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Suggestions for More Fast Paced Gameplay

Discussion in 'MC-WarZ' started by Unsaid, Jul 10, 2018.

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  1. Unsaid

    Unsaid Banned

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    As WarZ 2.0 is right now, fights are pretty hard to come about without spending a decent chunk of time (30+ minutes) either looting or farming in order to get ammo and other supplies. This is a direct contrast to WarZ, where getting a fight was extremely easy as long as players were on the server. So, in order to speed up the pace of the game, here are a few suggestions I think would help.

    1. Lessen the time it takes to make money from selling crops. By making money faster, it is possible to buy ammo at a quicker rate which in turn increases the readiness of both parties in a fight making them occur faster and more frequently.

    2. Decrease the size of the map by moving all towns/camps/farms/mines closer together. The map is pretty large, and it's hard to get fights unless you want to visit an infected camp where there's a high chance of getting killed by a larger team with more gear.

    3. Fixing combos to make the guns work like they did in the original WarZ. I know comboing was supposedly "added" in the last patch, but the guns still behave strangely and not like they did on WarZ. There is still a large delay in combos that has to be bypassed by zooming in your guns, but I don't think that's intended.

    4. Giving incentives for fighting. I think a good way to incentivize fighting other players would be adding a kill reward (getting money or ammo per kill) or something of the like. As it stands now, there really isn't a goal to the server. Making money isn't exactly satisfying and fun, and I think prioritizing PvP would help make the experience more enjoyable.

    Thanks!
     
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  2. Lord_Roke

    Lord_Roke Forums Watchdog

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    It also makes everything else cheaper - possibly leading to an economy where equipment is so cheap that it is basically worthless and there is no incentive to fight or make more money. We need to find a balance between making equipment accessible while at the same time keeping it somewhat rare.

    That is simply impossible - building this map took 15 months in total, you can't just copy paste these structures as they are adapted to the landscape. It also shouldn't be necessary - this map isn't much larger than the last WarZ map and through horses, bus stops and pressure plates you can travel very fast.

    A simple kill reward (or even a complex kill reward, based on equipment, elo, stats etc.) will always have the issue of players abusing it by killing alternace accounts. I could imagine re-adding the elo system from WarZ to give an incentive for fights.
     
  3. Unsaid

    Unsaid Banned

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    1. Agreed. I just think the current system is far too boring to just sit and wait for an hour just to make money to buy ammo etc. (obviously looting for guns is effective). As you said, there needs to be a balance that I honestly don't know how to create.

    2. It's not the size of the map necessarily, it's more how spread out the locations are. 75% (rough estimate) of the WarZ map was not used at all for fighting. Almost all fights took place at the zone 6 areas, but it's unclear where fights will take place on the new WarZ. Infected camps are good, but there are too many places players can be where fighting isn't prevalent. Also, the infected camps don't retain the uniqueness that the different zone 6's did on old WarZ. Nether and snow were vastly different and had different styles of play (snow was more about camping small buildings, nether was for larger fights that spanned multiple large structures, etc.), and I don't feel this difference with the infected camps. They all just look and play the same with slightly different aesthetics.

    3. ELO boosting was essentially a non-factor on WarZ after the developers fixed it, so I think ELO-based kill rewards could be a good idea.
     
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