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Kjer

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Everything posted by Kjer

  1. In Survival mode you can only use lockers on private servers. However, you can put "Wooden lockers" on official servers, but they can be destroyed and your loot in them can be stolen.
  2. Also, in the future, IF there's nothing new for Survival mode in the patch, can you guys perhaps show just a little love & equal attention towards your Survival players, by at least mention "SOMETHING" about Survival, like a "Hey, nothing new for Survival this time, but we got -(SOMETHING)- in work/process, that you guys can look forward to in the near future" ... Just give us SOMETHING?!
  3. In Survival mode though, a partial wipe of LMG's, and a buff towards natural purpose would be great. Make LMG's more rare, more rare than AR's. Also, there's another way to make LMG's serve their natural purpose, without having to change their stats too much, - Which is: (keep in mind, this text is based on Survival mode, and not Open World):
  4. Any chance you could elaborate on why you think so? - Perhaps I can change your mind with superior reasoning skillz
  5. Make Clan Territories More Appealing! Introduction: As I know the game doesn’t have the same capacity/resources when it comes to production/development, as it used to. – I start focusing on more “cost-effective” ways to develop the game, meaning things that doesn’t require too much work, but can still have a huge impact in terms of making the game more attractive & interesting. I started to look at what’s already there, and how it can be improved. – And the following idea, came with my observed notion, that Survival has a lack of “objective/goals -contra- reward”. While realizing how much of the content in the game that’s not really getting “utilized” at its fullest. What I mean by that, is fairly easy to pinpoint, if you just trace where players are located in terms of squeezing “the action” out of the game, of course I am talking about PvP. Most players when they want action, they place themselves where people in the chat both in-game and on Discord says there’s pvp, Campos, Clearview, Airport etc. And mostly lesser clan, or people without clans doesn’t stand much chance, as the bigger clans are usually dominating these “designated PvP places” BY FAR, as they have honked it down, and have all the crazy good loadouts. However, this has a tendency to scare new players away and give up with the game rather fast. The thing is, the game is much bigger than only that, and the rest is not getting used in any way, - (Not to mention, if we talk Colorado v1, no one is looting that map anymore, but I will address that later.) – So, the question is, how do we give the players more/different strategical outcomes/experiences when it comes to PvP, instead of just running into a brick-wall (brick wall being a big-ass clan) every time??... Well, to me the answer is quite easy, - we need to “decenter” PvP, stretch it out. And how do we do that? – The answer lies in what’s already there, I am talking about “Clan territories”. These are my ideas / suggestions for clan territories: Preface: The idea of these clan territories/flags are awesome, no doubt. But if we take a look at what they do, and what they add for the players, meaning “reasons” to capture them, there aren’t really that much to come for, quite doll, like a boring “Pizza Magarita”, tomato, and cheese, nothing else. Sure, the territories has buffers with the territories, but they doesn’t seem to matter that much in Survival like they do in Open World, especially not when the loot is kinda broken in Colorado v1 & Caliwood (but like I said earlier, I will address loot problems later/in the end of this post.). Idea nr. 1: Every territory should have 2 buffs, one PvE buff, and one PvP buff, - one buff that offers an advantage to farming, - faster pickups, more xp from zombies, less damage from zombies, faster zombe respawn rate, more med-drops from zombies, more Survival dollars from zombies, 1 extra item from super zombies etc. – and one that gives advantage to PvP, less cooldown on meds, increased healing, passive healing, more damage to a specific gun-type, less spread to a specific gun-type, stronger barricades etc. Idea nr. 2: Every flag has a “Clan Locker” attached to it, - A locker that only the clan members of the clan currently owning the territory can access, store & withdraw items from. When a clan lose the territory, the new clan that captured it should be able to access and grab all the loot left behind in the locker by the previous owners of the territory. I see many awesome features that can come out of this. – First of all, it force clan members to the “test of trust” amongst each other, the “good kind of drama” if you ask me … Secondly, as some of you already know, the Survival community has a bright history when it comes to “private arranged events”, and this right here adds many new possibilities and nuances, to launch just that! For example, clan put a distress on the map saying “Come & conquer our territory if you can! – Our locker has “X” loots in it!”. Thirdly, it will add more reasons for clan members to loot/farm those specific areas, as they don’t necessarily have to run back to Safe Zone every time their backpack is full, that they can take the “risk” of storing their loot there, and choose what’s most valuable to make the run to safe zone for, - basically the same reason for personal lockers in the first place, but a little different, and more risk to it. Idea nr. 3: We all know, that weekly/monthly events are most favored with Open World game mode, and Survival rarely gets any “special attention”, - I think it would be rather awesome, to add weekly/monthly rewards to clans and its members, for whatever clan can capture the most territories -and/or- duration of time territories held. Rewards could be anything, XP, Survival Dollars, GC, Premium, Skin boxes, Season Pass progression, maybe even loot, etc. – Not to mention, that capturing territories right now, doesn’t really give anything in terms of progression, there should be some kind of reward for capturing a territory, like: 1) If you capture it solo, you gain 500 XP & 1000 Survival Dollars. 2) If you capture it with 2 or 3 guys, you gain 250 XP & 500 Survival Dollars each. 3) If you Capture it with 4 or more, you gain 100 XP & 250 Survival Dollars each. Current loot issue: I am not talking about "what is spawning", I am talking about the amount of active loots spawns active... You know me, I am all about keeping loot as rare as possible... But please believe me when I say, there's something really broken in v1 & Caliwood, I really don't think loot are spawning as it should, at least not if you compare it with Oregon... I mean, you can go into big market, no matter what town, and only find a canoe paddle, a medium backpack, a granola bar and maybe a fire axe (then it has been a plentiful visit!). - same goes for restaurants, small markets, buildings... I am more talking about the "logical things" you would be able to find, like food and water in those places, - it's almost impossible to find any food and water on v1 & Caliwood compared to other maps, and things spawn completely out of place on v1 too... I think "active loot spawns" needs to be turned up 20% or such. I realize this more now, since I changed my focus on how to play the game, TSI is all about capturing territories now, which means we get around a lot as well... And spawns are really broken on this map. If you go into a police station, you "might" find 1 Mossberg, and 1 empty 9mm clip lol, And oh yeah, a light gear “perhaps”. Garages are completely empty too nowadays I haven't seen a gas and a repair kits ONCE for month, and mostly geen houses (aka beach house) and white houses are completely empty as well There's no "loot feelings" what-so-ever to farm anywhere, only things that makes sense to farm on v1 & Caliwood are Super Zombies, - everything else you will go to Oregon. Shouldn't be like that There's missing the old school feeling/TALK about "what place is better to find certain things". All places are completely trash nowadays, there's no reasons to go to one place rather than another. I honestly don’t know what happened, because it did not use to be like this in Survival, - I think it came with the focus on there being too many snipers, which was very fair I should add, but “I think” you guys corrupted something else in the process trying to fix this. Please share your thought & ideas! Best regards, King of Survival aka Kjer
  6. This need to happen! - More content is not bad.
  7. IF YOU LIKED THESE IDEAS, - PLEASE VOTE FOR THEM HERE: Then please go here, and vote for my ideas: https://suggest.playnewz.com/viewsuggestion?/71-kjer--spawnkilling-when-spawning-together-with-some1 https://suggest.playnewz.com/viewsuggestion?/72-kjer--survival-new-zombies https://suggest.playnewz.com/viewsuggestion?/73-kjer--survival-newmore-dynamic-eventsoccurrences https://suggest.playnewz.com/viewsuggestion?/74-kjer--survival-gameplay-changes-to-items https://suggest.playnewz.com/viewsuggestion?/75-kjer--survival-marketeconomy-suggestions-survival-dollars https://suggest.playnewz.com/viewsuggestion?/76-kjer--survival-loot-suggestions
  8. Speaking of good ideas, you guys should check my super-awesome ideas for Survival :
  9. I feel you brother, and I can't blame you at all for feeling that way... But what's new compared to then, is that now, for the first time, they have actually "swifted" their production attention towards Survival. I know it's no excuse for b4, but I'm going to UTILIZE this as much as I can, as I simply love Infestation too much to let it go. - And hopefully it will bring a much better game, and a game that you would want to try again... Because it ain't the same without you.
  10. May I remind you guys, that the topic on this post, is not about bringing "new suggestion", but what our thoughts are on the specifically mentioned 4 things:
  11. Oh yeah, you right about that. I want market and survival currency back as well, but not exact same caliber as it used to be back in the day. "IMO" it shouldn't be easier to buy stuff than to loot stuff. And if you take a good look at Infestation Revival/Thailand, - Loot there is not rare, not at all, only snipers. DX's shields, all these things, people have FOREVER supply of these things, because it's so easy to farm GD. Buying stuff should be an "luxury option".
  12. What exactly are you basing that thought on, that "this alone will not be enough" ??... Well, compared to "wipe", it's method that haven't been tried before, and doesn't have any negative history behind it, - So there's that.
  13. And oh yeah..... Survival players don't want v2. Only the Thai wants v2 lol... no1 else.
  14. Okay, where to start?... Let me start by saying, that I'm surprised that "wipe" is even presented on the table, that we are even talking about it lol, - Let me explain why.... First of all, you guys promised at dawn of NewZ, that there will never be a wipe. Ok, initially it was promised on the premises of Open World, before Survival was released, but a promise like that should stick to the game "in-whole", in my opinion. ...... Do you guys remember "why" you made such promises?.... ... Which bring me to second part: LEARN FROM HISTORY! - Any REAL WarZ/Infestation veteran out there KNOWS, that this entire game series has really-really-really BAD history when it comes to WIPE. There's literal statistics out there, that will show, that a wipe has never done what people hoped it would do. I have an entire leagues of old friends/legends/veterans, that still in their heart loves infestation, but won't touch it for very reasonable moral reasons, like they have been forced by devs to start over one too many times, - It's really sad actually. Many people think I'm against a wipe just because I'm the richest guy in all of Survival (at least I think I am). That's not true. In matter of fact, I agree with OP statement on everything... Survival does have too many snipers, and too much valuable loot than it supposed to have, to give that "Classic Infestation feeling". And I will gladly sacrifice 130 of my 150 snipers in my GI for making Survival great again! EVEN THOUGH I have literally spend about a 1000 Euro on my Survival account (converting GC to GD [selling mystery boxes], and trading for Survival loot). Because, NewZ/Survival is my number 1 free time hobby, and I love this game more than my GI. - I know that I technically can't use that as an excuse, as GD for Survival loot is "not supported" my devs, but then at the same time, it doesn't change the fact, that I actually had an INSANE GI in both loot AND snipers even BEFORE I started trading. - And it's honestly not the players fault, that the devs haven't provided any any better trading methods / or Survival currency (speaking of classic iss)... If you think about it, many players who came to Survival, already played OW for a long time, and they technically got PUNISHED for liking Survival more, as all their GD they have been working for, has technically been rendered USELESS. Therefore, I am ALL FOR a global "SCALE-DOWN" of loot, - That would be FAIR to everybody, and given the bad history of wipes, it seems as the most sensible thing to do, rather than literally stealing everything people have been working for. That's my take on it. Peace.
  15. I hope not. OW already have enough of its own, Survival need its own too so that it can attract more players. Nothing wrong with having certain features available for specific game modes only.
  16. The truth is, people THINK they want WarZ alpha, but they don't, they want the memories the same old feelings... Some people are just too stubborn to let it go... I know, because I have been there myself. People think they want Alpha, that's why they momentairly leave to illegal emulators for a quick feeling of how the game use to be, but turn away as soon as they realize they ain't gettin' it (It's like peeing in your pants, it gets warm for a couple of minutes, but then it gets cold). - Which is exactly emulators never succeed. That "feeling" didn't come from game files, it came from the kind of people that was playing it back then. What you actually want, is something "NEW"... but same, and yes, that is possible, but it needs to be done right.
  17. 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.
  18. 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.
  19. 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) 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 IF YOU LIKED THESE IDEAS, - PLEASE VOTE FOR THEM HERE: Then please go here, and vote for my ideas: https://suggest.playnewz.com/viewsuggestion?/71-kjer--spawnkilling-when-spawning-together-with-some1 https://suggest.playnewz.com/viewsuggestion?/72-kjer--survival-new-zombies https://suggest.playnewz.com/viewsuggestion?/73-kjer--survival-newmore-dynamic-eventsoccurrences https://suggest.playnewz.com/viewsuggestion?/74-kjer--survival-gameplay-changes-to-items https://suggest.playnewz.com/viewsuggestion?/75-kjer--survival-marketeconomy-suggestions-survival-dollars https://suggest.playnewz.com/viewsuggestion?/76-kjer--survival-loot-suggestions
  20. 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
  21. 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.
  22. Well, at least now you got some milestones for your gaming ahead.
  23. 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!
  24. --- 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. . .
  25. NO FFS! LIKE SPAWN KILLING WASN'T BAD ENOUGH ALREADY!
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