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Alright, so I've seen some other people posting suggestions on how PvP can be better.  Techland is fixing the matchmaking process which will make it IMMENSELY better!  And while I think this game is amazing overall, there are a few  things that I think could be done to make gameplay more fair and fun!  What I'll do is post some suggestions for an improvement and a few reasons why I think that's beneficial.  Then you can comment and say "yay" or "nay", a reason why, and add your own suggestions!  If I and other people like it then I will edit this original post to include it!  That way all of the good suggestions can be easily seen.  Likewise I will edit out my ideas if they don't seem very popular, or change them as needed!  Please leave a comment below of what you think, and hopefully we can get some good idea's that Techland will see!  Thanks!

 

Edits will be done in red

Additions will be done in green

 

A few of my suggestions (in no particular order):

 

 

1.  Players can no longer abort immediately.  Now this may seem a bit ridiculous since you would basically be making the player play. But here's my logic;

 

             - If a player does not want to be put in a BTZ match, then they can turn it off in the online menu, while still leaving multiplayer on for adventures with other players.

             - Doing so would help people playing as the Hunter find matches with players who would actually be willing to play.

             - It would help stop people from just leaving their console unpaused at night with the zombie invasion on.  Many a time have I found that a player has left the console to do whatever and now I have to wait or abort because I just don't find it sporting to kill a guy who's just standing there :P  My guess is if people are aware that if they leave it on they will be entered into an un-abortable match, they will be less likely to just wander off, at least without turning off the invasion mode.

             - I would suggest only allowing players to abort if they are going to quit the game.  If they abort then they get sent to the main menu.  I feel this would make people actually think about if they want invasion mode turned on, and make the matchmaking more effective.

 

 

2.  Nerf Survivor's drop attack and dropkick.  I thought this was nit-picky at first and I haven't had too much trouble with dropkicking, but it's become pretty apparent that this is an issue. I think this would really even out the two sides, and here's why.

 

             - A Hunter's pounce is a one hit kill, but can be deflected with UV light, quite easily in fact.  A player's drop attack is one hit kill, apparently unavoidable..

             - The drop attack has a weird knack for locking on from too far away.  This means it takes no real skill or aim to use it and what's worse is that it can be performed off anything, even a park bench.  The Survivor can even perform this move after jumping over a Hunter's tackle.  Trust me, it's happened to me.

             - The dropkick seems really OP to me, doing more damage than it should, stunning the Hunter for too long, and is also too easy to chain preventing the Hunter from having a chance of escape/defense.

             - This would be fixable by a simple button mechanic (such as using the base hit button, perhaps a juke similar to what the survivor does, or a jump). It would be the same thing as the brief second available to deflect a pounce or jump over a tackle.

 

3.  Spit recharge time.  It might just be me but it seems like with the new patch they made the recharge time on the Hunter's spits longer.  By kind of a lot.  Now while some may think that the spits give the Hunter excessive advantage, I don't believe so.  Here's why;

 

             - The Hunter relies on these to make effective assaults.  Given that the Survivor has a UV flashlight and as of right now no limitations on flares, the Survivor can pretty much always deflect a Hunter's pounce.  Hunter's need the UV Block spit in order to be able to prevent this, or try to since Survivors can always throw down more... flares...

             - Hunter's also have the ability to tackle, ground pound, and slap!  However tackles can be easily dodged and cause the Hunter to stop running giving the Survivor time to UV and kill it, ground pounds do minimal damage and if miss for some reason make the Hunter stand there like an idiot while he gets chopped up, and slap is about as effective as a Magikarp's splash...  All these can really mess up the Hunter, unless he uses the UV shield.  Giving him time to make a move effectively and get away. Unless it takes 5 minutes to recharge; another reason why the recharge should not be as long.

 

4.  Survivor Sense.  It's vitally important to the Survivor, but maybe too vital?  Many a time has it led to awkward staring competitions between the Hunter and the Survivor.  And quite frankly I have no idea how to fix that!  A comment below explains a bit how NOT having it would probably be unfair to the Survivor, and maybe nothing needs to be done at all.  Opinions??

 

            - Someone suggested giving the Hunter the ability to not be detected by Survivor Sense when crouching and I think that's a really cool idea!  It gives incentive to the Hunter to be stealthy, the Survivor will still know it's location when it's on the move/attacking, and it would just make the whole think a little bit scarier.  The threat of the Hunter stalking the player methodically rather than just relying on combos for kills on skilled players.

 

5.  Hit points & aggression of zombies around nests/Hunter.  I noticed this immediately, and it only took a few minutes to annoy the chupacabra out of me.  I like the fact that they made them more aggressive and harder to kill, I just think they went a bit excessive.  It once took me about 20-30 hits with a machete (dmg about 1800) to kill TWO viles (fast running zombies).  My suggestions are pretty simple:

 

             - Aggressiveness around the nests should be high, but I don't need to be chased by 30 viles while I go from nest to nest.  It doesn't make the game difficult or make you think, it just makes you take longer having to repetitively hit 30 zombies 10-15 times each!  I have a Hunter to worry about between nests.  At the nests, you can make it rain zombies.

             - The hit points of regular wimpy Viles should not be 10x more than the Hunter's.  I've played a long time to get the amazing weapons I have, and now it seems like I'm hitting them with a teddy bear.  I like that they don't get killed in one hit because it makes the game more challenging.  But the amount of hit points they have is crazy!  It should take me no more than 3-5 hits to kill those zombies.  Because while they're attacking me I can't keep on the look out for the Hunter, which makes me an easy target.  That... kinda sucks... in like a not well balanced way...

             - I DO like that the Hunter doesn't take that much damage to kill.  It makes it so it's more about the skill of the zombie than just being The Incredible Hulk.  I don't really think that needs changing as of now.  2-4 hits on the Hunter is a pretty good number, especially since he can regenerate health.

 

 

*Footnote: If you type "S-C-R-E-W over" it will replace "S-C-R-E-W" with chupacabra.  In fact, I didn't even type chupacabra it's just replacing "S-C-R-E-W" with "chupacabra" as I type.  Just a fun fact!

Edited by Death Smiles

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Did you download the patch yet? Most of this has been fixed.

 

That being said I still think only allowing one flare to be above at a time would be better than forcing a short cool down after throwing 3 (why do you need 3 flares out at once?)

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Did you download the patch yet? Most of this has been fixed.

 

That being said I still think only allowing one flare to be above at a time would be better than forcing a short cool down after throwing 3 (why do you need 3 flares out at once?)

 

because ground pound and uv spit destroy the flares...you must remember that this game needs to be balanced for 1v1 too, making all the chances with 1v2+ is a bad idea. 

 

Thats why i defend the "scaling" of items/skills according to player count.

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Ground pounding a flare doesn't bypass the recovery of a missed ground pound. In that time you can throw down another flare and the hunter will have a little less energy due to being exposed to the first flare therefore keeping you safe from pounces.

 

Being able to throw even just two flares at a time allows people to chain the together when properly spaced. Not to mention multiple survivors can work together to form a flare chain reminiscent of prepatch flammers.

Edited by jcks

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Ground pounding a flare doesn't bypass the recovery of a missed ground pound. In that time you can throw down another flare and the hunter will have a little less energy due to being exposed to the first flare therefore keeping you safe from pounces.

 

Being able to throw even just two flares at a time allows people to chain the together when properly spaced. Not to mention multiple survivors can work together to form a flare chain reminiscent of prepatch flammers.

 

Good argument, but more often than not, you get tackled away from the flare and then pounced. My point is not regarding 1v2, but 1v1 situations.

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Good argument, but more often than not, you get tackled away from the flare and then pounced. My point is not regarding 1v2, but 1v1 situations.

Tackles are easily avoidable. I had a match once after a guy was falling off a roof in the slums I takcled him as I ran off the roof after him and he still avoided the tackle in mid air.

 

The hunter needs a decent running start to initiate a tackle, almost 10x the distance it takes a survivor to use a dropkick. Also by the time he recovers from a missed tackle you can already have another flare out, same as with ground pound.

Edited by jcks

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Tackles are easily avoidable. I had a match once after a guy was falling off a roof in the slums I takcled him as I ran off the roof after him and he still avoided the tackle in mid air.

 

The hunter needs a decent running start to initiate a tackle, almost 10x the distance it takes a survivor to use a dropkick. Also by the time he recovers from a missed tackle you can already have another flare out, same as with ground pound.

 

Just one question: do you play on console?

 

Cuz on the PC that stuff happens so fast...i just met a guy who spammed pound & tackle and it was working for him...i had to use cheesy tactics like destroying nests with molotovs and shooting them.. :\

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Also by the time he recovers from a missed tackle you can already have another flare out, same as with ground pound.

The issue there being that Humans can use items (Medkits, Flares, UV Light) when in mid-recovery animation.

 

Of course, Night Hunters can charge up Ground Pound in mid-recovery as well, so it's not terribly one-sided in that regard, but there are quite a few more options on the Human side of things.

 

Successfully Ground-Pounding a Flare and Human at the same time can often result in a Flare being summoned in mid-air, but since it doesn't activate immediately, it's a nifty time to Pounce if you see it coming.

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I do, if pc is faster that would explain the trouble you're having.

I considered suggesting this as a change so tackles could connect more often when putting on pressure but that would be counter productive on pc it seems.

 

Also molotovs and guns aren't cheesy tactics now that the damage scales and zombies react appropriately. It's legitimate strategy now.

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I do, if pc is faster that would explain the trouble you're having.

I considered suggesting this as a change so tackles could connect more often when putting on pressure but that would be counter productive on pc it seems.

 

Also molotovs and guns aren't cheesy tactics now that the damage scales and zombies react appropriately. It's legitimate strategy now.

 

There u go... on the pc, some hunters spam everything they have, you can barely breath, most of the time you're just flying away hoping not to hit spikes nor fall down to the streets and die lol (in 1v1).

 

What i do now is to use camo, use the "takedown" in the zombie guarding the nests, then molotov both nests and while they are burning i focus on the hunter. Once the burn stops i either hit them with the sword or shoot it.

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There u go... on the pc, some hunters spam everything they have, you can barely breath, most of the time you're just flying away hoping not to hit spikes nor fall down to the streets and die lol (in 1v1).

 

What i do now is to use camo, use the "takedown" in the zombie guarding the nests, then molotov both nests and while they are burning i focus on the hunter. Once the burn stops i either hit them with the sword or shoot it.

i just beat a hunter on my hard mode save which is levels 5/5/6(after fight) and he was level 20 i got 1 power level and 1 agility level during that fight so if a hunter always wins 1v1 how come i beat a nilly max skill tree hunter 1v1 with my best weapon(didnt use it on purpose) being the expcailbur that you pick up ?????

 

oh and i didnt have any throwables to use or medkits at all

 

and that guys ranking was beast which is 6th rank

Edited by darkwolfcub

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@jcks makes a good point, instead of a certain number of flares available you could just make it so there are only so many you can throw at a given time (I edited that in).  The only problem I see with that is that if the Hunter puts out the flare, then the player can put down another one, and then the Hunter puts out that flare, and the player puts down another one... see the pattern?  There would have to be a recharge for flare placement, which I also don't think would be fair because then once the Hunter puts out one flare the Survivor is left vulnerable.  I feel that limiting the number of flares available to use would make it more about how you tactically use them, you would have a limit and if you used it up you would be screwed.

 

@DoctorPurrington you make a good point about how the Survivors can use items while moving and it is kind of an advantage, but if a Hunter were to tackle a Survivor near a flare the flare would damage it's UV stamina, so it wouldn't be able to pounce.  Just as well the Survivor can usually us his UV flashlight while being tackled or drop a flare really quickly, so it's usually a bad idea as a Hunter to try to pounce. Rather just run away and come back in for another tackle in rapid succession.

 

I noticed you guys talking about how the Hunter can ground pound and tackle a Survivor near flares.  The only problem is that the Hunter still loses stamina from the flare, so it won't be able to pounce immediately after a tackle or ground pound near a flare.  And while a UV spit can put out a flare the Survivor can immediately throw down another one.

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@jcks makes a good point, instead of a certain number of flares available you could just make it so there are only so many you can throw at a given time (I edited that in).  The only problem I see with that is that if the Hunter puts out the flare, then the player can put down another one, and then the Hunter puts out that flare, and the player puts down another one... see the pattern?  There would have to be a recharge for flare placement, which I also don't think would be fair because then once the Hunter puts out one flare the Survivor is left vulnerable.  I feel that limiting the number of flares available to use would make it more about how you tactically use them, you would have a limit and if you used it up you would be screwed.

 

@DoctorPurrington you make a good point about how the Survivors can use items while moving and it is kind of an advantage, but if a Hunter were to tackle a Survivor near a flare the flare would damage it's UV stamina, so it wouldn't be able to pounce.  Just as well the Survivor can usually us his UV flashlight while being tackled or drop a flare really quickly, so it's usually a bad idea as a Hunter to try to pounce. Rather just run away and come back in for another tackle in rapid succession.

 

I noticed you guys talking about how the Hunter can ground pound and tackle a Survivor near flares.  The only problem is that the Hunter still loses stamina from the flare, so it won't be able to pounce immediately after a tackle or ground pound near a flare.  And while a UV spit can put out a flare the Survivor can immediately throw down another one.

if you use uv blocker in combo with ground pound (my fav tactic when dealing with flares) you dont lose any energy at all

 

and sometimes its all about timing spit and just before it eplodes pounce and if timed right you will get the pounce before they can throw a flare 

 

if you tackle out of flare then follow up with a ground pound then pounce 

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@darkwolfcub those are actually good ideas that I didn't think of!  I have done the one where you use the spit and pounce before it explodes. I guess I've only ever used attacks other than pounce when the Survivor is terrible... which is usually lol but nonetheless I'm not too experienced with them.

 

I'll have to use that though!  Also where do you look to see their rank?  I've never actually thought about looking before and I may wanna check out my own!

Edited by Death Smiles

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Am I the only one that feels like strafe dodging needs some work? All a survivor needs to do is spam the strafe button while shining his UV light. You cant hit him with spits because of long strafe distances. You obviously cant tackle him. Ground and Pound is near impossible to hit because of long strafe distances. Maybe limiting the SS will fix this problem because he wouldn't know where im coming from at all times but I don't know. That might just make them spam it even more. I played against a survivor that all he did was strafe. The entire game. Almost like he was mocking me. It was so frustrating that I just didn't want to deal with it. After 30 minutes and three nests down, with only one survivor kill, I left. Ive been playing BTZ since release and put in several hours post patch. It feels MUCH better, but I really don't think its even close to being balanced in terms of anything above 1v1.  Before anyone asks, I play on console so im not sure if these issues exist on PC. Keep up the good work guys!

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@Thecak3isali3 that would be really annoying!  I've dealt with people using strafe when they know I'm aiming at them.  But that's the thing if I can set up a better ambush then they won't know what hit 'em!  I don't know if they should really nerf the strafe since it's just kind of natural in the game and if they do then the Survivor will have no chance of dodging a spit that lands right next to them.  I think it really comes down to the Survivor Sense, and all the times the zombie and player just end up staring at each other.  I don't know how they would fix that though.  If they put a limit on usage or distance then the Hunter can just tendrile in or jump down or whatever real easily and kill them with a pounce.  But it certainly does make things a bit slow sometimes.  I'll edit that into the list and see what kind of suggestions we can get for it!  Thanks!

 

 

p.s.  That guy probably was just being a total douchebag lol

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i just beat a hunter on my hard mode save which is levels 5/5/6(after fight) and he was level 20 i got 1 power level and 1 agility level during that fight so if a hunter always wins 1v1 how come i beat a nilly max skill tree hunter 1v1 with my best weapon(didnt use it on purpose) being the expcailbur that you pick up ?????

 

oh and i didnt have any throwables to use or medkits at all

 

and that guys ranking was beast which is 6th rank

 

90% of hunters are clueless and really bad...

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@darkwolfcub those are actually good ideas that I didn't think of!  I have done the one where you use the spit and pounce before it explodes. I guess I've only ever used attacks other than pounce when the Survivor is terrible... which is usually lol but nonetheless I'm not too experienced with them.

 

I'll have to use that though!  Also where do you look to see their rank?  I've never actually thought about looking before and I may wanna check out my own!

theres plenty of ways to use your abilities to win just think of different ways and practice them against noobs

 

also as of right now(xbone) you can only see rank after the game ends and you just go into the stats of the player 

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survivor sence needs to be a cooldown move like an item hunter needs a complete rework watered down human is what it is.humans needs set items in the games 10meds packs 3 of each flares per life or have item usage in general create a universal cooldown on all items 13seconds 15 seconds? things like grappling hook would have its three charges then set into that cooldown lets say they throw a flare switch to a different flare they cants use it because the cooldown was in effect simple ez make humans choice there items better and if the items is a potion the potions should be on cooldown lock till the potion is over then it starts the cooldown of 15 seconds or w.e that way they cannnot use the items and switch to another n spam something else

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what Techland should do is reduce both the Range and Duration of the UV Light.

 

  • 1 X Human = 15 Seconds of UV -- 5 Second Recharge.
  • 2 X Humans = 7 Seconds of UV -- 8 Second Recharge.
  • 3 X Humans = 5 Seconds of UV -- 11 Second Recharge.
  • 4 X Humans = 3 Seconds of UV -- 15 Second Recharge.

My Reasoning for this is Simple, more Light Sources means more UV Spam.

with this change, Humans would use the UV Light more Defensively.

Edited by Chaos_Deception

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what Techland should do is reduce both the Range and Duration of the UV Light.

 

 

  • 1 X Human = 15 Seconds of UV -- 5 Second Recharge.
  • 2 X Humans = 7 Seconds of UV -- 8 Second Recharge.
  • 3 X Humans = 5 Seconds of UV -- 11 Second Recharge.
  • 4 X Humans = 3 Seconds of UV -- 15 Second Recharge.
My Reasoning for this is Simple, more Light Sources means more UV Spam.

with this change, Humans would use the UV Light more Defensively.

Batteries should have to be expended to continue UV use. Same method as Metal Parts repairing broken Weapons. There is your fixed pause/recharge period most NH want added.

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