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The13thRonin

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About The13thRonin

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  1. I honestly believe that you are either not taking the time to read my post and comprehend it or you are deliberately misconstruing what I am saying and responding with hyperbole like the above quote. Can you please point me the part of my post that suggests 'FFA' style game-play or a 'friendly-fire kill fest'? The mod can already be turned into a FFA friendly fire kill-fest in its current state at anytime by anyone with a mind to create mischief. I fail to see how providing more FOCUSED and sophisticated developer incentives to look after the players welfare above that of allies would in any way shape or form ruin the experience or encourage troll-like behavior. It adds depth to the game. As per my original example lets say that one of the players is designated a secret objective to take out all seven other players and then be extracted as part of a government clean-up. How would a player go about fulfilling this objective? By emptying his clip at the first possible chance into the group? The smart answer is no... That is an extremely unintelligent response for MULTIPLE reasons. 1) Firing at seven different players is likely to get you murdered where you stand. 2) Even if you manage to kill all seven other players which is unlikely you then still have to make it all the way to the end of the level by yourself and with a now empty magazine. The intelligent response would be to try to quietly pick people off throughout the level or ensure they meet unfortunate accidents or even manipulate them to off each other so that when you get to the end you're only facing down one or two guys with rescue in sight. This would also provide amusement for the players spectating the game to see if the rogue survivor would be caught in the act and witness the inventive ways he goes about fulfilling his objectives. It also ensures that instead of running carefree through a horde of zombies you now have the additional dimension of having to watch your ass concerning the other players.
  2. Ah I see. I understand that you probably need to spend your development resources on areas that require more immediate attention. Thank you for the reply .
  3. Would you be willing to keep the cap of 8 for official maps but allow map-makers to break the cap for custom maps? I realize this could be problematic for several reasons but I think it could also benefit the creative scope for level designers? I was thinking of designing a map with two safe rooms of six survivors each on relatively opposite sides of the map.
  4. Is it possible to have more than eight players per map? I know you can have more spawn points but I wasn't sure about whether you could have more players per server? If so what's the max?
  5. The only behavior that I have experienced which players turned on each other could hardly be called sophisticated. Mostly it's a random dude shooting at the rest of the team for no reason other than to ruin the game for everyone. His/her behavior will also extend to blocking you so you are eaten by zombies, stealing every single item he/she can get their hands on and yelling racial slurs or homophobic insults at everyone on the team (I cannot stress enough that this has happened multiple times over multiple games and is not a once off thing). This is not appropriate behavior and in my opinion these players (who do all this consistently and deliberately) should be edged out of the community through votekicks, etc. These people don't kill you to increase your enjoyment they do it to decrease your enjoyment of the game. If we had clever designer incentives to treat teammates (in certain cases) as obstacles, dangers or threats this would mean that the players who generally engage in player to player interaction are not unpleasant or doing it with the intent to wreck the game. Mostly teammates understand the necessity of self-preservation hence why there's hardly ever 'hurt feelings' when a player is taken out when infected and beyond hope of recovery (hell the player themselves usually suggests this action). There's a large difference between trolling because you can (which you can easily do in the existing mod and which occurs in DAYZ) and responding to clever designer incentives to treat other players as threats to your own survival. In fact if more clever designer incentives existed we might actually see a reduction in random trolling as it would give the players who like to cause havoc a viable and most importantly CONTROLLED outlet for their mischief. As a player I also find it a lot more easy to accept the fact that I got killed by someone trying to win the game as opposed to getting killed by someone who only wants to ruin my game with no benefit to his/hers. Let me put that into perspective for you. Would you be more willing to accept: 1) A co-worker takes the initiative at work and deliberately shows you up in order to attract a greater possibility of promotion over you (responding to incentives). 2) A random dude urinates on your car (trolling because he enjoys ruining your shit for no reason). Both can be seen as immoral and nasty behavior but only one is against the rules that society has set. The outcome is relatively speaking the same. Your shit gets wrecked. However the law created by society differentiates between your shit getting wrecked for a socially accepted reason 1) legal and your shit getting wrecked for no reason 2) illegal. No one suggested NMRiH pull a DAYZ. The fact is that the maps are nowhere near large enough and there aren't enough players per game to facilitate this kind of game-play anyway. The suggestion was that more focused player vs player interaction be considered through giving players clever incentives to basically look after their own welfare. That by the very definition is the absolute opposite of what you term 'random'. I mean name me one zombie related movie where everyone just gets along and everything is peachy and the survivors all skip and hold hands? Usually the factionalism in the group ends up being the biggest threat to the survivors. More importantly how many times can you complete a map before this mod loses interest for you? If you've played as many games as I have you can 75% of the time get right through the entire Chinatown level (by far the hardest) by yourself and if I'm playing with one or two of my L4D2 friends the chances of victory skyrocket to closer to 100%. The fact of the matter is that no matter how many AI there are or how smart their placement is they will always, always be outmaneuvered by a clever player who has the ability to out-think the AI. The best way (in my mind) to increase the challenge is to add the potential for other thinking players to given the right set of circumstances provide an obstacle or challenge because unlike AI, actual players adapt on the fly to each other and every player thinks and acts differently from the next.
  6. Er... Could you maybe explain what that is?
  7. Hi guys, I'm testing out the map functions and I can't seem to get zombie spawning right. Here is an exact step to step of what I've done so far: 1. Set up a single large hollowed out room. 2. Made 8 NMRIH player spawners. 3. Made the overlord_zombie_helper entity. 4. Created a 384x192 box with the zombie spawner texture CTR-T'd this to create the ZOMBIE_SPAWN function. 5. Set this function to YES ignore player visibility. 6. Set the overlord_zombie_helper minimum spawn and cull distance to 1. 7 Loaded into map. 8. Set SV_CHEATS 1 and used console to nav_generate 9. Reloaded map. 10. No zombies spawn ever. Could anyone help me out? It would appear I am doing something ridiculously stupid as I see no-one else has had this problem before . EDIT: Fixed the problem. As a future reference point for anyone doing a search for the same problem make sure your brush has a name. I left mine blank and it appears that the brush will not activate without a name.
  8. Another revolver would be great. I love revolvers. Perhaps a snub-nosed revolver of some sort?
  9. The theme of what I would really like to see is more sophistication in player to player interaction. I feel it'd be great if there was more reason to FEAR the other players and more ability for groups of players to dissolve into tension, in-fighting and straight up murder. A lot of zombie mods claim that "the zombies aren't your only threat..." but I hardly ever see a mod live up to this boast and incorporate survivor on survivor infighting, reasons to stop trusting your fellow player and in some cases necessitate taking them out. 1. A game-mode where someone/some-people in the group are traitors (like mafia or werewolf if you guys have ever played that) or have secret objectives. Perhaps they secretly work for the government and they're trying to cover it up, maybe they are 'carriers' for the infection, heck maybe they're just your garden variety psychopaths but the point is that someone/some-people in the group don't want you to succeed. You walk into a room and there's Bob standing their holding a still smoking gun over a fallen teammate. Bob looks up at you, you look over at Bob. "He was infected, I had to take him out" says Bob. You have no idea what really happened... Did a zombie get the teammate, did Bob make a good call wasting an infected team-member, is Bob a traitor? You both reach for the guns at your hip at the same time... The possibilities for secret objectives is infinite: secret documents which a player needs to snatch before extraction, killing a single player, killing multiple players, getting extracted alive (if carrying the infection). On that note I think if a player who is INFECTED reaches extraction EVERYBODY should lose. 2. The ability to 'kneecap' survivors in friendly fire servers (or otherwise back-stab other players). Say you're trapped running down the street with seemingly no way out an ability to sacrifice a teammate by shooting him in the knee and causing him to drop to the ground (crouch stance speed?) so that his being eaten distracts the zombies long enough for you to get away. I would like to see more options to put my own survival before other members of the group. I think it'd add a cool 'who can I REALLY trust' vibe to the whole game. 3. Longer/more difficult maps. Especially maps where upon spawn the survivors are SPLIT UP into different quadrants and need to find each other. This would help create 'clicks' within the group, make the game harder for veterans and generally improve the 'oh crap I'm isolated and going to die' ambiance of the game. . I hope the developers do read this because I think some-more sophistication in the way players interact would really take this game to the next level and add ENORMOUS re-playability. If there was more sophistication in player to player based interactions every single game would be entirely different from the last. Every unique individual would pose a new challenge to overcome. Heck 99% of zombie movies are as much about the survivors fighting survivors as they are about the survivors fighting zombies.
  10. The theme of what I would really like to see is more sophistication in player to player interaction. I feel it'd be great if there was more reason to FEAR the other players and more ability for groups of players to dissolve into tension, in-fighting and straight up murder. A lot of zombie mods claim that "the zombies aren't your only threat..." but I hardly ever see a mod live up to this boast and incorporate survivor on survivor infighting, reasons to stop trusting your fellow player and in some cases necessitate taking them out. 1. A game-mode where someone/some-people in the group are traitors (like mafia or werewolf if you guys have ever played that) or have secret objectives. Perhaps they secretly work for the government and they're trying to cover it up, maybe they are 'carriers' for the infection, heck maybe they're just your garden variety psychopaths but the point is that someone/some-people in the group don't want you to succeed. You walk into a room and there's Bob standing their holding a still smoking gun over a fallen teammate. Bob looks up at you, you look over at Bob. "He was infected, I had to take him out" says Bob. You have no idea what really happened... Did a zombie get the teammate, did Bob make a good call wasting an infected team-member, is Bob a traitor? You both reach for the guns at your hip at the same time... The possibilities for secret objectives is infinite: secret documents which a player needs to snatch before extraction, killing a single player, killing multiple players, getting extracted alive (if carrying the infection). On that note I think if a player who is INFECTED reaches extraction EVERYBODY should lose. 2. The ability to 'kneecap' survivors in friendly fire servers (or otherwise back-stab other players). Say you're trapped running down the street with seemingly no way out an ability to sacrifice a teammate by shooting him in the knee and causing him to drop to the ground (crouch stance speed?) so that his being eaten distracts the zombies long enough for you to get away. I would like to see more options to put my own survival before other members of the group. I think it'd add a cool 'who can I REALLY trust' vibe to the whole game. 3. Longer/more difficult maps. Especially maps where upon spawn the survivors are SPLIT UP into different quadrants and need to find each other. This would help create 'clicks' within the group, make the game harder for veterans and generally improve the 'oh crap I'm isolated and going to die' ambiance of the game. . I hope the developers do read this because I think some-more sophistication in the way players interact would really take this game to the next level and add ENORMOUS re-playability. If there was more sophistication in player to player based interactions every single game would be entirely different from the last. Every unique individual would pose a new challenge to overcome. Heck 99% of zombie movies are as much about the survivors fighting survivors as they are about the survivors fighting zombies.