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Survival revival.

#1
Survive. While not that awful of an event could be changed a bit for some nice QoL

1-3 man teams. You can do this in CoD zombies, It'd be nice to see it here too. (1 man bloodwynd when)
It'd be nice to be scaled down in difficulty a tiny bit for each person missing but not required.

I'd also like to see a cooldown reduction, I believe it's (24) correct me if I am wrong. The 6 hour treatment would be nice. Its the longest minigame by far so "spamming" it wouldn't be a problem.
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#2
this is a great idea, hopefully this happens
chainy, chany, cheeny, cheesey, cheese, chebby, cheddy, kenny, chad, jeremy bentknee, bently, chendy bedendy, cheny deddy
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#3
Survive is not that bad in my opinion, some changes would be cool tho.
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#4
I would rather it have the time to complete rounds scaled down a lot. Those 30 minute rounds after wave 24? Going to be 40 minutes each now with the same rarity of drops.
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#5
(03-08-2018, 08:18 PM)TJ1524 Wrote:  I would rather it have the time to complete rounds scaled down a lot. Those 30 minute rounds after wave 24? Going to be 40 minutes each now with the same rarity of drops.

It's actually scaled based on player count on top of round count.

Code:
self.MaxEnemies = math.Round((self.Round * 0.75) * (math.Round(table.Count(self:GetPlayers()) * 2)));

Health too:

Code:
local mhealth =  math.max(((self.Round - 1) * 8) + (table.Count(self:GetPlayers()) * 11), 75);

Survive already supports fewer player counts, but I'm not quite sure the above formulas for scaling (been in since day 1) are good enough for lower counts.
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