting markers on where the survivors could be found. Less wandering aimlessly.

Thanks again people <3  Cheers, Murkey.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [FEEDBACK] SGE 3 Discussion
PostPosted: 15 Dec 2013, 21:32 
Offline
OA
User avatar

Joined: 20 Oct 2011, 14:55
Posts: 320
Location: Évora
Country: Portugal (pt)
Guys, you can use this thread to post feedback about the second beta.

Please let us know if you enjoyed the changes and what could be improved.

Cheers ;)

_________________
Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

cron
[ Disclaimer ]

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
CoDFaction.com Style by Daniel St. Jules of Gamexe.net
+