#Give runner zombie ability to infect player

25 messages · Page 1 of 1 (latest)

azure flint
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Title

brazen bolt
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They do though. To get infected you have to be grabbed without stamina. Seems fair enough to me, unless they make pill spawn as common as bandages.

azure flint
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and i've been surrounded by them taking hits with my tank build, they dont infect you at all they just punch you.

open whale
brazen bolt
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I must have mistaken a walker for a runner then. I only get grabbed while surrounded. They can't touch me otherwise ZombieCupOfJoe

azure flint
vernal viper
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they def need to make the game harder

leaden epoch
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I disagree. Even in the Original NMRiH Runner and Children were mainly a threat due to how fast they were. I think leaving the infecting to the hordes of walkers is a good idea, however I do think the devs should force us into more areas that are tight but have lots of infected, kind of like the field hospital POI.

azure flint
open whale
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Yeah, I’m going to disagree with the disagreement too.

little magnet
twin mulch
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They're making this game soo beginner friendly its actually funny.
They can put modes for beginners to teach them, let them play easier. But this is just lame af.

opal bramble
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This is true, but i dont blame them... if they want the best of both worlds I'd say they enable higher infection rates (such as with runner hits and regualr hits) on Hard and even more on Nightmare.

Classic i feel like you're meant to survive at least 1 map to get a few perks, develop your char a bit and experiment, and feel better after losing your previous responder, but Hard map should be "the game as intended" (nightmare the "end game")

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That said I think even a very very low chance even on classic to get an infection from regualr hits should be added... somethint crazy like 1% but enough to cause some fear of getting slapped too much and create some really unexpected "wait what? How/when did i get infected EFF!!" even in classic if you're a reslly unlucky fellow (like I haha)

azure flint
# opal bramble That said I think even a very very low chance even on classic to get an infectio...

I'm of the opinion that there shouldn't be anything other than 2 difficulties. Classic and nightmare.

I think this game should definitely be one of those where you load in with anxiety with unlikelihood of extraction or completion of said missions. The difficulty curve ball should be intense and require and encourage good teamwork if one ought to care about surviving.

Because for a PVE co-op extraction game to feel intense and hardcore, it needs to be oppressive.

opal bramble
# azure flint I'm of the opinion that there shouldn't be anything other than 2 difficulties. C...

100% i get ya, and what you're looing for. Games like GTFO were awesome for this and I too loved it. That said, it also becomes very niche and really changes what I "think" the devs were going for ... honestly the way I view things I feel like [of it didnt segregate player base too much] there should actually be MORE difficulties tiers with addition of cumulative random map modifier ... basically fulfilling the "roguelike" vision I think they started out with (and the further you get the more account XP/reward you earn)

Its a very different view and some would like it, and other wouldn't... tbh I don't think there is a good answer other than like, do everything?

They had "game modes" on the consideratiom road map -- add in hardcore, maybe objective mode (can be more dense and even harder, scripted etc) and the classic survival mode for those who jsut wanna shoot zombies until they die.

We'll never make everyone happy, but being EA they need to start "somewhere" which probably make sense to try and accomdoate as broad an audience as possible, then crank the hardcore up to 11 with future modes and modifiers / events??

Short term, a game that offers accoutn progression, and for those (like me) who enjoy feeling progress, to make the game spike in difficulty like that (unless it was a CHOICE from lvl1 to go classic or nightmare mode maybe) it feels like I'm playing to get no "reward" or long-term progress for the majority of my time as a player. One wya around is to give account XP on objectives done whether you extract or not, but that takes away some tension too... not sure it's worth

Just my personal take of course

brazen bolt
azure flint
# opal bramble 100% i get ya, and what you're looing for. Games like GTFO were awesome for this...

Well the main issue is that if a coop game is easy to breeze through it will never have any longevity to it. Part of the charm of the original game was the fact it was surprisingly difficult and had a huge curve to master. And since this game likely wont have the same amount of map variety to spice things up it would need to be difficult enough to where extraction is not as common as it currently is.

And part of the solution to that imo is runners giving the player infection. Because a good player knows how to micromanage their stamina to prevent being in a situation where they get bitten in the first place by a regular zombie, Runners on the other hand can catch even a good player sleeping if they aren't vigilant enough, I think it is absolutely integral to the gameplay loop as a whole, Because thats one of the fear factors of 'survival horror' missing in this game, a dread of infection risk to a more dangerous zombie.

opal bramble
# azure flint Well the main issue is that if a coop game is easy to breeze through it will nev...

Well being able to extract the first map with a lvl1 char (with minimum reward level) isn't really "breezing" through the game, it's just a single freebie for SOME account progress after a recent fail not feel stonewalled in the game at any point ... Hard I've failed many times (mostly because I end up solo and not good enough to 1-man objectives with 6 runners on my butt at all times lol -- skill issue, but it's still a challenge as I assume was intended -> teamwork + individual skill is a "must" even on hard, let alone nightmare) -- That said I do 100% agree in infection form runners, just tweak the chances significantly between difficulties -- the risk should always be there, but much less often in classic (almost like "losing a lottery") but enough you still worry about it and practice/learn to avoid that chance --- Hard and above much more punishing where you put that practice into... well practice or else die hard XD ---- Personally I like the freebie as a stress relif after a ahrd/nightmare fail and as a warm up ot the new character and perks you unlock form that first run ; it's kind of annoying not knowing if you have a good roll also if you never get a chance to even try it in the first place (if things are too hard immediately), but this only effects new players really, and I get that ... long-term difficulty and more difficulty I agree is key and motivator for players to progress as players too (not just account unlocks)

azure flint
# opal bramble Well being able to extract the first map with a lvl1 char (with minimum reward l...

I think regardless of difficulty runners should infect players, cause without it I have heard anecdotally with my partied peeps they haven't been infected once, and don't even know what the point of the pill bottles gene therapy.

I think that's a huge issue in general cause I'm sure the intended experience is to rush around the map and ration your pills or be lucky enough to find a gene therapy.

An experience that would easily make any match more intense and 'survival horror'

opal bramble
wheat radish
brazen bolt
opal bramble