S.O.S.: Difference between revisions
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==The Current Problem== | ==The Current Problem== | ||
We are of the opinion that this game has fallen out of balance. '''All''' of the major rule changes for the past year have favored the Zombies. While there is nothing wrong with any of them individually, the cumulative effect of them without anything offsetting them for the survivors has resulted in a downward spiral. As of now, survivors only represent 38% of those standing and this number has been falling at a steady rate. More and more blocks are listed a ghost towns because they have been ruined and it would take more than a survivors’ entire point total for the day to repair a single building. As of Dec 4, 2008 there are no more "green" zones. Zombie raids are made easier with the passive skill of barricade blocking that even 1st level zombies get for free. Free running corridors have been made useless by the requirement of a hard-to-find generator and fuel needed to repair clubs, banks and cinemas – made even worse by the addition of injuries. Likewise, these same buildings, when dark, are harder to barricade, which again favors the zombies. FAKs have become harder to find, yet Zombies can just stand up from being killed while survivors only get half points and more often than not wake up with an infection. If this continues, Malton will eventually be out of survivors. | We are of the opinion that this game has fallen out of balance. '''All''' of the major rule changes for the past year have favored the Zombies. While there is nothing wrong with any of them individually, the cumulative effect of them without anything offsetting them for the survivors has resulted in a downward spiral. As of now, survivors only represent 38% of those standing and this number has been falling at a steady rate. More and more blocks are listed a ghost towns because they have been ruined and it would take more than a survivors’ entire point total for the day to repair a single building. As of Dec 4, 2008 there are no more "green" zones. Zombie raids are made easier with the passive skill of barricade blocking that even 1st level zombies get for free. Free running corridors have been made useless by the requirement of a hard-to-find generator and fuel needed to repair clubs, banks and cinemas – made even worse by the addition of injuries. Likewise, these same buildings, when dark, are harder to barricade, which again favors the zombies. FAKs have become harder to find, yet Zombies can just stand up from being killed while survivors only get half points and more often than not wake up with an infection. If this continues, Malton will eventually be out of survivors. | ||
==Additional Views== | |||
While I wholehearted agree on the difficulty of restoring ruined buildings, these should certainly feature AP cost caps and XP incentives proportional to the AP investment to repair, it is my opinion that a large part of the problem is the survivors themselves, due to their selfish overemphasis on Trenching and combat. However, in turn, it is the fault of the underlying XP incentive structure for this self-defeating behaviour. Invaluable support roles critical to the survivor effort such as healing, and maintainence (refueling/repairing) are grossly under-rewarded, or even harshly penalized. This needs to change in order to bring about more intelligent and functional survivor gameplay. It is far too much to expect survivors to continually self-sacrifice for the greater good in the absence of any meaningful individual incentives. In short, we'd like to see meaningful, competitive XP rewards for: | |||
-Installing generators/radio transmitters. | |||
-Repairing buildings, generators and radio transmitters. | |||
-Refueling generators. | |||
-Creating/repairing barricades up to VS++ | |||
==Seeking Attention== | ==Seeking Attention== | ||
So, what should be done? Past experience has shown that the developer is responsive to reasonable requests to redress game balance and he can see the stats just as easily as anyone else can. It may be that something is already worked on. But in the mean time, change your group label to S.O.S. (which stands for Survivors On Strike). There is no need to all go and gather in one place – that would just bring on a huge Zombie hoard, anyway – but spend your time going to populated areas and spreading the news. Let’s make some noise! | So, what should be done? Past experience has shown that the developer is responsive to reasonable requests to redress game balance and he can see the stats just as easily as anyone else can. It may be that something is already worked on. But in the mean time, change your group label to S.O.S. (which stands for Survivors On Strike). There is no need to all go and gather in one place – that would just bring on a huge Zombie hoard, anyway – but spend your time going to populated areas and spreading the news. Let’s make some noise! |
Revision as of 22:25, 5 December 2008
Statement of Appreciation for Kevan
First, let us state that we very much appreciate the work that the game designer has put into this game. It’s a free game and we get a lot of enjoyment out of it. This is not meant to be taken as whining or complaining; simply a request for some attention.
The Current Problem
We are of the opinion that this game has fallen out of balance. All of the major rule changes for the past year have favored the Zombies. While there is nothing wrong with any of them individually, the cumulative effect of them without anything offsetting them for the survivors has resulted in a downward spiral. As of now, survivors only represent 38% of those standing and this number has been falling at a steady rate. More and more blocks are listed a ghost towns because they have been ruined and it would take more than a survivors’ entire point total for the day to repair a single building. As of Dec 4, 2008 there are no more "green" zones. Zombie raids are made easier with the passive skill of barricade blocking that even 1st level zombies get for free. Free running corridors have been made useless by the requirement of a hard-to-find generator and fuel needed to repair clubs, banks and cinemas – made even worse by the addition of injuries. Likewise, these same buildings, when dark, are harder to barricade, which again favors the zombies. FAKs have become harder to find, yet Zombies can just stand up from being killed while survivors only get half points and more often than not wake up with an infection. If this continues, Malton will eventually be out of survivors.
Additional Views
While I wholehearted agree on the difficulty of restoring ruined buildings, these should certainly feature AP cost caps and XP incentives proportional to the AP investment to repair, it is my opinion that a large part of the problem is the survivors themselves, due to their selfish overemphasis on Trenching and combat. However, in turn, it is the fault of the underlying XP incentive structure for this self-defeating behaviour. Invaluable support roles critical to the survivor effort such as healing, and maintainence (refueling/repairing) are grossly under-rewarded, or even harshly penalized. This needs to change in order to bring about more intelligent and functional survivor gameplay. It is far too much to expect survivors to continually self-sacrifice for the greater good in the absence of any meaningful individual incentives. In short, we'd like to see meaningful, competitive XP rewards for:
-Installing generators/radio transmitters. -Repairing buildings, generators and radio transmitters. -Refueling generators. -Creating/repairing barricades up to VS++
Seeking Attention
So, what should be done? Past experience has shown that the developer is responsive to reasonable requests to redress game balance and he can see the stats just as easily as anyone else can. It may be that something is already worked on. But in the mean time, change your group label to S.O.S. (which stands for Survivors On Strike). There is no need to all go and gather in one place – that would just bring on a huge Zombie hoard, anyway – but spend your time going to populated areas and spreading the news. Let’s make some noise!