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Hrmm 
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Post Re: Hrmm
Alacran wrote:
Sellinda wrote:
half the time its hard to find other humans. If they decide to blob squad - which is probably more frequent further into the game as they have very limited numbers - then the point is moot anyway, as you would only ever find stragglers.

If I may, I believe last night was the least "blobsquad" a human force has ever been. I never really got a good count of how many humans were out, because they were never all in one place. the largest squad may have blobbed up to 15 and that was only temporarily.


And while I can't speak for every zombie, I spent maybe 30 minutes of the roughly three hours I was out last night actually near enough to humans to get any semblance of gameplay. If this kind of a cultural change is something you want to happen, then zombie intel needs to become exponentially greater, or you'll get nights like last night where zombies wander around aimlessly on the vaguest whispers of a human presence. Personally, I found that highly dissatisfying, and I think that as a human, I would feel gypped if I got charged once, then the zombies ran off and I didn't see them again for an hour.

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March 26th, 2012, 1:05 pm
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Post Re: Hrmm
Alacran wrote:
If I may, I believe last night was the least "blobsquad" a human force has ever been. I never really got a good count of how many humans were out, because they were never all in one place. the largest squad may have blobbed up to 15 and that was only temporarily. I tried to make sure of that. meanwhile most of last nights mission was accomplished by lone wolves, or squads that capped at 3. couldn't do anything about the unit, as they seem to operate on their own system, but as long as they have it straight, its not my problem. the rest of the human groups, I tried to keep as small as possible as long as possible, with, I might say, some success. Last night may have been an exception to a trend, but hey, its something.


I actually believe that smaller groups are more efficient for the humans as well. The problem is, most players instinctively huddle, forming the infamous "blob squads". If you want to change the zombie culture, I think you have to change the human one first. If there are two or three massive groups of humans, what is my incentive to switch from one group to another? There are easy kills to be had in a blob squad. A group of 5, on the other hand, I don't have very much invested in tailing. Being a smaller group, each member is much more aware of their surroundings and more difficult to sneak up on, as well as being so small, the time invested in following them doesn't feel worth the potential number of kills.

tl;dr, you want the zombies to bounce around more, break up the blob squads.

((This is a response to my general perception of how humans work. It's cool that you managed to keep all the groups small on this night, but I feel like that's generally pretty abnormal as far as HvZ games go.))

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March 26th, 2012, 2:40 pm
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Post Re: Hrmm
OMGAKITTY wrote:
tl;dr, you want the zombies to bounce around more, break up the blob squads.

((This is a response to my general perception of how humans work. It's cool that you managed to keep all the groups small on this night, but I feel like that's generally pretty abnormal as far as HvZ games go.))


Thanks for the tldr... it makes quoting easy, as I dont have to paraphrase. :D
But yeah, I see your point. I will see what I can do, if anything.
also to acknowledge Jizo, I have to again say that that may have had something to do with the unparalleled stealth and speed with which the humans moved last night, combined with the fact that zombies had their own directives, which may or may not have kept them away from humans. More likely it was that humans stayed away from the zombies to the best of their ability. Yes, it probably made for a boring zombie experience, but with human numbers as they were, even a good ole fashioned blobsquad mission would have been unsatisfying. it would have ended too quickly.
I doubt there was anything wrong with zombie intelligence, just the fact that even where we were spotted, what zombie is going to call in the horde for two barely armed humans who are already running away? Zombies are too used to saving themselves for charges on blobsquads.


March 26th, 2012, 3:19 pm
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Post Re: Hrmm
Just before I saw the cheating discretionary timer zombie yesterday, I had about three stalking stunned zombies on cell phones/yelling for more zombies.
This shouldn't happen. Stunned zombies shouldn't be able to yell across campus for actives and point to where humans are. We were stalked from Woodworth to McKinley parking and back. I'd almost say it was a fluke and blame the players, but the reinforcements they called just continued to pursue us after they were stunned too!

If that isn't effecting gameplay/enjoyment, I don't know what is.


If a rule is proposed that a stunned zombie must change targets after stunning, I'd be all for it. I do agree with the proposed problems associated with this rule though.
1. Hold missions would be nearly impossible for the zombies, but as they are now hold missions are horribly skewed towards zombies. Most of the missions this semester have been hold, and I bet the graph of human deaths will show a much greater loss early because of it. I wouldn't mind seeing hold missions vanish completely or greatly diminish in use personally, since sitting around and listening to taunts is boring.
2. Humans would start grouping up even more, since a group is a target. Only a group size limit could change this. Maybe a cap of 8-10 would suffice? With a group being larger than that getting an in-game punishment by an invulnerable NPC zombie, which forces the group to disperse. This NPC can have nothing to do with the story, either. That way it doesn't make humans deliberately band up and lure the zombie around.

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March 26th, 2012, 4:26 pm
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Post Re: Hrmm
Jizo wrote:
Alacran wrote:
Sellinda wrote:
half the time its hard to find other humans. If they decide to blob squad - which is probably more frequent further into the game as they have very limited numbers - then the point is moot anyway, as you would only ever find stragglers.

If I may, I believe last night was the least "blobsquad" a human force has ever been. I never really got a good count of how many humans were out, because they were never all in one place. the largest squad may have blobbed up to 15 and that was only temporarily.


And while I can't speak for every zombie, I spent maybe 30 minutes of the roughly three hours I was out last night actually near enough to humans to get any semblance of gameplay. If this kind of a cultural change is something you want to happen, then zombie intel needs to become exponentially greater, or you'll get nights like last night where zombies wander around aimlessly on the vaguest whispers of a human presence. Personally, I found that highly dissatisfying, and I think that as a human, I would feel gypped if I got charged once, then the zombies ran off and I didn't see them again for an hour.


I feel like zombie intel is something that would take care of itself in that way. Perhaps the reason zombie leadership has been declining is because there's really no need for it? At this point, it's just "Hey, there's the giant pack of humans, run at them!" But if humans are split up, zombies have to actually plot, plan, and intercept.

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March 26th, 2012, 5:07 pm
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Post Re: Hrmm
Last Defender wrote:
Call it now, because any effort from this point is essentially futile.

Pick a spot and go down in a blaze of glory, at least that way you don't have to go down on bullshit terms or bad missions. Have fun with your end.


I want to die in a blaze of glory. Can i charge the entire zombie horde by myself. :D

To all zombies i'll be the human with a maverik in his left hand and a sock in his right. I'll yell something cheesy as i die. "For Narrnia" , "The Brotherhood of the Golden Sock", "For the Emperor", "SANDWICH!!", etc.

P.s: Sorry for vague discript of me

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March 26th, 2012, 6:51 pm
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