Slimebeast.com - A Monstrous Waste of Time

Slimebeast's Projects => Hell Rising => Topic started by: Zman090 on 01:57:02 PM 10/06/13

Title: Fort Building?
Post by: Zman090 on 01:57:02 PM 10/06/13
I'm starting to think that Serling needs a fort, my main reason for stating this is that humans are getting destroyed out there, our numbers never go past twenty as of recently and there are about forty undead at all times. Also I believe it would keep the game more active by constantly giving us something to actively murder each other over. But what do I know? I'm just a meatbag :P
Title: Re: Fort Building?
Post by: Mary on 09:31:58 PM 10/06/13
It'd be fun, but I think the real problem is the imbalance of the races.
Like how vampires and zombies can stay vampire or zombie forever whereas humans need a revive if they are to continue playing.

I main zombie and I still think it's retarded how I never have to turn human if I don't want to.
There's a veritable buttload of other issues which a fort wouldn't fix and some it would even create (I mean like, with a fort that humans just stick to we'll always know where to get some chow).

In short. Mo please add a fort it'd be awesome.

Title: Re: Fort Building?
Post by: Zman090 on 10:29:05 PM 10/06/13
Well from what I've noticed vamps get humans by finding them hiding in unbarricaded buildings, a fort with active players in it could fight off vamp attacks, also it'll turn all the attention there and make scavenging in other areas easier for harmens 
Title: Re: Fort Building?
Post by: Slimebeast on 11:29:23 PM 10/06/13
What might be a problem in how I view things is that I look at the Top List and see about 20 players in each race category and I think "it's balanced".

No?
Title: Re: Fort Building?
Post by: Zman090 on 11:44:21 PM 10/06/13
Just earlier, say 2 or 3 hours ago it was at 18 humans 27 zeds and 12 vamps. So that's weird O.o
Title: Re: Fort Building?
Post by: Mary on 01:41:32 AM 10/07/13
I think the main things are Vampires being able to sense inside buildings (with not having to enter buildings, this may as well be 50% or so extra AP for the purposes of finding prey).
Barricading can mitigate this, but it's a pretty big AP investment to basically be painting a big "I'm in here" sign on the building. Even if you were to build a barricade to try and trick vampires, you'd have to spend a minimum of 5 (6?) AP to get it to barricaded status to prevent prying eyes. They, however, would only have to spend a minimum of 1AP to look inside and see through your trick. Now forgive me if I'm mistaken, but I'm pretty sure vampire claws and fangs have low chances to break barricades, so I'm sorta sure that barricades were originally supposed to be like a vampires bane, whereas zombies would have less trouble getting through them. However, the sledgehammer makes absolutely short work of any barricade. And not only that but I'm also pretty sure vamps would have a higher to-hit chance because of zombies natural melee debuffs.
Barricades are a joke against vampires.
So that's point 1

Point 2 is that Zombies and Vampires never need leave their preferred forms. With cursed blood and cellular degeneration revival serum is not only meaningless as a weapon, but actually beneficial for zombies with whatever that skill is. I just think this is really stupid. I'm sure this is just a holdover from festering brainstem or whatever that skill from urban dead was, and it was just as stupid there.

Then there's just the smaller, slightly inconsequential details. Like the damage reduction for vampires. I had a level 1 guy doing 1 damage to me because of my kevlar vest and supernatural durability. That has got to suck for new players, especially when damage and xp is 1:1. Building barricades doesn't give XP, but breaking them does. Writing Graffiti doesn't give XP but defiling it does. Killing a vampire with the DoT of zombie infection doesn't zombify them.

There's probably more that I can't think of at the moment, and probably more things that humans need to be balanced with. And that's just balance, there's a few things that might make the game more playable.
Title: Re: Fort Building?
Post by: berz on 10:25:24 PM 10/26/13
I know this topic has cooled down a bit already, but fuck it i want to say it anyways:

I think the forts encouraged bad habits for human players, especially newer ones in HR. People would just go AFK inside there waiting for heals or just sitting in the open sometimes even thinking they had security, whereas undead could easily use hit and run tactics or as a zombie drag the player outside the fort even if there were active humans around. The majority of the time the fort was just a fridge to stock for undead players. I will admit however infirmaries were far better than hospitals, but i think hospital item rates were tweaked slightly to lean towards giving useful stuff at some point.
Title: Re: Fort Building?
Post by: Zman090 on 03:42:48 PM 10/28/13
Well I think it would depend on if an active group took it over like say um, Bastards Battalion and The Einherjar  ;D That'd work out.
Title: Re: Fort Building?
Post by: Týr on 03:45:53 PM 10/28/13
;D That'd work out.

Until we went to bed.

This game does not have the mechanics in place for a fort to actually work. The only reason they ever worked is because losers like me would actually work shifts until 6 AM until another loser woke up to keep it manned while I slept.

Half the time it still went to shit.

I'm not doing that again.
Title: Re: Fort Building?
Post by: Zman090 on 03:47:18 PM 10/28/13
We have some active night players in BB who could take watch :P Though I think the undead can take down cades WAY too fast.
Title: Re: Fort Building?
Post by: Týr on 03:49:43 PM 10/28/13
You're better off manning a perimeter and making that your 'fortress' than squatting in an actual fortress/building. At least within a perimeter the undead have to work to find you with several barricades in their way.
Title: Re: Fort Building?
Post by: Zman090 on 03:50:55 PM 10/28/13
We already did that, no idea if it worked or not though
Title: Re: Fort Building?
Post by: Týr on 03:51:35 PM 10/28/13
Do it better.
Title: Re: Fort Building?
Post by: Zman090 on 03:53:51 PM 10/28/13
Well since almost everyone in my group is undead and no one feels like reviving it'll have to wait  :-\
Title: Re: Fort Building?
Post by: Týr on 04:00:58 PM 10/28/13
If I recall correctly a lot of you chose to go undead to buy your skills. It's not wise to start a pro-anything group if you aren't maxed out.

That is part of the reason the Einherjar aren't a pro-x group. We are pro-Einherjar. Sometimes we'll side with a race, but I have no qualms with breaking that should it prove to risk my group.
Title: Re: Fort Building?
Post by: Zman090 on 04:04:47 PM 10/28/13
BB is more of a mix... a lot of our old players played undead, as they went inactive, we were left with harmens. Also at the time there were no more than 15 humans and over 30 vamps so we kinda had to. We're more pro us right now but if there ever is an imbalance we'll react accordingly.
Title: Re: Fort Building?
Post by: Mary on 04:31:11 PM 10/28/13
Just lower the chances of removing a barricade the more humans that are hiding inside, which can be offset by that one zombie skill.
Title: Re: Fort Building?
Post by: Týr on 04:37:52 PM 10/29/13
Just lower the chances of removing a barricade the more humans that are hiding inside, which can be offset by that one zombie skill.

I've been turning this over in my head and I've come to the conclusion that this might be a fair idea. It would shaft vampires something hard but I suppose that's the price you pay for having insane hunting skills. It would also promote teamwork again, which I sorely miss.
Title: Re: Fort Building?
Post by: Mary on 04:57:46 PM 10/29/13
They can still be fantastic (fangtastic?) lone hunters, taking out lone or unbarricaded targets with ease. Or they can work together as a coven to take down a large active groups cade and feast.
Title: Re: Fort Building?
Post by: berz on 06:14:31 PM 10/29/13
Well I think it would depend on if an active group took it over like say um, Bastards Battalion and The Einherjar  ;D That'd work out.

Better staffed groups than either of ours combined have manned the fort in the past, and it was still easy to bust in and wreck several people as a vampire.

Wanna know how I know how easy it is? Because my high score is founded upon the bodies of poor suckers hiding in the fort, and I could still manage even when people would shoot at me.

Wanna know how I know how hard it is to manage a fort? Because Tyr and several great players have on several occasions locked down a building and challenged players to beseige us, for sport.  :awesome: