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Zombies are People, Too [v3]
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Mr.jacksaunt:
Ok, what about how its very hard to kill very few zombies?
12 is pure hell and most players don't get through it.
slimabob:
I wouldn't mind if you didn't have to check "enable player zombies" for the timer to show up.
Iban:

--- Quote from: Mr.jacksaunt on March 12, 2011, 09:45:00 PM ---Ok, what about how its very hard to kill very few zombies?
12 is pure hell and most players don't get through it.

--- End quote ---
Pipebombs are devastating to the mob and are flawless attention getters.
As are molotovs, because they not only ensure a kill, but they disable the zombie until they die. Even though they do not draw zombies to them, as the pipebomb does, they can also be used against the tank.

I'll see what I can do about damage, but for the most part I think they're relatively balanced. Damage is actually chipped off per consecutive hit.


--- Quote from: slimabob on March 12, 2011, 09:45:32 PM ---I wouldn't mind if you didn't have to check "enable player zombies" for the timer to show up.

--- End quote ---


Dat bug.
Iban:
Okay, upon further inspection the lack of a timer is not due to a bug. This is intentionally left out.

Iban from 2010 said this about the subject in comments:

--- Quote from: Iban from 2010 ---// We cant really lose if there's no way to die
// And there's no point in winning, either, if we cant lose.
--- End quote ---

So, uh, if I'm going to change the way that no player zombies works I'll have to fung sheu a bunch of things -- which i'll probably end up doing.
Legodude77:
I don't know if this is a good idea, but might just be fun to mess with: Steak.
You fling it in the air and it attracts zombies to it, but the zombies it eventually eat it up. There could be a grilled steak that would attracted even more zombies to it. Also, the zombies would run faster to it than to a pipebomb. 
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