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Admiral Skeybar

Realism Mode

   24 members have voted

  1. 1. Would you like to see:

    • More realism with less difficult gameplay (Example: easier to kill zombies, more weapon damage)
      4
    • Less realism with more difficult gameplay (Example: harder to kill zombies)
      0
    • More realism with more difficult gameplay (Example: more zombies spawning, less ammo and weapon stashes, more objectives)
      20
    • Less realism with less difficult gameplay (stupid thing to even add to this poll but hey, I have to ask)
      0

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23 posts in this topic

If have a question about the "realism mode". What exactly does it do? Is the idea that it should make the game harder? Because from my point of view, more realism would only make the game easier, for example: zombies wouldn't be able to kill you by just swinging their arms around a few times, unless they were going at it for a couple of hours.

I really like the idea of realism but what is the point of having a "realism mode" in a game that already aims to be as realistic as possible?

I also added a simple poll just to find out what most of you think should be improved in the next release.

And since this is my first real post on this forum, let me just say: Way to go devs! I've enjoyed this mod quite a lot, in fact, with as little time as I have it's the only thing I've played for weeks (apart from one TF2 clan match).

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It's really just there to appease players who want the one headshot one kill rule that's present in every Romero film (if you haven't noticed, most guns that aren't rifle/shotgun caliber take around 2 to 3 bullets to the head)

I'm sure we'll expand on the idea more though (higher infection, less ammo overall, etc)

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It's really just there to appease players who want the one headshot one kill rule that's present in every Romero film (if you haven't noticed, most guns that aren't rifle/shotgun caliber take around 2 to 3 bullets to the head)

I'm sure we'll expand on the idea more though (higher infection, less ammo overall, etc)

I'm hoping the infection rate becomes 100%, but you can get instant headshot kills with any firearm. Also with all medium/high weight or sharp tier melee weapons. (fully charged hits in the head of course.)

this would switch gameplay to a high risk high reward gameplay style.

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It's really just there to appease players who want the one headshot one kill rule that's present in every Romero film (if you haven't noticed, most guns that aren't rifle/shotgun caliber take around 2 to 3 bullets to the head)

I'm sure we'll expand on the idea more though (higher infection, less ammo overall, etc)

I see, and yes, the Beretta usually needs 2 or 3 shots to get a kill. Actually I wasn't sure about that, I thought it might be my aim but it's good to get it confirmed.

So, the realism mode is here to stay but may I suggest you put the one headshot one kill rule in the normal mode as well. Since hardly any servers are running realism mode anyway and people have sort of come to expect the headshot rule in this game I think it would be pleasing to most players(even with a small risk the game would become slightly easier again). :)

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The normal mode of the mod used to have the rule (when I joined in at around Jan '10) but we found out that it was a bit unfair that a fully loaded M92FS with 60 rounds of reserve ammo (or any gun with semi-auto high magazine capacity) can take out dozens of zombies using placeholder hl2 zombie animations with ease, so we eventually decided to set the weapon damages to what they were roughly are now; for example back then, you needed to use around 2 full magazines with the 92FS to kill a single zombie with solely body shots (oh and the ruger was a piece of crap)

Right now though, weapons that use smaller calibers can kill zombies with 2 bullets to the head if the player is aiming right and not being screwed over with Source's hitbox detection method (and most melee weapons can kill with a single blow to the head with a fully charged attack)

Things are always subject to change though since we're still in active development :P so things like realism mode may get more realism specific things added to it (like higher infection rates or no objective markers and so on) and so on

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not being screwed over with Source's hitbox detection method

This is a real pain when point blank shotgun shot from 1 meter goes trought zombie's head leaving only decals, but without damage.

Anyway, in RL zombies would go down as easily as normal humans. They are infected, but still alive. I propose to change the mode's name to "Difficult" (Hardcore is overused)

Edited by Lt.Hargrove

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I would think realism mode would consist of less guns, more melee, immediate infection from zombies, more zombies that grip you and bite you, friendly fire, and Kurt Cobain(see my pic under my name) as zombie or a random-surprise featurette selectable character: jacket, face, eye-liner.

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Not a big fan of the 100% infection idea.

NMRiH isn't meant to be easy. It's meant to be an unforgiving punch to the dick.

-----

I would think realism mode would consist of less guns, more melee, immediate infection from zombies, more zombies that grip you and bite you, friendly fire, and Kurt Cobain(see my pic under my name) as zombie or a random-surprise featurette selectable character: jacket, face, eye-liner.

Kurt Cobain would sure as hell make the game more difficult that's for sure.

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If in realism mode you make the infection rate 100%, then you definitely also need to increase the effective duration of Phalanx. It is even less realistic that a drug made to counter-act a virus would only last a few MINUTES. For game-play purposes this may be acceptable, but if your going to be making a true realism mode, especially when your making the infection rate 100%, you could then make Phalanx spawn less frequently, but make it either last a good 10 or more minutes, or for the rest of the duration of the round. Lets be honest, the effects of most drugs are over the duration of days, and unless the top scientists in the nation made absolutely no progress at all they would come up with something that lasted for a short amount of time (IE multiple hours or over a day), which most rounds would be resolved before this duration would be elapsed.

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If in realism mode you make the infection rate 100%, then you definitely also need to increase the effective duration of Phalanx. It is even less realistic that a drug made to counter-act a virus would only last a few MINUTES. For game-play purposes this may be acceptable, but if your going to be making a true realism mode, especially when your making the infection rate 100%, you could then make Phalanx spawn less frequently, but make it either last a good 10 or more minutes, or for the rest of the duration of the round. Lets be honest, the effects of most drugs are over the duration of days, and unless the top scientists in the nation made absolutely no progress at all they would come up with something that lasted for a short amount of time (IE multiple hours or over a day), which most rounds would be resolved before this duration would be elapsed.

You must understand this virus or disease zombies spread, isn't just normal fever. Phalanx is basically just an everyday anti-fever/-eruption medicine, nothing specially made against the virus zombies are having. That's why it's effects aren't permanent.

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You must understand this virus or disease zombies spread, isn't just normal fever. Phalanx is basically just an everyday anti-fever/-eruption medicine, nothing specially made against the virus zombies are having. That's why it's effects aren't permanent.

Well judging solely off the NMRiH wiki phalanx was described as being temporarily effective against the zombie virus. Even typical drugs last for hours, so with a highly developed drug with billions and billions of dollars dumped in funds and worked on by likely the finest scientists in the country, you would at least expect it to have similar performance on the zombie virus, and compared to an actual round of NMRiH, which typically are resolved in 10 or so minutes.

Really its not up to me how this all works, as this zombie virus is purely fictional and therefor can be modified to justify any gameplay elements as needed, but the prospect of a company that has invested billions of its own dollars into a drug to develop, mass produce, and distribute would only last for what feels like in the game as 30 seconds to one minute (the wiki says 3 minutes but it feels MUCH shorter in the game) just feels so silly to me, and if a realism mode were to be implemented, then this kind of change would definitely help alleviate this goofiness. It would be hitting two birds with one stone, as unless you are in a pharmacy, you aren't going to be finding many phalanx bottles simply lying around that haven't already been consumed, thus along with making their occurrence more rare, we can also make its effects more long-term, addressing the annoyance of constantly hunting for additional conveniently located phalanx bottles to continue to stave off your infection (which is coming back even though you took a whole bottle of pills a few minutes prior).

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Well actually one thing I've been wondering about those pills is, why the hell aren't there more than just one pill in that bottle? why not have the amount of pills be random just like ammo.

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and how can pils be directive active? it takes a hour at least to be taken into the blood stream

for a realism mod this idea is flawed i suggest it to be turned into a powder that you sniff trough the nose or into a syringe

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Yeah, a simple adrenaline shot would be more believable with the current game mechanic, but then again, those wouldn't be lying around as much as Phalanx.

Heh, maybe alcohol could have the Phalanx effect, but also of course distort your view and aim and shit the more you drink to suppress the infection.

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Heh, maybe alcohol could have the Phalanx effect, but also of course distort your view and aim and shit the more you drink to suppress the infection.

Hell yeah, I'm up for taking shots in the bar! :lol:

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Yeah, a simple adrenaline shot would be more believable with the current game mechanic, but then again, those wouldn't be lying around as much as Phalanx.

Heh, maybe alcohol could have the Phalanx effect, but also of course distort your view and aim and shit the more you drink to suppress the infection.

I'm immune to the zombie infection then?

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Come on, Vlad, we talked about this - you are too much man for my tiny sphincter. It would never work out between us.

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