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Showing content with the highest reputation since 12/09/2017 in all areas

  1. 2 points
    Hey everyone, I’ll get to the point: We hear that many of the top Be the Zombie players think it could be better balanced. We want to make things better, but first we need to properly understand what changes you want to see. So we want your input on the overall balancing of BtZ. Below I’ve listed some of the variables that determine the balance of BtZ. These are things that we can either decrease or increase without necessarily needing to release a new patch. We’d like you to reply on this thread with: The top three things you think we should increase. The top three things you think we should decrease. I appreciate that you will have other suggestions for bigger changes or additions but please, for the time being, stick to what we’ve laid out here. It will really help us get a clearer picture of how you feel about BtZ. Thank you for your input and your support. Here are the variables: HUMAN UV Flashlight Damage to Night Hunter Duration Cool down time Flares Cool down time Drop attack Height required Grab radius (how close to the NH you need to be to land a Drop Attack) Grappling Hook Stamina cost Cool down time NIGHT HUNTER Damage Tackle Ground Pound Claw Spits Effect duration Cool down time UV Block Effect duration Cool down time WEAPONS (Note: damage to Night Hunter and damage to Nests are separate variables). Short knife One-handed Small two-handed Large two-handed Dropkick Pistols Rifles Arrows Crossbows
  2. 1 point
    Hey everyone, thanks so much for your feedback so far. I haven't been replying to each of you because right now we just want to gather the feedback and listen to what you have to say. But everything will, of course, be taken into account and we'll keep you updated on what happens next. Thanks again for all the support of our game.
  3. 1 point
    cr1m3

    Music is still playing problem

    Hi, try to set the level ambient music to none in the level attributes : http://dldt.byethost16.com/wiki/index.php/LevelDI
  4. 1 point
    Vallon

    Be the Zombie Balancing - We Want Your Feedback

    Damage and values is far from what's imbalanced about your PvP. I realize you asked us to stick to what you wrote, but those variables are something that would be suited for a fine-tune when the PvP is almost balanced and needs just a few tweaks to make it perfect. You need a few fundamental changes before changing values. Here are some of the facts pretty much every seasoned player that knows both Survivor and Hunter inside-out agrees with:
  5. 1 point
    Bub

    Be the Zombie Balancing - We Want Your Feedback

    Thanks for this thread. - Toxic effect during DFA/increase DFA animation time so human stays longer in toxic. What grinds hunters gears? Animation camping, specially after iTackle was removed. Those unavoidable deaths - just because one survivor had enough patient to sit top of lamp post for 10 seconds. And brave enough to jump down on locked hunter. Yes theres ways not to get under DFA bombardment-bait - but hunters energy limitation (I like to think it as ticking clock) sets certain limitations to drive off the campers all over again. When hunter feels like dfa is coming and he cant counter-tackle, he should have chance to take survivor with him with quick toxic-spit. Main idea is not to actually get the kill, usually toxic deaths lead to human revive anyway if hunter isn't around, but it would give NH one way to delay humans trip to nest. Nowadays hunters shoot horde-spit and pray for telebombers when they feel like they are getting rained from above. Sometimes toxic too but it wont kill human unless hes low on HP. This one is problematic because toxic is very strong currently and imo shouldn't be any stronger on normal gameplay. Thats why dfa animation time increase-suggestion. - DFA height required. Got quite few wtf-moments with this one. Sometimes dfa just triggers out of nowhere on very low drops. I'd like to see the day when DFA is hard maneuver and indication of high skill or something, now it just feels so ez trick. - Manual firearms damage. Im lazy and just quote myself: "I'd really like to get slow manually loaded firearms buffed. E.g. I love double barrel shotgun (dat reloading sound) but against Night hunter its like bb-gun. If successfully clearing both barrels to NH would correnspond somewhere near bows single hit damage, it would be good alternative to crossbow." - Amount of autobalance. It just feels so wrong. As I've said before; I rather lose like winner than win like loser. - Claw damage is at good state. I like the knockback too. However occasionally I feel like Im forced to use the NH-booster to survive from insane damage done by double-claw glitch (I really like pyza-suit). So decrease amount... of claw-glitching? On the other side I try to understand why hunters do it and why they find it justified: NH is just powerless af against good team. And most players seems to use booster by default. - Damage on 1v2(?). I have very little NH-experience, but as survivors eyes something feels really wrong in this setup. It feels unfair compared to 1v1/3/4. E.g. if both survivors know what they are doing, its not hard job to instakill hunter after single missed tackle. Nothing else, maybe? Guess I'll get back to this later. +rep ok