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Infected

Discussion in 'Completed' started by BlocksBeBreakin, Mar 27, 2016.

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Do you think these suggestions will help Infected become a better game?

  1. Yes.

    6 vote(s)
    37.5%
  2. No.

    2 vote(s)
    12.5%
  3. Maybe, Maybe Not.

    3 vote(s)
    18.8%
  4. I agree about 75%

    4 vote(s)
    25.0%
  5. I agree about 25%

    1 vote(s)
    6.3%
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  1. BlocksBeBreakin

    BlocksBeBreakin Well-Known Meeper

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    First off why bring the game back if nothing has changed?(If there was any I didn't notice). So I have suggestions and complaints again for Infected and some of these are from a post I previously made that I didn't really give any attention to.

    Maps: The maps are pretty crap. There exploitable, unfair advantages for either side (not a big deal really depending on player count).
    Suggestions: Don't build maps bassed off of texture packs because players probably don't have it or won't download it. Make maps that are practical to the games subject like the map "City" and not maps like Candyland. DON'T USE BARRIER BLOCKS (THEIR SO ANNOYING). If your gonna make a functional map you don't need barrier blocks. If player intentionally walks off or if there not paying attention and walk off into the void just make the void kill them. Also if you need barrier blocks to keep people from exploiting the map THEN MAKE A MAP THAT CAN'T BE EXPLOITED(little salty there I know). If new maps with exploits that are found the map should be removed and remade.

    Kits: Shouldn't be that hard to make. I mean as long as they function to there purpose there fine but I think they should be edited more including human ones other then just ranked ones that are so unfair and people use that as an advantage to grind kills (Like a certain someone I see all the time infected doing). I there should be about 5-11 kits for infected and humans. I'ma list off on what I think they should look like.
    Infected Kits:
    Zombie: Rotten flesh thing with sharp 1 or whatever is fine already.
    Endermen: Generates an enderpearl every 15 seconds or so.
    Skeleton: Bow with 32 arrows.
    Spider: A spider eye with a chance to deal poison effects at some percentage around 5%.
    Witch: Slowness or weakness potions (About 2-3 each) with the ability to spawn in bat 2 bat minions that deal 1/2 damage but they have 2 hearts of health. This kit should cost coins.
    Creeper: Should be able to shoot a tnt block every 30-45 seconds and also a suicide attack that will instantly kill anyone with in a 5x5 radius. This kit should cost coins.
    Blaze: Double jump ability and a wood sword with 10 hits left of fire aspect. This kit should cost coins or be an achievement kit.

    Human Kits: 1 Health potion for each kit
    Standard: Leather armor, Stone sword.
    Archer: Leather Armor (no helmet), Bow /w 64 arrows.
    Barbarian: Diamond Chestplate, Iron sword, slowness 1
    Sorcerer: No Armor, 1 Swiftness I potion 3:00, 3 Instant Damage I potions, Fire resistance 1:30, Regeneration I 0:45, Stick with Knockback II (This kit should have some form of potions with about 6-13 potions in total not of each kind). This kit should also cost coins.
    Bomber: Chain-mail Chestplate, 5 Tnt that's ignites the instant its thrown, Flint & Steel with Sharpness I. This kit should cost coins or be an achievement kit.

    Ranks/Coins/EXP:
    Honestly when you rank up the kits for humans are way to op and make it unfair against infected so removing the upgrades should necessary to have the kit system function. Ranks should also work for how much experience you've gained from certain tasks/goals. (This section has to be implemented correctly in order to work well).(EXP is the way to rank up.) The way the experience system should work is by you gain EXP by killing infected (1 EXP), Killing a Human (10-15 EXP depending on kit there using.), Achievements (EXP amount giving depending on each achievement which will be listed in that section.), Losing a game (5 EXP) & Winning a game (20 EXP). Coins should be given among Winning/Losing a game, Killing Humans/Infected & Completing achievements. 25 Coins should be given upon winning a game and 5 for losing. For killing an infected 1 Coin should be given and for killing a Human 5 Coins should be given. Coins should also be traded into meebles at a 1-1 ratio. (When you first join Infected you'll start of with 100 coins to buy 1 of the beginner 4 kits for infected). Rankups will be listed at the bottom of this post.

    Community:
    The community for Infected is crap at the moment for having people who grind the game (Still the same person I'm pointing fingers at), People who purposely use OP kits to make the game not fun for others. I think that completely remaking the game and changing the whole system should improve this.

    Rules/Tutorials:
    We need a tutorial added or better rules explaining the game. The tutorial should give basic information on how each kit works, how to play the game from each perspective and how the system works. The game should work by having 1/3 of the current players in each game as infected and giving the Humans 30 seconds to hide or setup somewhere. The infected goal is to kill all of the Humans before the time limit it up(6 Minutes).

    Leaderboards:
    I opposed this idea at first but now I think there should be a leaderboard for Coins, Rank, Human Kills, Infected Kills, Total Kills, Play time and Damage Dealt. These leaderboards should show the top 25 Players for each of these topics at spawn off to the side but visible from spawn.

    Gamemodes:
    I think there should 2 gamemodes for this game, Traditional Infected and Deathmatch.
    Traditional Infected is where Humans have to outlast the Infected invasion by surviving in a large environment for 6 minutes.
    Deathmatch Infected is where you are spawn into a large arena with small obstacles and Humans and Infected have to battle it out in this arena. All armor is disabled in this gamemode but all weapons are kept the same. The time limit can voted upon from 30seconds to 2minutes. In this gamemode the sides are split up to 1/2 of the players are Infected and the other half are Humans.

    Donor Perks:
    Most donor perks should be removed from this game (including multipliers) because they create an unfair advantage for non-Donor players.

    Lottery/Spinner - Suggested by Paaliaq_XX
    The lottery works by every 24 hours non-Donor players receive 1 ticket to put into a slot machine that gives anywhere from 1 - 100 coins. Donors get 1 extra ticket for the order from lowest to highest. Here is a list in case you don't understand. VIP - 2 Tickets, Premium - 3 Tickets, Exclusive - 4 Tickets, Elite - 5 Tickets, Supreme - 6 Tickets, Ultimate - 7 Tickets. In order to receive this ticket you must play 2 FULL games (doesn't matter if you won or lost). This is to ensure to keep the balance of the game.

    Achievements: I think Achievements should be added to be able earn EXP and coins and also special Kits that can earn if you complete all of them. This is my list on what I think should be added (and it's a lot).
    Play a game of Infected: 1EXP, 5 Coins
    Win a game of Infected: 5EXP, 5 Coins
    Loss a game of Infected: 5EXP, 5 Coins
    First Kill: 1EXP, 1 Coins
    First Death: 1EXP, 1 Coins
    Kill 5 Infected: 1 EXP, 5 Coins
    Kill 50 Infected: 5EXP, 10 Coins
    Kill 500 Infected: 25EXP, 100 Coins
    Kill 2500 Infected: 150EXP, 2,000 Coins
    Kill 10000 Infected: 1,000EXP, 10,000 Coins
    Kill 5 Humans: 5EXP, 15 Coins
    Kill 50 Humans: 50EXP, 125 Coins
    Kill 500 Humans: 250EXP, 1,000 Coins
    Kill 2500 Humans: 1,000EXP, 7,500 Coins
    Kill 10000 Humans: 75,000EXP, 50,000 Coins
    Win 5 Games: 10EXP, 25 Coins
    Win 50 Games: 100EXP, 150 Coins
    Win 500 Games: 750EXP, 1,550 Coins
    Win 2500 Games: 3,375EXP, 12,500 Coins
    Win 10000 Games: 15,500EXP, 75,000 Coins
    Buy all Infected kits: 100EXP, 500 Coins
    Buy all Human kits: 100EXP, 500 Coins
    Get to Rank 100(Total of 1,000,000EXP): 0EXP, 1,000,000 Coins
    Get to Rank 75(Total of 100,000EXP): 0EXP, 100,000 Coins
    Get to Rank 50(Total of 25,000EXP): 0EXP, 25,000 Coins
    Get to Rank 25(Total of 5,000EXP): 0EXP, 5,000 Coins
    (I have alot more that could be added but I wanted to keep this a little short.)

    Rank List:
    Rank 1: 1EXP Rank 26: 5,800EXP Rank 51: 28,000EXP Rank 76: 136,000EXP
    Rank 2: 200EXP Rank 27: 6,600EXP Rank 52: 31,000EXP Rank 77: 172,000EXP
    Rank 3: 400EXP Rank 28: 7,400EXP Rank 53: 34,000EXP Rank 78: 208,000EXP
    Rank 4: 600EXP Rank 29: 8,200EXP Rank 54: 37,000EXP Rank 79: 244,000EXP
    Rank 5: 800EXP Rank 30: 9,000EXP Rank 55: 40,000EXP Rank 80: 280,000EXP
    Rank 6: 1,000EXP Rank 31: 9,800EXP Rank 56: 43,000EXP Rank 81: 316,000EXP
    Rank 7: 1,200EXP Rank 32: 10,600EXP Rank 57: 46,000EXP Rank 82: 352,000EXP
    Rank 8: 1,400EXP Rank 33: 11,400EXP Rank 58: 49,000EXP Rank 83: 388,000EXP
    Rank 9: 1,600EXP Rank 34: 12,200EXP Rank 59: 52,000EXP Rank 84: 424,000EXP
    Rank 10: 1,800EXP Rank 35: 13,000EXP Rank 60: 55,000EXP Rank 85: 460,000EXP
    Rank 11: 2,000EXP Rank 36: 13,800EXP Rank 61: 58,000EXP Rank 86: 496,000EXP
    Rank 12: 2,200EXP Rank 37: 14,600EXP Rank 62: 61,000EXP Rank 87: 532,000EXP
    Rank 13: 2,400EXP Rank 38: 15,400EXP Rank 63: 64,000EXP Rank 88: 568,000EXP
    Rank 14: 2,600EXP Rank 39: 16,200EXP Rank 64: 67,000EXP Rank 89: 604,000EXP
    Rank 15: 2,800EXP Rank 40: 17,000EXP Rank 65: 70,000EXP Rank 90: 640,000EXP
    Rank 16: 3,000EXP Rank 41: 17,800EXP Rank 66: 73,000EXP Rank 91: 676,000EXP
    Rank 17: 3,200EXP Rank 42: 18,600EXP Rank 67: 76,000EXP Rank 92: 712,000EXP
    Rank 18: 3,400EXP Rank 43: 19,400EXP Rank 68: 79,000EXP Rank 93: 748,000EXP
    Rank 19: 3,600EXP Rank 44: 20,200EXP Rank 69: 82,000EXP Rank 94: 784,000EXP
    Rank 20: 3,800EXP Rank 45: 21,000EXP Rank 70: 85,000EXP Rank 95: 820,000EXP
    Rank 21: 4,000EXP Rank 46: 21,800EXP Rank 71: 88,000EXP Rank 96: 856,000EXP
    Rank 22: 4,200EXP Rank 47: 22,600EXP Rank 72: 91,000EXP Rank 97: 892,000EXP
    Rank 23: 4,400EXP Rank 48: 23,400EXP Rank 73: 94,000EXP Rank 98: 928,000EXP
    Rank 24: 4, 750EXP Rank 49: 24,200EXP Rank 74: 97,000EXP Rank 99: 964,000EXP
    Rank 25: 5,000EXP Rank 50: 25,000EXP Rank 75: 100,000EXP Rank 100: 1,000,000EXP
    Rank GOD: 2,000,000EXP/All Achievements/All Kits/At least 10,000,000 Coins/Total of 500,000 Kills

    Credit/People who helped me with idea's
    IGN: Paaliaq_XX, creedgaming45
     
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  2. Summers

    Summers Hot Meeper

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    Thank you for the very detailed suggestion.
    Great ideas too.
     
  3. Vamp1re_Man

    Vamp1re_Man Celebrity Meeper

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    I agree that the current kits are too unbalanced and that they should be changed to something similar, if to the same, to what you suggested

    I'm not that sure that a tutorial is needed for the basics of the game, as it's pretty simple to understand: the infected try to kill the humans, the humans try to survive. I do however, think that a tutorial about the kits, coins, etc. is needed, as I think that they are more complicated.

    Deathmatch would be cool, although I'm not sure that it fits into what infected is, if you get what I mean. Perhaps a deathmatch at the end of each round would work, but I'm not sure about having it as a separate gamemode. Plus, some kits are way overpowered and would dominate this deathmatch.

    I didn't think that there were multipliers, but if there are, don't remove them as people get pretty pissed when they lose their perks.


    I think that an xp would be much better than what is already in place, as I don't like how you use coins to rankup, but also to buy kits. For example I may be grinding to level up to my next rank, but also want to buy a new kit, which means that I'd have to grind the coins all over again to rankup.
     
  4. BlocksBeBreakin

    BlocksBeBreakin Well-Known Meeper

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    Vampire_Man_32 - I do get your point about the how some donor's would be pissed if they lost that perk but for my "idea" on how this game should function I think that the multipliers will allow for disadvantage for non-donor players. However this area of mini-games is sketchy and also against each other so I have no idea what to expect from this.

    Also for the tutorial part. I asked a bunch of my friends to play the game as I was writing this post and to give me there opinions and all of them asked me how to play and to explain what everything does. I got the question "what do I do" and "how do I choose a kit" alot during the creation of this post.
     
  5. SX1

    SX1 Celebrity Meeper

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    Wow, I love the way you suggest things. +1

    Only problem I have is the creeper kit, seems really op if it's an instant explosion. (Hopefully there is a delay before explosion?)
    --- Double Post Merged, Mar 27, 2016, Original Post Date: Mar 27, 2016 ---
    I think it's because with our current multipliers, if you survive as a human, you can get like 200+ coins as elite+? (It's been months since I've last played infected so don't quote me on this.)
     
  6. BlocksBeBreakin

    BlocksBeBreakin Well-Known Meeper

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    I'm sorry I explained that wrong. What I meant is that the explosion takes the normal length it does for a creeper to explode but It instantly kills anyone with then that radius then the damage done degrade out to next 3 blocks in each direction.
     
  7. NicoPopma

    NicoPopma Popular Meeper

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    Honestly i think the creeper kit would be way too op.
     
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  8. WeAreNumberUno

    WeAreNumberUno Celebrity Meeper

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  9. n00bslayer_99

    n00bslayer_99 i like kebab

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  10. Kachess

    Kachess Celebrity Meeper

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    If we're going to add this then make a countdown for the timer, visible to the people around them, 3-second timer?
     
  11. Paaliaq

    Paaliaq Meeper

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    These are some great ideas! I agree, infected is very exploitable.
     
  12. CluelessKlutz

    CluelessKlutz Badmin

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    I would be good with all of this except removing donor perks. I mean really, have you seen the donation goal for the month? We really need to add more donor perks so people have a reason to buy. Obviously we shouldn't add more to Infected, but we should not remove any perks.
     
  13. ajlpikachu

    ajlpikachu Celebrity Meeper

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    So, as an avid player of Infected, I feel like I should comment on this. If you want to see my previous post including all the glitches and some of my stances on what to fix check here ( http://meepcraft.com/threads/infected-minigame-suggestions.50832/ ) So let's go through them. Also, the entire plug-in is currently being redone for Infected so to get a voice in it, talk to Spyda6. I believe he is the one doing most of the work involving the new plugin.

    Maps:
    You claim that the maps are pretty crap. Yeah, I could see why some of them are pretty bad such as Base where you can fall in and can't escape or docks where the map is very large. If you want to talk about why new maps aren't being made, it takes work and effort to make it and no one can make sure every map is un-exploitable. I did a post about the maps and why each one of them could be exploited. However, we don't have the resources to create new maps that are perfect. So, what I think should be done is that each map should have a list of every possible exploit so the staff can fix them rather than complain about it and demand a new map. (Sorry if I'm reading that wrong but that is what it sounds like you want)
    Kits:
    Don't get me wrong, some of the kits are pretty broken such as witch and endermen. Thus, I have to agree with only some of your suggestions. The idea of kits is having all of them being pretty equal. That means one kit should not be more op than another and each allow the player to win regardless of the kit they choose. Let me run through them and the two kits you missed and also add some of my own suggestions:
    Zombie:
    Though you claim this is fine, then this must be the standard we judge every kit based off of. So this will be the basis I will use to judge​
    Mother Zombie:
    I think becoming mother zombie should have some extra perk to make people want to stay mother zombie rather than change kit. Thus, I think mother zombie should have speed I. It is not too op yet it equals out with the other kits.​
    Endermen:
    I agree with your idea that they should gain an enderpearl. However, as they get a weapon about .5 atk damage less than zombie, it is overpowered. Thus, if they gain enderpearls every 15-20 seconds, their weapon should at most be sharp 1 or even kb 1. Not a sword or an axe though. It should just be an enchanted weapon. Maybe an enchanted eye of ender?​
    Skeleton:
    Here, I must digress as well. I think skeletons should gain an arrow every 5 seconds and start off with 16. However, the trade off here to make it equal to the zombie would be not having a melee weapon. As skeletons do not usually spawn with melee weapons, I think this is a fair trade off.​
    Witch:
    I agree with this one completely aside from the ability to spawn in bats. We want to make this game fair, not give people who grind or just buy coins off other players a bigger advantage. The witch should only have potions and a stick with sharp I. Remember, I'm on the stance that all the kits should be equal, not one being more op than another.​
    Blaze:
    I actually think this kit is pretty balanced. They have a weaker weapon than the zombie and two fire grenades. That is pretty balanced. I could think of some other kits that could benefit from double jump but definitely not blaze. A fire aspect sword and double jump is too op for one kit.​
    Wolf:
    As you didn't mention this one, you must've either forgotten about it or thought it was pretty balanced. However, I'm on the stance that wolf is not at all balanced. It has a sharp 5 bone which deals roughly the same amount of damage as a stone sword. Thus, it is my opinion that the bone should be reduced to at most sharp 3.​
    Bat:
    As you forgot to mention this one as well, I'll just assume you forgot about it. I think bat should reduce the ghast tear sharpness to 2. As they get two health potions and a small hitbox. However, I would also like to suggest the two health potions get turned into two melons or something as most bat players don't even get to use their potions.​
    Spider: (Estimated Price: 500 Coins)
    I thought we shouldn't even have poison? In all honesty, I think this kit could have potential. Rather, I think the spider should have a chance of slowing humans down rather than poisoning them. Plush, the spider eye should have sharpness 2, similar to the zombie but with a larger hit box.​
    Creeper: (Estimated Price: 1000 Coins)
    In all honesty, I think this kit is too op the way you described it. I'd rather think of it as a suicidal kit, not being able to spawn in tnt but blow up itself. The creeper will have a three second charge up and would only have a compass to find players. If the player gets hit, they'll lose health proportionate to how close they were to the impact, sort of like a potion.​
    Iron Golem: (Estimated Price: 2500 Coins)
    The Iron Golem kit will give the player full chainmail armor (Or another 1.5 row of hearts), a stone sword, and slowness three. This’ll be a tank kit, allowing the players to take more damage yet still be able to fight back. The slowness three ensures that it is balanced for the humans can always outrun it.​
    Rabbit: (Estimated Price: 350 Coins)
    A Rabbit kit would be very interesting to use. By giving the kit speed I, jump boost II, a sharpness I carrot, It will help combat players that simply hide in hard to reach areas or catch up to players that sprint everywhere.​
    Chicken: (Estimated Price: 650 Coins)
    I think the Chicken kit would prevent players that get kills from fall damage from getting the kill. The chicken’s main weapons would be a Sharpness 1 seed and get one frag grenade every ten seconds. The chicken would not take fall damage. This combats the chicken’s effectively small hit box and allows players that use this kit to have greater advantage in vertical fights.​
    Horse: (Estimated Price: 1250 Coins)
    This kit would give the human speed II and knockback I sugar. The real part of this kit would be allowing other infected to ride on it, allowing them to catch up to others. This kit would be more of a teamwork kit and would be very interesting to see implemented.​
    Squid: (Estimated Price: 250 Coins)
    Basically, this kit is more of an underwater fighter (mostly to use in docks). They will have depth strider III leather boots and a respiration III/Aqua Infinity I leather helmet. Their weapon would be a sharp I ink sac. This kit will primarily be useful in the map Docks for underwater fights. However, as they have some armor, it'll be of use on land.​
    Slime: (Estimated Price: 3000 Coins)
    The main thing about this kit would be that the player will get faster for every time it is hit. If the infected get hit once, they’ll get speed I, and they’ll max out at speed III. Furthermore, each time the slime is hit, they’ll decrease in size. The weapon should be a slime ball with sharpness I or sharpness II.​
    Human Kits:
    I think these are pretty good ideas. We should have the current/standard kit as someone with rank 20 in Infected right now. Thus, I'll be using that as the basis for each of the following changes:
    Standard Kit: (Estimated Price: Free)
    I'm going to argue that the humans should start off with what rank 20's usually get. The argument here is that leather armor does not do a thing. It does not protect anyone nor will it stop damage. With a regular zombie weapon, it deals 1.5-2 hearts of damage, thus, meaning that iron armor is not necessarily op. Thus, this should be allowed.​
    Archer: (Estimated Price: 5000 Coins)
    Since we are going to use rank 20 as our basis, an archer would have a bow and 64 arrows. Plus, the archer should have gold armor and a standard wooden sword. Furthermore, the archer should have speed I. Since we are using rank 20 iron armor as the basis for equality, this would bring the archer to a point where they can fight back but also be killed easily.​
    Barbarian: (Estimated Price: 5000 Coins)
    I think this kit should have a higher weapon damage output but less armor. So, the diamond chestplate idea is valid but I would like to argue that a diamond sword and no slowness would be an ideal fit for it. Remember, we are using rank 20 as the standard kit and making each kit equivalent to it.​
    Sorcerer: (Estimated Price: 6000 Coins)
    Like before, we are going to raise this to the point where the kit is equivalent to the standard of rank 20. Thus, the sorcerer should have full leather armor, and the potions you suggested. However, I think the sorcerer should have a kb 1 stick rather than 2. As the sorcerer gains a plethora of potions, it would be fair to reduce the sharpness.​
    Bomber: (Estimated Price: 7500 Coins)
    I think rather than Bomber, this kit should be called Artillery as instead of tnt, this kit should get a large amount of grenades. The Artillery would get 16 of each grenade, full chain armor, and a stone sword. This brings it up to the level of rank 20 while keeping it fair.
    Ranks/Coins/EXP:
    I agree that the rank system should be removed and the kits be upgraded to the levels mentioned above. As this would also make some players angry, I suggest that players get reimbursed coins they spent to get to the current rank level. I do not think EXP is necessary as having constant kits would be a better turn around. Think of it like kitpvp. There is no exp but you can use coins you get other kits. I also think the current coin system is pretty fair as those with donor perks get what they donated for, a boost in the ability to make coins. So ranks and exp should not be included.
    Community:
    Your main concern is against people who grind the game. However, isn't that what the game is for? For people to grind and get better stuff. If we implement the system you are suggesting, people will still grind to get better items and kits. Thus, if we create a standardized system where both the infected and humans have equal chances of winning, the games will be much fairer. Getting rid of op kits does not work because a new kit will become more op. If you are talking about spawn killing, there is a spawn protection for about five seconds. That is enough for you to do what you need to do.
    Rules/Tutorials:
    I completely agree with this. Many new players to this game do not know what to do or how to play and thus lose interest quickly. Thus, we do need a better tutorial on how to play.
    Leaderboards:
    I agree with this but I do not think Damage Dealt and rank should be part of it. Rather, I think KDR and Play time should be included. Also, instead of top 25, I think we should do top 10 like Halo.
    Gamemodes:
    Rather than adding a new gamemode, I think we should alter the game where people can volunteer to become infected and spawn in after the humans hide. Deathmatch would be difficult unless everyone gets the full benefits of each kit and the infected spawn in at a 2-1 ratio compared to the humans. This gamemode then should give out double coins.
    Lottery Tickets:
    We already have something similar with the mystery chest. There's no need to add another.
    Achievements:
    We should not make kits and xp based on achievements as that would increase the amount of players grinding that you seem to despise. Furthermore, we already have a basic achievement system set up under /ach I believe.
    Rank List:
    Like I said before, we do not ahve a rank system as that would increase the amount of players grinding.
    Missing Items:
    Shop/Prestige Tokens:
    As you didn't mention this, I feel that I should address this. The shop and prestige tokens should still be set but with only a minor tweak for the flame bow in the prestige shop. Rather than having it where the player can immediately have a bow, I think that the prestige shop should allow one to unlock the bow and each arrow would cost 10 coins. Thus, it would balance it out considerably.​
     
  14. CluelessKlutz

    CluelessKlutz Badmin

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    I really like most of this idea, except the survivor. The Rank 20 is beyond OP right now. Today I watched eight people attack a single iron armor for half the game until he finally died, then it timed out before we could get to everyone else. Even vampire can barely scratch the standard Rank 20.
     
  15. WeAreNumberUno

    WeAreNumberUno Celebrity Meeper

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    Ajpikachu, i don't think any of the kits are that op (for zombies) granted i haven't used any other than skeleton and enderman, but i think they are great as they stop people from camping on top of buildings and stairs and stuff
     
  16. ajlpikachu

    ajlpikachu Celebrity Meeper

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    Well, the problem is how kits work. Each kit has its own advantages. My argument is trying to make it so that the game is not a "pay-to-win" type style. If you want to know the tips to beat a rank 20, there are actually very many ways to do it. As long as they aren't in a spot where you are forced to 1v1 or an open area, you can kill them. For example, if it's in a two block high area, use enderman. The enderman glitches out and allows you to attack while the human can't. If they are in an area difficult to reach, use skeleton, etc. etc. Also, do realize that one of the strongest things about rank 20 is the way that humans can grind food. Rank 20's start off with four apples and are able to get more. If you are able to make sure they do not get the kill, they cannot get food, allowing you to slowly start wearing down the health. Remember, a regular zombie can deal 1.5 hearts of damage to a rank 20 human, thus in 7-8 hits, you can ko a rank 20. however, if they have food, it will take much longer.

    Like I said before, if they can spam food, it is impossible to kill a rank 20. A zombie does 1.5 hearts of damage so as long as the human can't eat, you can kill them. So the strategy is to hit them faster than the human can regenerate. That's why I use it as the standard. If you want to increase infected skills, i suggest increasing sharpness on every item by 1.
     
  17. WeAreNumberUno

    WeAreNumberUno Celebrity Meeper

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    So your advice for enderman is glitch so that way you cant be hit. You shouldn't even have to glitch to beat a kit. you should be able to just kill it with skill
     
  18. Khafra

    Khafra Celebrity Meeper

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    There is on perfect map, airport. There's spots to hide, but no matter where you hide you can be killed from a distance and in closerange. The map is small, and doesn't lag, no laggy item frames, no heads, it's simple.
    The humans have a 50/50 chance of surviving, unlike other maps, even the worst computers can handle the map.

    Maybe have the community build maps not the archs, since I don't see anything new coming from the archs.


    That would be the same at spawning in meebles, I heard around 32k coins to rank up to level 20. 32000*20 = 640,000.
    Even if it is a little less, I am ranked up to level 20 and so is Alexxxxxx. That would spawn in 1,280,000 meebles plus all the other people who realize that they bought coins for 15 each, and now can sell for a 5 profit each.
     
  19. ajlpikachu

    ajlpikachu Celebrity Meeper

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    Nah, that's just an example. You can kill a regular human with zombie. It's just a matter of skill. I didn't mean it like that.

    yeah, I could see why that would be bad but I don't know how to make a system where the players who are already at rank 20 won't be mad that the work they did to get to rank 20 would no longer be worth it. Maybe giving each person a prestige token?
     
  20. WeAreNumberUno

    WeAreNumberUno Celebrity Meeper

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    any class can kill a regular human. im not talking about that im talking about whatever bam_nitro and pyrotechboys have, because they can literally just stand in front of zombie spawn and kill them forever
     
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