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  • Stupidity aside, the smaller models have the same hitboxes.

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  • Zombies don’t have gluons.

  • Design by committee or rather, public opinion, is the worst way to design anything.

  • Stop crying about things you don’t like in ZS. Get good instead.

    And stop trying turning ZS in some casual paytowin game.

  • @mazah170 sorry bud it’s already casual as fuck

  • I’m going to replace the anime models with the smaller bones only because recent deads using the model will be harder to shoot.

    As for redeeming, it was a quip about it being a bad idea when ZS was first made. It’s obviously too integrated to remove now.

    Tickle is the only zombie that can punish bad barricades. I can remove him but then red marrow or something similar would have to be buffed to compensate.

    Not sure what you mean about tier 6 nerf and put in to tier 5. That was already done months ago and for good reason. Humans did not need nuclear bombs available to them.

    Humans do not get pulled backwards if hit while phasing. They merely are slowed. This was one of the most delayed but needed changes. Phasing was never meant to be some kind of magic get-out-of-jail free card, it was a way to get in and out of barricades without dismantling and reconstructing them. I do remember a deployable teleporter being an early answer to this problem and eventually I decided on adding phasing instead.

    Points even if AFK is a moot complaint. People already get points from owning a crate/ammo box/remantler. I can remove it and make it increasing XP instead of points for surviving but that’s about it.

    I’ll use this thread to add some other thoughts:


    There’s generally too many zombie classes right now that are all very slight variations of each other or they fulfill a very similar role. Adding evolved forms reduced this clutter a bit but there’s still a massive amount, and bosses still use the variant system. I was thinking of combining a few zombies (boss or otherwise) to get rid of the clutter and make some existing ones more interesting / have a more varied kit. Examples:

    • Fast Zombie, Slingshot. Slingshot by pressing reload.
    • Butcher, Devourer. Both are for hunting humans outside barricades. Has his knife on left click and a meat hook (devo mechanics) on right click. Killing humans gibs them.
    • Nightmare, Ancient Nightmare, Howler. Nightmare stats with constant Howler aura and dim vision aura immediately around it. Even a new player can be useful now.
    • Cool Wisp, Wisp. Uses Wisp graphics and attack but now has a constant cold aura immediately around it.
    • Giga Gore Child, Shadow Gore Child. Just remove the shadow one since they’re carbon copies except shadow gives a dim vision on hit and does half damage.
    • Shade, Frost Shade. Both are the same deal.
    • Frost, regular, vile ghoul.


    Humans should be rewarded for lasting some time without actually winning, and zombies should be penalized for leaving. The easiest way I see doing this is to give people XP when the round ends, based on the number of seconds you lasted to. If you die on wave 6, you’ll get way more XP than if you die on wave 3, and redeeming instantly puts you at the new time. Actually surviving is the way to get the most. Leaving will get you 0. May have to reduce the amount of XP you get from points or brains. If people got the most rewards from surviving the clock then there would be less suiciding and less care about points rather than winning.

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