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Kjer

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Everything posted by Kjer

  1. There is no Nato base in Survival though. And Death valley has nothing to offer in Survival either... I believe you're on the wrong section of the forum. :] ... And v1 doesn't have any Alien Super Zombie on Survival.
  2. Added: (---) ⦁ Sick Foot (Raid boss) Radiated Dead Foot. Nuff said. --- (Can only be found during Power Plant Failure) --- And: Hazmat Suit: Civilian With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers no protection, and you cannot wear helmets with this on. Hazmat Suit: Government With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a Light Gear, and you cannot wear helmets with this on. Hazmat Suit: Military With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a MTV, and you cannot wear helmets with this on. Hazmat Suit: Heavy Duty With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a Custom Guerilla, and you cannot wear helmets with this on. Removed: red part only. (Reason: This was an idea I was going to implement in this suggestion, but I choose not to, as the idea is not complete yet.) Event idea 1 – Locked Areas Places/Installations you can't just go there whenever you want. At each entrance to one of these places, there's an "locked" gate, that 1; requires a keycard (1-time use), that zombies have a small chance to drop. or 2; it takes 30 grenades to blow up (something like that). - The main thought is having places/installations on the map, that you can only access through either finding/gather in-game content, or by [ progression(read more about this idea at; Main Character / Story-line Character) ] I believe this is an awesome idea for the Survival game mode. Then you have small raids you do with friends, places with higher chance of loot. And still chance to encounter other players doing the same thing… Or arrive to the place with gate already blown.
  3. Kjerfestation Survivor Stories Me and my clan/community TSI – The Survival Initiative have all been away from NewZ for about 4 months now, due to our opinions on mistreatment/carelessness Survival game mode received over a longer period. Personally, this is my first break I’ve had from Infestation since 2012 lol. – And it’s funny how I didn’t realize how much I missed the game until I tried it again a couple of weeks back. It made me realize, that I should never have left in the first place, this game really runs in my veins. That said, I also realized that while we’ve been gone, there’s been some quite awesome updates, only that those updates should have happened 6 months ago, it’s a little late now, but not too late. I have been wanted to do this for a while, to write down my own “Vission-N-Dreams” for NewZ Survival, how I personally would have gone about it if I was developing this game. As you’re reading this, I want you to know, that all my following ideas & suggestions are designed to accommodate as many different opinions and playstyles as possible, and not only my own. – I have a tendency to be a very objective and analytic person, that always tried to accommodate the majority rather than the few. My personal goal is to have a Survival game mode that can accommodate people who like PvP just as much as people who like PvE, and even build a bridge between the two, so that players can earn pvp-advantages/progression through PvE-progression, and PvP-advantages/progression through PvE. [- Some games that have succeeded very well with this, are games such as Survarium and Escape From Tarkov -]. My Gameplay Suggestions Spawnkilling How I would solve spawnkilling; Not spawnkilling in general, but spawnkilling specifically when you spawn in “together with another player”… This is actually not my first time brining this idea to the table, I did it a couple of years back, but it didn’t receive much attention, even though it all seems very easy to code-N-implement. The idea is, that each player has an invisible “aura/circle” around them when they spawn in which has a timer, this aura becomes visible for you and your opponent, when/if another player spawns at same spot as you, - And as long the two aura’s are touching, they will appear as red, and while they touch the players can’t damage each other. – Simple! No? New zombies Before I start talking about new zombies, let’s talk about the ones that’s already there, and what there can be done to make them more interesting and appealing to kill/farm. It’s not absolutely necessary, but it would be nice to see some new/more zombies models, after almost 8 years looking at the same ones. Other than that, once in a bunch or so, zombies should wear a helmet and/or a light gear or something, gas mask, fireman helmet- or whatever-younameit etc.., this gives a realistically sense, that fits right in, in Survival game mode. I have 5 new zombies/monsters in mind exclusively for Survival mode: ⦁ Recently Effected Zombies These zombies should be just as easy to kill as normal ones, but they should always be sprinting at you, and have different face-model than normal zombies that look a little more human, so that you can spot them on distance. ⦁ Turned Survivor (Pre-Super zombies) These zombies are rare or semi-rare, and spawn at completely random places and are heavily geared, they’re fast and has increased damage AND hit rate, they take 1/4 of an LMG mag in the head to kill, and drops a random set of PvP-load out. ⦁ Big Foot. (Designed to require at least 2+ players to kill it) "Give veterans the Big Foot they never found" - I don't know how many of you remember this whole shit storm during alpha/early WarZ, about entire groups/clans looking for a "allegedly" spawning Big Foot, as there was "big foot" signs around the map, and ambient sounds of what sounds like a big foot, - which I believe is still there. Big foot shouldn’t be harder to kill than a normal Super Zombie, but it should be way-way more deadly, maybe not more damage, but faster hit-rate and further hit-reach! ⦁ Dead Foot. (Designed to require at least 3+ players to kill) Yes, you guessed right, a zombie-big foot x) … More bad-ass than Big Foot, and better loot drop. ⦁ Sick Foot (Raid boss) Radiated Dead Foot. Nuff said. --- (Can only be found during Power Plant Failure) --- A normal Big Foot should have less health than a super zombie, but should be more dangerous too, faster and further hit-reach. But Big Foot is not evil, nor aggressive, when Big Foot spots a player, it will first stand its ground and roar at your direction, as a warning. If you then get close or start shooting, it will unleash its rage and attack. Big Foot doesn't attack the zombies, its knows better that they ain't eddible, however, the zombies will attack Big Foot on attack, and Big Foot will hit back when attacked by them, but won't charge at them. Big Foot(s) do not have specific spawn location, but quite frankly just wanders around randomly on the map, it can be found anywhere. Dynamic events/occurrences I have many good ideas for this right here, here’s my 3 favorites: Event idea 1 – Locked Areas Places/Installations you can't just go there whenever you want. At each entrance to one of these places, there's an "locked" gate, that 1; requires a keycard (1-time use), that zombies have a small chance to drop. or 2; it takes 30 grenades to blow up (something like that). - The main thought is having places/installations on the map, that you can only access through either finding/gather in-game content, or by progression. I believe this is an awesome idea for the Survival game mode. Then you have small raids you do with friends, places with higher chance of loot. And still chance to encounter other players doing the same thing… Or arrive to the place with gate already blown. Event idea 2 – Save The Powerplant I have for a long time wanted to see some random “map-wide” events, that affect all players on the server/map at the same time, and forces people to make drastic decisions. These random events “radioactive zones” that was added, really provided me with some creative ideas for just that; There should be a nuclear powerplant building somewhere on the map, and 1-3 times a day (or maybe permanent weekend events) on every server, there should be a “Meltdown event”, where players have X-amount of time to save the nuclear powerplant before immediate meltdown. “Will players work together, or will they try kill each other while saving it?” – If players doesn’t mange to save the powerplant in time, a map-wide radiation will occur for 24 in-game hours, and all normal zombies will be empowered, but not dropping increased loot as in normal radioactive zone events, as that would be OP. Only safe zones will be safe, and a few secret locations on the map where “radioactive cover tents” have been placed. Event idea 3 – Survival Arena Many people play survival mode to get that “survive” feeling, so why don’t we spice it up a little, by adding a big fat colosseum-look-alike building somewhere on the map, where people can come and get the ultimate “PvE” experience. Here players will have to group up, and fight waves of zombies and super zombies, and force to work together in order to survive… Ok, so this is just hypothetical thinking, say there was 5 waves, and if you survive all 5, you’ll earn an airdrop, random skin box (or whatever, just some kind of reward). The xp gained from each zombie, should be lower than what you get from outside the arena of course, or else people would only farm xp this way, so lets say 1xp pr. zombie, 100xp pr. Super zombie. And people would have to bring their own ammunition and gear for this. In my opinion, this should be an in-game server thing, and not a server by itself like pvp-servers on Open World. There should be 2 hours cooldown on this Arena, and only 1 hour cooldown for premium players. Gameplay changes to items I'm sure this is gonna be one of my less populair ideas to many, as it will change something fundamental about Infestation, but also add that extra "survival touch / realism" to the game. I'm talking about adding "Clip/ammo-pockets" to armors, - each level of armor will add X amount of ammo-pockets, and "R" will only reload to the clips you have in your clip-pockets. I'm talking about the meaning of "tactical rigs", but not as an additional set of new item, I think it's better to keep it simple, therefore I suggest the following stats on already existing items: No armor: 1 ammo-pocket & 2 quick-use slot. Light: (Light Gear etc.): 3 Ammo pockets & 3 quick-use slots Medium: (MTV/IBA etc.): 4 Ammo pockets & 4 quick-use slots (vanilla infestation) Heavy: (Custom/Heavy etc.): 5 Ammo pockets & 5 quick-use slots (1 more than vanilla) SWAT Armor: 6 Ammo pockets & 6 quick-use slots (2 more than vanilla) My Market/Economy Suggestions Bring currency and market to Survival!... Just like the GI, this currency should be separate from those used in other game modes, call it “Survival dollars”, I don’t care. These survival dollars should be more difficult to farm than in open world, and prices in market should be way more expensive, as getting loot through market shouldn't be easier than farming. But it will however add a "new way" to farm. Back in “WarZ”, they had something called stem cells, add those as well, and items in the store could be like, *1 Custom cost 30.000 survival dollars, and 5 stem cells*. And those stem cells, you can only get from super zombies and such. This would bring more trading economy to the game, which I think will make less people trade survival items for GD, which I know is something you guys don’t support. As long as skins are able to cross game modes, I believe that survival dollars (lets call it “SD”), can become a quite attractive currency to the game in whole. This will also make more sense as rewards in Survival contract boxes. My Loot suggestions Tactical Custom Guerilla With my idea of clip/ammo pockets on armors, I bring you the "Tactical Custom Guerilla", this has same armor protection as normal custom g's (myabe 1% more), more rare than normal customs g's, but has the same Ammo pocket & Quick-use slots as SWAT armor. Tactical Light Gear With my idea of clip/ammo pockets on armors, I bring you the "Tactical Light Gear", this has same armor protection as normal light gears (myabe 1% more), same rarity as ghillie suits, but has the same Ammo pocket & Quick-use capacity/slots as SWAT armor. --- Hazmat Suit: Civilian With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers no protection, and you cannot wear helmets with this on. Hazmat Suit: Government With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a Light Gear, and you cannot wear helmets with this on. Hazmat Suit: Military With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a MTV, and you cannot wear helmets with this on. Hazmat Suit: Heavy Duty With my idea of clip/ammo pockets on armors & Save The Power plant event, I bring you "Hazmat Suit: Civilian", - As normal gas masks during power plant failure doesn't offer enough protection, full body hazmat suits are needed instead. This variant offers same stats as a Custom Guerilla, and you cannot wear helmets with this on. --- Bipod for LMG's This is something I wanted in Infestation for since forever, - I have always found LMG's in Infestation to me way too weak and inefficient than their reputation in the real life. This should be one of the most rare attachment in the game, just as rare as SVD's, and can only be attached while proned, and should change the spread to something like 2,9. And while we're add it, add barrels and stocks for LMG's too. I love these new attachemnts! Stationary Bipod This Bipod works like a barricade, after it's delpoyed, you can hold "E" on it like with vehicles, and your LMG or AR- together with the player-character- will be mounted to it. This should be the most rare attachment in the entire game, same rarity as a blaser. The spread on mounted guns should be something like: LMG's: 2,7 AR's: 2,3 I believe this item will add some more fair balance when fighting against snipers, and would be an amazing funny addition when playing with friends, and especially with the new base building system getting introduced to the game. Open World Loot I like the idea of OW loot having a "chance" to appear in Survival, - There should be special survival weekend events, where super zombies will have a chance to drop OW loot, but not at a higher chance/rate than already existing survival loot, but just that the chance is there. - And special OW ammo should be able to be found, at special locations such as "Locked Areas". I love the idea of being able to have SUPER rare items in the game, that only so few people have, that you can count it all on 1 hand. Thank you for your time reading all this, and any feedback, thoughts and ideas to all this is very welcome! - I'm looking forward to hear what ya'll think about this. Best regards, Kjer
  4. I'm thinking more "dynamic" missions. I have an idea... I call it "Train Shipment Escort". Say there's 5 places along the train track that has to be captured (repaired) before a "TSE" mission can begin. Each place has to be captured/repaired by the same faction for the mission to start, and when it does, a count down will start on the start position on the map, that shows where players have to gather to escort the train to safezone. While players from the same faction are within a certain distance of (moving/mobile)perimiter of the train, friendly fire is turned OFF, and a marker above each player within same faction are shown. This force players from same faction to work together against other factions. - Train should also be attacked by endless waves of Nether along the escort. If the factions that started the TSE mission gets the shipment train safely to Safe Zone, the reward should be huge, - if another faction than the one started it gets to take over the Escort, the reward should be huge too, but "tactically different". Reward should be based on how much "time" each player spend alive within perimiter during the escort. XP should be a rewarded for all players that anticipate in the Escort, no matter if your faction won or not, and x2 or 3 for the winning faction. Map picture of TSE idea
  5. I'm actually quite hyped about this, I really liked Nether... You guys saved Infestation, maybe you can save this game too, who knows. Please just don't create different game modes, where you only care about the players in one game mode contra the other... Like Open World / Survival in NewZ. - Thank you.
  6. Well, at least now you got some milestones for your gaming ahead.
  7. Ok, so if anyone should be interested in joining the mighty TSI Clan (The Survival Initiative) Here's the requirements to join: 1) 20+ Age (ok if younger, but you have to be mature). 2) At least 2 characters with full skill tree (except walker-stalker, and the last 3 in the red skill tree). 3) A GI to support yourself. 4) Your geographical location is in Europe. 5) If you feel like your English is at a level, where you think you would have a difficult time to communicate and understand us during PvP, then please do not apply! 6) A working headset. To apply simply PM me on Discord; Kjer#1696 or Arowsky#0040 - Tell us a little about yourself (if we don't already know you), there's no template for this here, you have read the requirements, now convince us to recruit you to TSI!
  8. --- The Survival Initiative - ANOUNCEMENT! --- TSI Is happy to announce our new "Sub-clan", a clan for friends and fans! - We call it: [ "TSI - Academy." ] And everybody can join! __________ Why join TSI Academy? - 3 Good reasons: 1) You get access to 3 private servers, 3 different maps. (We only have 1 server for now, the other 2 will arrive right after the next double GC sale). 2) You get to be a part of TSI community/Discord. 3) We have special events every weekend! - Sometimes Open events, sometimes Closed events! What is required of you? Only 2 things: 1) Commitment. To farm a full skill-tree character! 2) You have to be able to communicate in English. How to join: Write me on Discord: Kjer#1696 , Arowsky#0040 or SurZeus#3184 a personal message, tell me why you would like to join TSI - Academy, and you will get an invite to TSI Discord, and we will take it from there! FAQ: Q: I'm already in a clan, but this sounds really nice, can I be part of this? A: Of course! TSI-A is not a clan, it's a community for friends and fans of TSI. Q: This sound too good to be true, no one gives out free server like that! - What strings are attached? A: No strings (other than the two requirements), TSI's goal with this is to build bridges between clans and communities, and most of all, promoting Survival and help out new players, - and being able to provide a luxurious introductions to the game. Q: Can you further explain requirement 1? A: All TSI will ask of you, is to somehow prove, that during the first week in TSI-A, you will have succesfully farmed a total of 35k XP on the character you have access with. Q: How many characters can I have in TSI-A A: Every player that joins TSI - Academy, can have 1 character only in the "sub-clan", and you are only allowed to join the private server with that character. You will be able to change your character once every week. . .
  9. NO FFS! LIKE SPAWN KILLING WASN'T BAD ENOUGH ALREADY!
  10. @Sven Thank you for this! - Seriously, I mean it! THANK YOU!
  11. Lies. What I wrote there was in fact an conclusion to what YOU have been writing in your previous posts. If you're so sure that I have missed something, then please, it shouldn't be very difficult for you to qoute that/those posts again here, and show me exactly why my conclusion does not respond/answer to your previous posts. You can't just write "my answer is in my previous posts somewhere", and then think that's a valid answer. You gonna have to be more specific and back that up.
  12. Tell me, how exactly will Survival and OW become any closer to each other if a clan system without clan tags are implemented? Please keep in mind "while you think of what to answer", that clans "already" exist in both game modes, and in BIG proportions too whether you like it or not AND whether it's official or not - Already. How will this implementation create "more similar" scenario, scripts, maps - as you like to call it, HOW will it become more similar than it already is?!... You can't just say a lot of things of what will become without giving any technical reason to why that is, and how you came to that conclusion! Therefore everything you say is totally invalid and have no meaning what-so-ever. You're really making a fool out of yourself, so sad you can't see it. Also keep in mind, that Survival and Open world is too different "GAME MODES", they are NOT two different "GAMES".
  13. I'm from Alwaysrightistan. aka Denmark.
  14. If a clan system without in-game clan tags is added, it won't change ANYTHING that isn't already there, it won't implement any factors that will make any harder for the solo players than it already is, all "clan related stuff" will have effect outside the game. People seem to forget that a clan system is much more than just being able to see your clan-member "in-game".
  15. 1) It already is a clan-game whether you like it or not. Now we're just discussing whether we'll make it official or not. 2) As clans is ALREADY there, let's agree on not making it any worse for the "individual player" such as yourself! (what you call individualism)... So how do we do that? Answer: We add clan system "but" not clan-tags. That way everything "Stay The Same - As It Already Is", for YOU, for ME, for EVERYBODY... Everybody win. 3) individualism/ɪndɪˈvɪdʒʊ(ə)lɪz(ə)m/ noun 1. the habit or principle of being independent and self-reliant. 2. a social theory favouring freedom of action for individuals over collective or state control. There's nothing that says that you can't practice "individualism" amongst others in this game, besides this game was never originally designed for anything remotely towards anything you're saying! - This game is not even appealing to the kind of audience where you belong! Everything you say is just wrong, wrong and wrong with more wrong and then some extra much wrong on top of that wrong. And you're ignorant, you don't listen or understand, but it seems more like you dont "want to" understand.
  16. You're wrong, Survival is not "more" about pve than pvp, and it was never designed that way! So stop talking bullshit please!... Survival was based on being exactly like classic WarZ, which was in fact a pvp focused game with a clan system. But with a much higher rarity on loot, that's it. If you want more survival/pve based game, then you've been in the wrong place since the beginning buddy! Go play DayZ!
  17. But if clans was implemented in a way that it won't matter?... Why do people insist on thinking either black or white?!... Say they add a clan system like in OW "BUT" without the clan tags, then what advantage could a clan possibly have against solo players?!... That way you still have everything about clans that we like, but eliminate the only thing that gives an advantage over other players. Problem solved, everybody is happy. This way, the size of clans won't even matter.
  18. I can only think of 2 things; 1. You're simply too stupid to understand. 2. Your English is actually THAT BAD. I REALLY HOPE IT'S nr. 2 !!! I give up explaining this to you! I have tried to explain you in so many ways, and still you keep saying the same thing. Like there's no "input" to your brain, but only "output". PLEASE, tell me where you're from, and I will find an official translator for you!
  19. I'm genuinely afraid of starting to comment directly on this, as I'm afraid that I will say something that most certainly will get me banned from this forum... So I'm just gonna leave this pictures here to give you the "tip of the iceberg" on how you make me feel.
  20. @GRSLIMEWill you marry me?
  21. AGAIN AGAIN AGAIN AND AGAIN! : This will not happen if a clan system without the "clan tags in-game" - Which is the ONLY THING that CAN give any advantage over other players. Then everybody is happy. I'm really starting to believe that you're "beyond reach".
  22. Who says this vote is based either on "No clan" or "Exactly same clan-system as in OW" ??... We can all agree on, that if Survival are going to have a clan-system, it need to be just that "special", so it can fit in the Survival game mode that we all love.
  23. Thank you @deadhair, this is exactly what I have been saying all day!... Somehow 90% of everybody here think this vote is based either on "No clan" or "Exactly same clan-system as in OW", - But it's NOT black & white like that! This sh!t is F'ing rainbows! If adding a clan system, but without any "in-game clan tags" (purple tags), except the 4-letter shortword for the clan's name that appears in front of people's name tag when aiming at them. Then EVERYTHING will stay the way it is, people will still be able to enjoy their 3-man or 5-man groups, as they already can! - Which in fact is the EXACT same thing as adding a 5-man clan limit. And everybody get an option to choose a feature that give all other features of "having a clan", - except the "vissual" in-game (purple tag) aspect that tend to make EVERYBODY freak out as being an OP addition to the EXACT SAME system that the current group system already bring! - AND at the same time has NO effect what-so-ever on what's already there "unofficially", it will NOT make it any harder than it already is for beginners or solo players.
  24. ... Delete this post pls, apparently my phone dunno how to.
  25. And that's relevant to the subject of the thread how?... Did you actually base your vote on that statement?? -.-'
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