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Nilizum

Stats?

8 posts in this topic

Since I've gotten into the game, (now the 1.07 pre-release) I noticed there was an achievement system... So how about stats -- A record showing: How many zombies one has killed, maps completed all the way, waves survived in survival, etc? I feel adding a stats gives the players something to reflect back on after a long night of zombie slaying.

I know at the moment there are more pressing matters like bug fixes to tend to, but perhaps this could be worked on as well.

I managed to dig up a thread dating September 17, 2012 - http://www.nomoreroominhell.com/forums/index.php?showtopic=8662#entry135227 - where some players voiced their concerns for this idea.

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We have stats in the works, but they're on the backburner ATM for the reasons you listed :)

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I made a topic on this a month or 2 ago

also a little icon of what character each player has in there somewhere


cmke.jpg
Morality - If a player kills other players a lot, in ways to benefit themselves (kill for weapon, etc.) The morality goes down Green>Yellow>Orange>Red (BAD!!)
**Morality can only drop to a minimum of yellow for players who only kill other INFECTED players**
In Contact - Pretty much the players around you, I think it would be a cool idea to get rid of the names over players heads and do away with their health indicators. This will help to try to cut down on players attacking lower health players out of instinct/douchyness. While you can still see if a player is hurt or bit, it will cut down on some players killing lower healthed players.
Health- This one coincides with 'In Contact' because you can now only know the health of players in your radius, someone who ran way ahead of the group is just going to be M.I.A. (Why should you know someones status who isn't near you?)
Until you come across him, (or if possible his Zombie where it would then display DEAD) This would completely do away with the color indicator of health above players heads, I think it adds more realism and slightly changes a few gameplay elements for the better.
Examples:
FINE
BIT/HURT
BLEEDING (debatable about adding this, maybe instead of bleeding have it CRITICAL)
SERIOUS
Maybe something that would be cool, instead of having the bloodyshits come out of you when you bleed have your playermodel get some cuts and scrapes instead. Or even do both but cut down a ton on the blood stream/only leave blood puddles behind. Nearby teammates can still tell if you're bleeding this way without changing any major factors.
Then completions, purely for visual. Although with this feature, personally I would try to complete more NMO levels instead of going out without a pride. :ph34r: I would probably help other newer players complete it too as long as they weren't annoying and take 20 minutes at every set of weapons we come across :D

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<...> A lot of text <...>

Your idea is valid and quite good (I was lazy to post anything when I have read it for the first time), but I can partially disagree with morality. It would be like... metagame? I mean, it would reveal if someone is a teamkiller or not, even if players didn't meet that guy at all. However, in some cases it's very useful, especially among the newer players.

'In contact' and 'Health' can be merged as 'Status'. Player that is out of range is listed as 'Missing', a player that died in certain radius is listed as 'Deceased' and so on.

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...but I can partially disagree with morality. It would be like... metagame? I mean, it would reveal if someone is a teamkiller or not, even if players didn't meet that guy at all. However, in some cases it's very useful, especially among the newer players.

'In contact' and 'Health' can be merged as 'Status'. Player that is out of range is listed as 'Missing', a player that died in certain radius is listed as 'Deceased' and so on....

Not sure if this will come out rude (the intention isn't to be if it does) but who cares if it's "metagaming"? This isn't a serious role play. I'd rather be aware of a known team killer and be able to keep away from them then stay in a realistic setting.

Just my 2 cents. Maybe even hook it up to a database to keep track of team killers and ban them for a period if need be.

Edited by dark_st3alth

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Don't know any word to describe this, used closest known word, I didn't mean roleplay at all, just realism. And your idea with tracking the teamkillers. It would be very, very hard to do so - what if I have killed lots of players before for any other reasons than being a bastard, in self-defense, because they had pills and in need they refused to share (survival instinct), maybe because they had been blocking my way and zombies were coming for me? Would I get banned for these reasons?

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The morality would likely be a server side thing that resets on a new server. It's more to track during your playtime in that game

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Tracking within the current game works ok, but I see this being implemented on a broader scale. Obviously there are some challenges associated with rolling out such a system.

You don't have to look far, CS:GO rolling out a team-killing system where it will kick offenders. I was killed by a team mate while defusing the bomb (with no enemies alive) just so they could get the points. They were not kicked, yet when I killed them right at the start of the next round I was kicked. Not sure how some key part of the puzzle was missed there, but that's just how it works. No automated system will be fool proof, there are way to many exceptions and "what if" events to handle. Implementing the overwatch system seen in that game would be a huge undertaking.

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