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Day Z: Persistant world zombie survival mod - Page 233

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We have a Dayz channel on the TL Teamspeak Server. Come play with us!
bK-
Profile Joined June 2012
United States326 Posts
July 30 2012 22:08 GMT
#4641
On July 31 2012 06:46 Valashu wrote:
Caution; DayZ patch whine post.

I think Rocket is fixing things in the wrong order, causing frustration for players.

If you want a true ammo count, give players the ability to combine mags so we don't end up with 5 clips of 1/5 shots for our AKM

Take away the respawn button after you enable parties to spawn in the same area.

Barbed wire/tanktrap/sandbag griefing is simply a bad idea as it offers no meaningful interaction at all. It's a tool for griefers to stop you from getting through a corridor to get to loot you risked your life for two days after they placed the damn thing.


Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

I am really in love with this game and I'm sure it'll all get patched in due time. Right now every patch seems to add obstacles without offering that feeling of achievement gamers crave.

The game is in alpha but that doesn't mean DayZ shouldn't take the current playerbase into consideration since we are the people most likely to buy DayZ when it actually comes out.


Thanks for the warning before I read the post. This post would be better suited for the Daymod forums and not the Teamliquid.net forums. On another note I did read it all and I agree with most of your points that you made.
We all want to live by each other's happiness, not by each other's misery. We don't want to hate and despise one another. In this world there is room for everyone and the earth is rich and can provide for everyone.
EchelonTee
Profile Joined February 2011
United States5261 Posts
Last Edited: 2012-07-30 22:18:55
July 30 2012 22:17 GMT
#4642
On July 31 2012 06:46 Valashu wrote:
+ Show Spoiler +
Caution; DayZ patch whine post.

I think Rocket is fixing things in the wrong order, causing frustration for players.

If you want a true ammo count, give players the ability to combine mags so we don't end up with 5 clips of 1/5 shots for our AKM

Take away the respawn button after you enable parties to spawn in the same area.

Barbed wire/tanktrap/sandbag griefing is simply a bad idea as it offers no meaningful interaction at all. It's a tool for griefers to stop you from getting through a corridor to get to loot you risked your life for two days after they placed the damn thing.


Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

I am really in love with this game and I'm sure it'll all get patched in due time. Right now every patch seems to add obstacles without offering that feeling of achievement gamers crave.

The game is in alpha but that doesn't mean DayZ shouldn't take the current playerbase into consideration since we are the people most likely to buy DayZ when it actually comes out.


Hmm, maybe if you were playing before the recent patches it would be pretty frustrating, but as someone who first started out playing DayZ with no friends and no guns, the experience I had starting out was pretty fn awesome. With no starting Makarov, I learned to:

1. FEAR THE ZOMBOES. In most zombie games, you see zombie, you shoot them, you move on. In this game, with no way to defend myself all I could do was fun for dear life. If there is no fear of zombies, then you don't get that first oomph of tension from DayZ, IMO.

2. How to avoid em, how to lose em. With no gun, you actually have to develop survival skills, learn that piers are safe zones, etc. If I had started with a gun, I'd just shoot at first sign of danger, attracting zeds to murder me.

3. Discourage mindless running and gunning. If everyone started with a gun, I'm guessing that a lot of noobies, upon seeing anyone really, would just shoot and hope for a kill and gain loot that way. Instead, new people learn the danger of PvP, because you are fn defensless.


I'm not sure what you're referring to about the spawn thing. The magazines functionality I really like; it's an immersion thing. I agree that barbed wire can be frustrating, but it's not that hard to find a tool kit.

The only issue I have with the game is that I feel that the only efficient way to play is with a loot spawn map in the 2nd screen. Truly having to scavenge for stuff with no map would be more intense, but is frankly not worth it when you could just head to high yields across the map.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
ffswowsucks
Profile Blog Joined August 2005
Greece2298 Posts
July 30 2012 22:27 GMT
#4643
On July 31 2012 06:46 Valashu wrote:
Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

You know you can always some low pop server to get the starting weapon/food u want or even better play at a non-peak time like early morning or late at night and loot w/e u want. looting is the easiest thing on this game. unless someone wants an as50 in their bag whenever they start the game. Weapon looting imo is just fine as of now. Maybe give starting players hatchets so they could have fun with zombies.
Terran in particular is a notoriously strong race for a no brain skillhand bot style.
Emnjay808
Profile Blog Joined September 2011
United States10665 Posts
July 30 2012 22:37 GMT
#4644
On July 31 2012 07:17 EchelonTee wrote:
Show nested quote +
On July 31 2012 06:46 Valashu wrote:
+ Show Spoiler +
Caution; DayZ patch whine post.

I think Rocket is fixing things in the wrong order, causing frustration for players.

If you want a true ammo count, give players the ability to combine mags so we don't end up with 5 clips of 1/5 shots for our AKM

Take away the respawn button after you enable parties to spawn in the same area.

Barbed wire/tanktrap/sandbag griefing is simply a bad idea as it offers no meaningful interaction at all. It's a tool for griefers to stop you from getting through a corridor to get to loot you risked your life for two days after they placed the damn thing.


Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

I am really in love with this game and I'm sure it'll all get patched in due time. Right now every patch seems to add obstacles without offering that feeling of achievement gamers crave.

The game is in alpha but that doesn't mean DayZ shouldn't take the current playerbase into consideration since we are the people most likely to buy DayZ when it actually comes out.


Hmm, maybe if you were playing before the recent patches it would be pretty frustrating, but as someone who first started out playing DayZ with no friends and no guns, the experience I had starting out was pretty fn awesome. With no starting Makarov, I learned to:

1. FEAR THE ZOMBOES. In most zombie games, you see zombie, you shoot them, you move on. In this game, with no way to defend myself all I could do was fun for dear life. If there is no fear of zombies, then you don't get that first oomph of tension from DayZ, IMO.

2. How to avoid em, how to lose em. With no gun, you actually have to develop survival skills, learn that piers are safe zones, etc. If I had started with a gun, I'd just shoot at first sign of danger, attracting zeds to murder me.

3. Discourage mindless running and gunning. If everyone started with a gun, I'm guessing that a lot of noobies, upon seeing anyone really, would just shoot and hope for a kill and gain loot that way. Instead, new people learn the danger of PvP, because you are fn defensless.


I'm not sure what you're referring to about the spawn thing. The magazines functionality I really like; it's an immersion thing. I agree that barbed wire can be frustrating, but it's not that hard to find a tool kit.

The only issue I have with the game is that I feel that the only efficient way to play is with a loot spawn map in the 2nd screen. Truly having to scavenge for stuff with no map would be more intense, but is frankly not worth it when you could just head to high yields across the map.


I agree with you 100%.

Learning the game as a loner individual was the best experience I had in Day Z.

Running through the middle of Elektro and Cherno without even realizing how dangerous it is.
Having 20 zombies on your tail for 30 min thinking: "dont these zombies ever get tired?"
Scavenging barns and picking up double barrels because you're happy with ANY gun.
Having your very first shoot out with someone, and having your heart rate go up tenfold.
Skol
SCDoGo
Profile Joined October 2010
United States92 Posts
July 30 2012 22:42 GMT
#4645
On July 31 2012 07:27 ffswowsucks wrote:
Show nested quote +
On July 31 2012 06:46 Valashu wrote:
Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

You know you can always some low pop server to get the starting weapon/food u want or even better play at a non-peak time like early morning or late at night and loot w/e u want. looting is the easiest thing on this game. unless someone wants an as50 in their bag whenever they start the game. Weapon looting imo is just fine as of now. Maybe give starting players hatchets so they could have fun with zombies.


Maybe not a hatchet as it is a needed tool later in the game and shouldn't be free. I vote for giving them crowbars (Gordon Freeman style!). I never pick them up now as is even with a new spawn. This would give them some use.
I intend to live forever . . . So far, so good!
oZii
Profile Blog Joined May 2010
United States1198 Posts
July 31 2012 00:28 GMT
#4646
On July 31 2012 07:17 EchelonTee wrote:
Show nested quote +
On July 31 2012 06:46 Valashu wrote:
+ Show Spoiler +
Caution; DayZ patch whine post.

I think Rocket is fixing things in the wrong order, causing frustration for players.

If you want a true ammo count, give players the ability to combine mags so we don't end up with 5 clips of 1/5 shots for our AKM

Take away the respawn button after you enable parties to spawn in the same area.

Barbed wire/tanktrap/sandbag griefing is simply a bad idea as it offers no meaningful interaction at all. It's a tool for griefers to stop you from getting through a corridor to get to loot you risked your life for two days after they placed the damn thing.


Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

I am really in love with this game and I'm sure it'll all get patched in due time. Right now every patch seems to add obstacles without offering that feeling of achievement gamers crave.

The game is in alpha but that doesn't mean DayZ shouldn't take the current playerbase into consideration since we are the people most likely to buy DayZ when it actually comes out.


Hmm, maybe if you were playing before the recent patches it would be pretty frustrating, but as someone who first started out playing DayZ with no friends and no guns, the experience I had starting out was pretty fn awesome. With no starting Makarov, I learned to:

1. FEAR THE ZOMBOES. In most zombie games, you see zombie, you shoot them, you move on. In this game, with no way to defend myself all I could do was fun for dear life. If there is no fear of zombies, then you don't get that first oomph of tension from DayZ, IMO.

2. How to avoid em, how to lose em. With no gun, you actually have to develop survival skills, learn that piers are safe zones, etc. If I had started with a gun, I'd just shoot at first sign of danger, attracting zeds to murder me.

3. Discourage mindless running and gunning. If everyone started with a gun, I'm guessing that a lot of noobies, upon seeing anyone really, would just shoot and hope for a kill and gain loot that way. Instead, new people learn the danger of PvP, because you are fn defensless.


I'm not sure what you're referring to about the spawn thing. The magazines functionality I really like; it's an immersion thing. I agree that barbed wire can be frustrating, but it's not that hard to find a tool kit.

The only issue I have with the game is that I feel that the only efficient way to play is with a loot spawn map in the 2nd screen. Truly having to scavenge for stuff with no map would be more intense, but is frankly not worth it when you could just head to high yields across the map.


Agree with this. People say all the time Zombies aren't a factor in the game just a distraction. I don't think so at all.

Zombies can totally give away your position. If your sniping in cherno, or sniping at NWAF, you have to usually take into consideration Zombie aggro.

If you are traveling country side and not in the main cities. Once you start to get the distances down from the game. You know about how far Zombies will spawn for you. You know you see Zombie there is a player around even the smallest town.

I like starting with no gun if people started with a gun more people would just die. Probably it would cause more people to stay down south because you could just kill to get geared up.
Slow Motion
Profile Blog Joined July 2009
United States6960 Posts
July 31 2012 00:33 GMT
#4647
THEY CHANGED DAYZ GAME MODE FROM COOPERATIVE MISSION. THAT'S WHY I COULDN'T SEE ANY SERVERS CAUSE MY FILTERS WERE OLD.

ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
KorvMoij
Profile Joined July 2010
Sweden327 Posts
July 31 2012 00:35 GMT
#4648
On July 31 2012 09:33 Slow Motion wrote:
THEY CHANGED DAYZ GAME MODE FROM COOPERATIVE MISSION. THAT'S WHY I COULDN'T SEE ANY SERVERS CAUSE MY FILTERS WERE OLD.

ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ


So bad.

Now we are gonna have to keep your zombie train from us again.
[KM]
Chriscras
Profile Blog Joined March 2011
Korea (South)2812 Posts
July 31 2012 00:46 GMT
#4649
Pretty sure the ammo change will DECREASE PvP because people aren't going to want to waste their bullets killing nubs lol.
"En taro adun, Executor."
bK-
Profile Joined June 2012
United States326 Posts
July 31 2012 00:50 GMT
#4650
On July 31 2012 09:46 Chriscras wrote:
Pretty sure the ammo change will DECREASE PvP because people aren't going to want to waste their bullets killing nubs lol.

Decreasing ammo will only change the "guns" that people will use to kill noobs with. Take a DMR to cherno instead of that shiny AS50. Instead of a Mk 48 take a m16 etc.. etc... plenty of fun killing noobs.
We all want to live by each other's happiness, not by each other's misery. We don't want to hate and despise one another. In this world there is room for everyone and the earth is rich and can provide for everyone.
Risen
Profile Blog Joined March 2010
United States7927 Posts
Last Edited: 2012-07-31 00:57:09
July 31 2012 00:51 GMT
#4651
Did the server just die? I'm sitting here trying to loot jin's dead body b/c we both lagged out and now he can't get into the server :S

Edit: Yup. Server not showing up in filter, I'm going to be sad if I lose all that stuff T_T
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Charger
Profile Blog Joined September 2010
United States2405 Posts
Last Edited: 2012-07-31 01:02:59
July 31 2012 00:54 GMT
#4652
On July 31 2012 09:51 Risen wrote:
Did the server just die? I'm sitting here trying to loot jin's dead body b/c we both lagged out and now he can't get into the server :S


I had to log for a moment and now I can't get back in TT

I either see constant Wait for host or I get a connection lost error
It's easy to be a Monday morning quarterback.
LiamTheZerg
Profile Joined March 2011
United States523 Posts
July 31 2012 00:55 GMT
#4653
Oh god. I played for the first time since the Zombies got increased senses/awareness.. Oh god. Running along the shore, all of a sudden see like 20 behind me. Escape them by swimming, then go and hide somewhere else. Step outside, see a zombie, shut door and watch as zombie proceeds to rape me through door
Jjakji | Sage | Seal | Shuttle | DongRaeGu | oGsTheSTC | Bomber | Curious | Oz
tofucake
Profile Blog Joined October 2009
Hyrule19221 Posts
July 31 2012 01:01 GMT
#4654
The ACP is down and was having issues earlier so....I don't know
Liquipediaasante sana squash banana
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2012-07-31 01:26:42
July 31 2012 01:23 GMT
#4655
On July 31 2012 09:28 oZii wrote:
Show nested quote +
On July 31 2012 07:17 EchelonTee wrote:
On July 31 2012 06:46 Valashu wrote:
+ Show Spoiler +
Caution; DayZ patch whine post.

I think Rocket is fixing things in the wrong order, causing frustration for players.

If you want a true ammo count, give players the ability to combine mags so we don't end up with 5 clips of 1/5 shots for our AKM

Take away the respawn button after you enable parties to spawn in the same area.

Barbed wire/tanktrap/sandbag griefing is simply a bad idea as it offers no meaningful interaction at all. It's a tool for griefers to stop you from getting through a corridor to get to loot you risked your life for two days after they placed the damn thing.


Maybe give players a weapon of some sort because running around town looking for a weapon, food and ammo while 50 zombies are chasing you and the good people of Cherno are aiming their AS50's at you.
As it stands it adds 10/15 minutes of uninteresting content.

I am really in love with this game and I'm sure it'll all get patched in due time. Right now every patch seems to add obstacles without offering that feeling of achievement gamers crave.

The game is in alpha but that doesn't mean DayZ shouldn't take the current playerbase into consideration since we are the people most likely to buy DayZ when it actually comes out.


Hmm, maybe if you were playing before the recent patches it would be pretty frustrating, but as someone who first started out playing DayZ with no friends and no guns, the experience I had starting out was pretty fn awesome. With no starting Makarov, I learned to:

1. FEAR THE ZOMBOES. In most zombie games, you see zombie, you shoot them, you move on. In this game, with no way to defend myself all I could do was fun for dear life. If there is no fear of zombies, then you don't get that first oomph of tension from DayZ, IMO.

2. How to avoid em, how to lose em. With no gun, you actually have to develop survival skills, learn that piers are safe zones, etc. If I had started with a gun, I'd just shoot at first sign of danger, attracting zeds to murder me.

3. Discourage mindless running and gunning. If everyone started with a gun, I'm guessing that a lot of noobies, upon seeing anyone really, would just shoot and hope for a kill and gain loot that way. Instead, new people learn the danger of PvP, because you are fn defensless.


I'm not sure what you're referring to about the spawn thing. The magazines functionality I really like; it's an immersion thing. I agree that barbed wire can be frustrating, but it's not that hard to find a tool kit.

The only issue I have with the game is that I feel that the only efficient way to play is with a loot spawn map in the 2nd screen. Truly having to scavenge for stuff with no map would be more intense, but is frankly not worth it when you could just head to high yields across the map.


Agree with this. People say all the time Zombies aren't a factor in the game just a distraction. I don't think so at all.

Zombies can totally give away your position. If your sniping in cherno, or sniping at NWAF, you have to usually take into consideration Zombie aggro.

If you are traveling country side and not in the main cities. Once you start to get the distances down from the game. You know about how far Zombies will spawn for you. You know you see Zombie there is a player around even the smallest town.

I like starting with no gun if people started with a gun more people would just die. Probably it would cause more people to stay down south because you could just kill to get geared up.


Yeah but all of those reasons you listed for zombies being a factor are because they revolve around other players and THEIR danger. You have to admit, if Day Z were a single player game, it'd be a cakewalk and wouldn't even be a challenge to survive and stay alive. The only thing that actually threatens your life in this game (after you spend a couple days learning how everything works) is other players. Nothing else at all is a threat on its own.



On July 31 2012 09:46 Chriscras wrote:
Pretty sure the ammo change will DECREASE PvP because people aren't going to want to waste their bullets killing nubs lol.


It might decrease the PvP of players with low-mid level gear who are still struggling to find ammo and further south still, but all of the higher end areas up north won't be affected by it at all. Every time I've gotten a character set up fairly well and have been up north for awhile, I've thrown away countless AK and STANAG magazines because I've found so many that I just didn't need or want all of them.

And even in the lower tier areas, the only type of PvP it would potentially decrease would be the killing of people who actually have no weapons at all. As long as someone else has a weapon people will still kill him for it no matter how little ammo they have, because it's the potential for better gear and more ammo by doing it.
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
July 31 2012 01:25 GMT
#4656
On July 31 2012 03:16 Benjef wrote:
Show nested quote +
On July 31 2012 02:45 TheEmulator wrote:
Saw the helicopter 10 minutes ago flying to NW airfield. I was the only TL member on the server so someone not from TL found it.

Someone didn't hide it well enough O.O. Tbf its kinda a hard to hide anyway.... Should be fun looking for it again this evening.


It's hard to hide vehicles from script kiddies.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
KingJames
Profile Joined April 2009
Canada42 Posts
July 31 2012 01:32 GMT
#4657
As long as you can get randomly Mike Tysoned by a zombie when at 11k+ blood, they will always be a threat even though the chance for that to happen is small.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2012-07-31 01:48:15
July 31 2012 01:36 GMT
#4658
On July 31 2012 10:32 KingJames wrote:
As long as you can get randomly Mike Tysoned by a zombie when at 11k+ blood, they will always be a threat even though the chance for that to happen is small.


That's not actual threat though. That's just RNG. There's nothing you can overcome by playing better with that. It's artificial difficulty. It's like saying a version of Mario that has a 1% chance of making your character die at random is a more challenging game than normal Mario. While you could say it's a harder game, it's artificially harder. It's not actually more challenging because there's nothing you can do to overcome it by playing better than you are already.


EDIT: I was kind of going off on a tangent there, because regardless of that, you're right, the potential for zombies to knock you out at 11k+ blood is still a threat. But to that I say, a large majority of times that I even let zombies hit me at all is either because I'm being lazy, or because I'm taking measures to do things that could otherwise potentially get me killed by players if I were to do what is most efficient with ONLY zombies present. So kind of risk/reward, where I let myself potentially be hit by zombies in some situations because it's faster to move on from an area so players don't kill me, or because I'm taking paths that let me be not so easily spotted or shot at by players.

So, still, even with the chance to knock you out at high blood, without players, I think it would be extremely easy to just never be hit by zombies ever, unless they REALLY start to glitch out somehow, but that's not even an intended part of the game. I know there's some situations where you probably WOULD die to zombies in a single player game, but the fact is, it's way too rare and still far too easy to stay alive regardless of that. In fact, now that I think about it, except for my first day of playing, I don't think I've ever actually died to just zombies. There's been some close calls, yes. But it was always to either players, or a combination of players + zombies.
oZii
Profile Blog Joined May 2010
United States1198 Posts
July 31 2012 03:01 GMT
#4659
Zombies are dangerous. Even if you know how to avoid them they are still dangerous thats why you run from them in the first place. Its not like you can go to NWAF as the only person on the server shooting as you please with a M16 and 8 Stanag Mags. You will run out of ammo/forced to reload. If Zombies are not a threat at all then there would never be a need to waste any bullet on them ever.

Zombies are dumb pretty much like they are in every game cannon fodder simply meant to overwhelm you in numbers.
Medrea
Profile Joined May 2011
10003 Posts
July 31 2012 03:26 GMT
#4660
What server are you guys on.

We are looking to change servers and I thought of the TL one but people keep mentioning US 382 but thats a regular server so thats a no go.
twitch.tv/medrea
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