Poll

Mango?

Mango
10 (32.3%)
Mango
0 (0%)
Mango
4 (12.9%)
Mango
8 (25.8%)
Mango
3 (9.7%)
Mango
4 (12.9%)
Mango
1 (3.2%)
Mango
1 (3.2%)

Total Members Voted: 31

Author Topic: Zombies in the Bluzone** [[CLOSING]]  (Read 602588 times)


Suggestion Time With Kiro!
Sooo ammo needs to be a bigger problem... I think the gun spawn times should be increased, fewer guns should be on the map, and there shouldn't be any ammo items accept in very very hard to reach places... Like... Inside a truck surrounded by zombies, or in an infested school...
Also, I don't know if we had this at one point, but I think a player-type that moves slowly when hurt would work well for this... Health regenerates, so it wouldn't be a huge problem, it would just add to the RP in certain situations.

Just wait for the update, I thought you would have known that a lot of that has already been covered?

And I think the playertype is fine/punishing enough as it is. As much as I want people to InjuryRP I shouldn't need to force it because I can see the player slowing down becoming really, really annoying. The current playertype moves slow enough and has a pretty harsh energy drain.

You did use to slow down when injured a while ago when the server used the no-jet player, however its been disabled since.

kiro the ammo suggestion is really dumb and would be more trouble than it would be worth.

I've already added some pretty heavy limits on how much ammo you can carry.

Two rockets for an RPG, twelve rounds for a magnum, six bolts for a crossbow...

I didn't know the weapons and such were improved in the update... So cool.
And I guess I see your point about the forced RP...
I was just posting something Bluzone related because nobody's done that in a while...

I've already added some pretty heavy limits on how much ammo you can carry.

Two rockets for an RPG, twelve rounds for a magnum, six bolts for a crossbow...
Sounds great

kiro the ammo suggestion is really dumb and would be more trouble than it would be worth.
The zombie apocalypse would be pretty troublesome....... I feel like you guys are worried about forced RP to the point that stuff becomes unrealistic. I know I say that a lot so it might be annoying, and I know that we can't have everything super realistic. But the more the better, and all these suggestions I'm making are to prevent the server from having dry moments in between events.

I'd like to have the server be like a game, and not simulation of real life.

The ammo limits are already in the server and have been forever?

In any case, it should be up to the roleplayers to dictate how realistic they want it to be, the build is merely a setting and they can choose to react and ignore things as they please on the condition they don't get in the way of people trying to do things.

The last thing I want is to be forcing play styles and game modes. While the Bluzone is limiting, it still leaves space for whatever you want to do.

Cool.......... I'm just saying that certain things that would be constant problems, have never been brought up...... It's almost impossible to run out of ammo, because there's ammo piles everywhere, and for the same reason, we can't RP that we're out of ammo... It's just a little thing to RP about, but it adds a lot to the overall game, and like I said, things like this prevent boring periods. It seems like in trying hard to not force RP, you've eliminated some aspects of the RP. I can't really say which is better, I'm just making it clear that I think this is an issue :/

Also, at this point I think this is important for me to say:
I know I'm suggesting and complaining a lot, but this isn't because I think the server is faulty. It's because I'm trying to help make it the best it can be. Honestly, it's the best server I've been to, so I'm fine if it doesn't change at all. I'm just trying to help.
« Last Edit: July 15, 2012, 02:41:12 PM by Kiro »

In any case, it should be up to the roleplayers to dictate how realistic they want it to be

There are two ammo piles in the build.

One in the Sewer Base.
One in the Survivor Base.

The rest are just random ammo pickups, most of which are for 9mm. If you have something like an assault rifle, you basically have to walk to the nearest base to get Ammo. Same thing for Snipers. Other things such as explosives and the crossbow you need to go to a certain specific place to get the ammo.

The current system works well, in my opinion- while I may slightly lower the battle rifle ammo, everything works as it should.

I can tell that I'm annoying you so I'm gonna stop commenting.
I hope the server goes up soon...
See ya





Then why didn't we post a magnum on page 44, or a normal revolver on page 38