January 23, 2018, 11:52:12 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: If you're a game moderator and don't have the "Game Organizer" custom title, please PM
  Home Help Search Login Register  
  Show Posts
Pages: [1] 2 3 ... 148
1  General / HvZ General / Re: What is the acceptable age cutoff point? on: May 02, 2016, 07:00:24 PM
I expected a question about kids playing.

Your only concern is that some games are university events and may require participants to be students or staff for regulatory/liability reasons.
2  Playing / Equipment & Toys / Re: Flywheel blasters: the goal of faster darts on: January 16, 2016, 11:02:26 PM
From my online research and limited experience [...] it seems like everyone wants higher FPS darts coming out of their ...blasters. Based on my limited testing and observations, if the dart moves too fast, the darts are inaccurate and have no precision (imagine using old school Nerf streamline darts in a singled Titan). Using the same setup, slower moving darts have higher accuracy and better precision, although generally get less range. Therefore, I have concluded that there is a "sweet spot" between FPS/range and accuracy/precision when using standard Nerf Elite darts of Koosh darts (Gen 3). However, I've never see anyone reference this idea. QED: I'm missing something here.

Does anyone know what I'm missing or can shed some light on my ignorance?

You aren't missing much in terms of stability and velocity for the majority of superstock darts, especially the older and less favored types like Streamline and Elite. All I would consider you to be overlooking, and this does get partially into personal preference and situational factors, is that maximizing precision (minimizing spread) is definitely not equivalent to maximizing combat effectiveness of the superstock blaster system. Targets don't sit still in the open 30 feet away. Trajectory flatness, maximum and effective range, retained velocity, and time on target are considerations that favor the use of the highest legal/safe velocity available. Coming up with an effective solution means balancing those with accuracy issues, similarly to the selection of ammunition to balance aerodynamic efficiency and velocity retention with stability.

Nowadays with the much improved darts in .50 cal (such as koosh, ZS Elite, USD, USC, FVJ, FVN/Hardball, ACC, Kforce, and even standard Hasbro Elite to a large extent) which are much more suited to the 100-130fps band, if you ask me, the accuracy problems are dead and gone, and the best bet is to milk those safety limits for every last joule you can put on darts. Velocity gets hits. What would you rather have, a 70fps stock rampage, or a 120fps RS build? Who can take a quick aimed shot across a 45 foot clearing and hit the enemy as they pass a doorway without tons of unintuitive elevation and lead? If both of these players engage each other simultaneously, who is advantaged? Who can reach a horde at 30 yards for area effect? Who is least likely to have a dispute with a zombie? (But who is best at plinking cans off the fence in the backyard?)

flywheel blasters

This opens a whole other can of worms due to the physics of these beasts. There is a proper document by rhino_aus (the Rhino motor guy) describing what I cover below out there but I forget where.

Those Stryfes and such (i.e. "Nerf-design flywheel systems") you see shooting 100-130fps are operating in dynamic friction. The flywheels turn at a surface speed significantly in excess of the maximum velocity a dart can obtain during its contact with them ("critical velocity" which is first reached at "critical speed", approximately 25,000 rpm for the 1.25" 10mm gap system and a typical dart). This mode of operation i.e. "supercritical" is key to flywheel launchers, in my opinion, being viable in the nerf hobby as anything more than a niche or high-priced product.

The reason behind that is simple: As long as flywheels maintain at least critical speed, velocity and flywheel speed have no relation. Since the dart is always skidding on the flywheel surface, the difference of speed between the two is largely insignificant to the force applied on the dart, and so as you shoot and the motors (which are PMDC with linear torque curves) operate under variable loads and hence vary in speed, the velocity of darts doesn't change in response. Supercritical flywheel guns have a definite capability to support ROF, corresponding to the maximum load under which the motors can maintain critical speed; for instance one can calculate 15rps for the Rhino/3S lipo system and 35rps for the FK180SH-3240/2S lipo system both with Nerf geometry and standard ~1.2g darts. Exceed that, which for these setups is not easy, and velocity starts drooping.

Supercriticality also moves the critical speed far enough down in the torque curve that the torque at that speed is high and the total time to accelerate from rest to that speed is only a small fraction of the time to reach full speed - hence quick response. You need not rev one to full speed to get a 100+ fps shot off.

By contrast, i.e. a stock Nerf flywheel gun operates in static friction mode i.e. rolling contact and hence has a supportable ROF of zero rps and a theoretical full-velocity response time of either infinity or 5 time constants (depending on who you ask) - in other words. equating flywheel speed directly to dart velocity is not good. Well, enough theory. Grab a stock Stryfe and rip on it, watch the darts fall shorter and shorter. That is subcritical operation and it is bad. M'kay?

And what that means? You CAN'T, properly speaking, "turn down" a flywheel blaster's velocity without a major tradeoff to other aspects of performance. And that is part of why they all shoot full velocity - because they can do it consistently, and consistency is practical accuracy.

As a small update, I modified a Stryfe with MTB Rhinos. I tested them with a 6 cell and 8 cell NiMH AA eneloop pack. The 8 cell pack shot the darts noticeably faster, but the darts were MUCH more inaccurate. You could compared the performance of my darts (Gen 4 Koosh) to stock nerf Elites...ok, not that bad, but comparable.

The 6 cell pack shot the darts well, although not as well as fast as the 8 cell pack. However, the darts were MUCH more consistent. My current Stryfe setup uses a 6 cell NiMH pack instead of the 8 cell pack.

The 6 cell is subcritical. The 8 is super. That is the major difference. The 6 should get about 90 fps. The 8, 100-120.

Fortunately, Rhinos and a 6 cell nimh pack will give plenty of torque and since it's a semi-auto and probably doesn't see major ROF you should be able to get away with that. The question is whether it really serves your needs. Can you make it start drooping by shooting as fast as in a game? Can you get a ~80% velocity response shot off from standstill?

I still think you should take the 8 cell into combat, as the 120fps is where it's at. Again, it IS personal preference and situational. Some people (see: BURN and their AR equipped rampages) prefer about 90 fps for better accuracy. I find it lacking reach and hitting power.

Also, does anyone know if the Stryfe and Rapidstrike use the same flywheel motors?


They both accept 20.4mm flat can motors.

They both come stock with FA130 motors.

The stock FA130 motors are not the same motor. The Stryfe motor is the common Nerf semi-auto motor (Demolisher, Rapidred, Cam, Stryfe, E-Ray, blah blah blah). You usually run it on a 3S lipo for superstock. The RS motor is a lower turn (hotter) wind. You usually use 2S for similar speed to the former, and it does make more torque, 3S blows them up, and they don't last but a year with stock metal brushes.
3  Playing / Equipment & Toys / Re: Is this unfair? "Ghostbusters" style blaster 270 rounds on: December 04, 2015, 12:32:24 AM
Ghost! You're alive! Old memories.

Oh geez. This subject, equipment fairness and HvZ.

Look, how many times have we seen the HvZ community react to some upcoming/new quantum advance in equipment with doomsday predictions for the game? Or look back on a recent period of continuous improvement and worry over game balance in the future? It was one hell of a lot of times. Too many to list. Tons of product releases and hobby developments. It has been happening all along the road from 2005 to 2015, during which time the equipment has evolved to something superior to the wildest dreams of the early players, let alone what people were once worried about "killing HvZ".

How many times have those pundits been right?


Not once in the history of HvZ.

There are a number of factors as to why; not the least of which is that HvZ is an evolutionary player vs. player struggle by nature (at least when it is healthy) and is far from one-sided. The zombies have their tools; they just aren't physical objects that are so easy to fixate on. Game balance has remained intact through all these years and not just all the equipment changes but also the massive improvement in human tactics and skill due to the decade of community experience between the very first game and now. Before anyone cites rules and moderators as the primary cause of that, anyone who has played a true vanilla game in 2015, as I have, knows that the core mechanics don't need much balancing assistance.

And there's the key point.  HvZers don't exactly have the kind of intensive training required to not make the sort of mistakes that get their brains nommed.  Even without infinite ammo we're pretty much already at the point where the average player has enough firepower that giving them even more dakka won't really make much difference.  Modern HvZ is all about outsmarting the humans and making them screw up rather than taking advantage of crappy weapons like it used to be.  Taking down a proton pack wielder is going to be basically the same as taking down somebody with a high-end Rapidstrike build: ambush them, or isolate and overwhelm them in a mass horde rush.

And this is truth.

Blasters are guns, not forcefields. And the defeat of humans nowadays, probably since at least 2012 if not earlier, is primarily driven by the failings of human players (based on skill in combat, but more importantly larger scale strategic errors) moreso than inadequate hardware. Modern loadouts are such that they can run as hard as the player can run them in nearly all cases.

As to escalation of capacity, nowadays we are probably at an inflection point where the change in human effectiveness per unit capacity increase has started to reduce and there is even less to worry about in terms of impact from these sorts of developments than there may have been early on in the transitional period mentioned above. Modern magfed loadouts can allow humans in common HvZ situations with a bit of skill/practice changing mags to keep shooting quite continuously and carry enough ammo for extended fights already. They are already so adequate that there is only a marginal remaining benefit to chase.

Bulk loaders, hoppers, airfeeds, etc. for HIR guns, as much as I don't (personal preference) really like non-magfed getting too mainstream, are not going to be a threat in HvZ. Systems like this are still squarely in a machinegun or squad support role - they are bulky, expensive to build, not very controllable, not very versatile in the way a rifle platform is, and very hungry. The predecessors to HIR Zedbuster packs are the gravity mag or drum mag equipped Nitron and the Vulcan which had capacities and fire sustainability at the time similarly notable. It isn't magic, nor will it get mass market penetration.
4  Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy) on: September 15, 2015, 08:51:01 PM
Hey, thanks man Smiley Your gear's pretty damn sweet looking too! (and it shoots HARD!)

...I posted a C/Amp-delivery on the battery question elsewhere here... I'll go check out BritNerf for his stat's on them when I get back in a couple of weeks. Keen to look into what Lipo can do but I might just leave that for another build.

Thanks again - stay frosty!



It's a power tool battery, it can do the job fine. You will find all kinds of numbers being pinned on nickel batteries (NiMH/NiCd) but you can be fairly sure this one will pull whatever load you could possibly throw at it with a semi-auto .50.

Do you have the original charger? What sort of condition are your pack(s) in?
5  Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy) on: September 14, 2015, 03:05:33 PM
Primary: The Nerkita (Rayven/9.6v NiCad Makita battery-drill integration) Not quite hammer-drill performance, but not shabby for a clapped out cordless. Can't wait to finish the upgrades so I can get on with the paint and interchangable "heat-gun" attachment. Burn baby, burn!

Dude, that is awesome. I love power tool themed blasters for some reason. Very clean install of the battery mount. Paint and decal are perfect. Also very functional as far as changing batteries quickly.

Does the inner barrel go through that chuck or is that a display piece?

For upgrades I would recommend 18AWG and microswitch if you don't already have that done, and MTB Rhinos. Perfect for a semi-auto with a 9.6V battery (look on Britnerf for the chrono data) though they mostly get used with 3S lipo.
6  Playing / Equipment & Toys / Re: Stryfe Modding Problem on: September 05, 2015, 11:38:25 PM
It sounds like you are trying to use the stock switch/button setup in which the trigger and the rev button happen to interfere (such that pulling the trigger will rev) as a 2 stage trigger, in which pulling the trigger should start the flywheels and then feed a round into them.

The problem is that the timing of the stock setup (which is not meant for any such purpose)  is not even close to being what is required to do that. The switch needs to close with as little trigger travel as possible at the beginning of the pull before the pusher begins stripping a round from the mag.

Also, such a configuration is not useful with stock motors and certainly not the stock battery setup and wiring. You need to have a high-end power system to get the response necessary to not have a liability of jamming or inconsistent velocity.

I suggest that you simply learn to use the rev button properly. This is a case where manual is better than automatic. Hardly any high level player runs a 2 stage trigger. It's all rev buttons across the board.
7  Playing / Equipment & Toys / Re: Yet Another Loadout Critique Thread on: May 09, 2015, 10:03:18 AM
By the way, toruk, I've been following posts about koosh on reddit. How has your latest batch of yutoys worked out for you? For me, it seems like a worthy investment for next year's game. Not having to spend 33 cents a dart would be nice.

I have had nothing but great darts out of yutoys.

The modern koosh is a good dart. The tip bonding and foam diameter issues are all resolved. BW12 seems to carry a lot of darts with protruding messy glue whereas yutoys rarely ships such darts for whaever reason.

Occasionally a tip does debond. When you go through your ammo before the next mission, you will notice these, put them aside for later.

Use CA glue and Dap contact cement to glue them back on (contact cement goes on all contacting areas of the foam, CA is applied to the tip, join the two while the contact cement is wet). The reglued result will not fail you.
8  Playing / Equipment & Toys / Re: Looking for Mabuchi FK180SH-3240 Motors on: May 08, 2015, 11:41:24 PM
That is a -17140 which is way too slow. We already had one local buy some of those by mistake.

If you are looking for the 3240, the helicopter repackages are the way to go. Or make the jump to the XP180, which is an absolute beast, or look into the 130 options. Right now the Falcon WFK130SZ-2190 is getting a lot of attention, use a 3s lipo.
9  Playing / Equipment & Toys / Re: Yet Another Loadout Critique Thread on: April 30, 2015, 04:11:09 PM
For the loose darts, when will you actually use them? When will you not be able to reload the triad from the darts on the ground?

Relying on scavenging ammo is never a sound strategy.

Do not expect to scavenge anything at all. Consider a dart a simulated firearm cartridge. Once you fire it, it is gone. Carry enough ammo to have optimal effectiveness given no recovery. If you can then recover something, you are ahead of the game. As with many things, make this a matter of being on track at worst and ahead of the game at best.

where are you going to put spent mags?

Remember that a mag is not worth getting tagged over. A dump pouch is definitely a good idea, but if there is ever a question of your safety over what you do with an empty mag, you should check your priorities.

I tend to play like Alabasterslim on youtube. If under pressure, the mag goes on the ground. I can almost always pick up and store the mags after the fighting stops.

-Fanny pack with socks.

I would reconsider that. If you are going to have socks, they must be accessible. Anything that needs a zipper or mechanical closure is probably out completely. Pockets and pouches are generally not a great option either. A velcro-based rig is optimal. I recommend a velcro belt.

Other than that, this is looking good. I am going to second Herbert West on replacing the oddball 12-round mag.

Something that really needs a guide of its own, is ammo. Watch out for ammo condition, continuously cull garbage ammo as you load/unload before and after missions (if flattened, out of round, torn, bent, or loose fitting in a stock barrel it is at end of life and you should never use it in hvz), never leave mags loaded after a mission is over, and do not buy any more blue Elite because the reliability of that dart is not the greatest. I recommend you switch to koosh, particularly when you get into upgrading guns; but if you need ammo off the shelf, use ZombieStrike Elite or universal suction darts.

Be sure when loading mags to set back the rubber tips from the front of the mag body, and load properly (push down the stack and slide in the next round from the end, don't just stuff it through the feed lips).

Practice mag changes. With a pump gun that is a more serious matter than usual.
10  Playing / Equipment & Toys / Re: Flashlights vs GITD tracers for night play on: April 22, 2015, 12:23:14 PM
Tracers work for observing fire at night without a bright light, and some use them to confirm hits in HvZ, but I'm a fan of flashlights. A weapon light will both allow you to see the general area and illuminate the rounds as they fly so you can see them, without requiring any special hardware or darts. Plus, the light makes you more difficult to see or target from the receiving end, and the illumination of rounds is on the backside so the shooter can see where they are going but the target can't see them coming and dodge them. If you watch airsoft CQB videos, you will see a lot of how lights can work to a shooter's advantage in tag hobbies.

Flashlights are also safety equipment. If an area is that dark that you can't see a zombie, it is too dark for people to be running around in, someone is going to get hurt. Overall for HvZ with any sort of night/indoor gameplay I consider flashlights essential equipment for both gameplay and safely moving around. Not everyone is going to have a weapon mounted light or a light at all, but at least 25% of the humans should have lights if you ask me.
11  General / HvZ General / Re: HvZ in decline on: April 21, 2015, 06:22:24 PM
2. The rapid advance of technology has also had significant negative effects on our playerbase, I feel. The fact was, back in 2005, your primary weapon options were a Maverick, a Magstrike and (introduced shortly thereafter) a Longshot.

These days, people have the options of numerous electrically-powered semi- and fully-automatic weapons with extremely good range and capacity. This has severely impacted the quality of play, I feel - where once, two or three clever zombies could kill any lone human, nowadays, one heavily-armed human is a match for an entire horde.

I remember that in my first few games, around the time of the Stampede's release, you'd have about 80 or 90% zombies by the end of the game. Nowadays, when I play (although the last time I played was about a year and a half ago), the numbers are often half-and-half or even worse than that. And that's operating with 30-second respawn timers, for God's sake.

This is a crippling problem for the game, I feel. Humans are getting tougher and tougher, and zombies... aren't. Unfortunately, I can't conceivably think of a way of fixing this without basically limiting people to exclusively retro blasters, most of which aren't even on shelves anymore.

If anyone can think of a solution to this, I'd invite them to step up to the plate.

This is not an issue common to all playerbases. I have been playing since 2010 and at no point has the balance ever even wavered at any event I have been to. The matter of escalating nerf technology affecting balance comes up a lot though and is obviously happening to someone, so I am not calling it a non-concern.

I would suggest that games not suffering a balance problem don't simply have "better" zombies or a more advanced zombie meta, but had a major shift of zombie tactics that make the firepower escalation less relevant by preying first on human failings, not weapon capabilities and flaws. This is what I have seen; modern zombies rarely rely on exploiting a crappy weapon to get a kill, but rather outplay the human fundamentally and on a greater level. What use is firepower if you never get to pull the trigger? Never have a chance to aim? Never see the zombie before being tagged? That is how it happens. It's how I always die, and unlike firepower and traditional tactics, it is difficult to have a one-sided escalation of that human element on a playerbase level so as to break a game.

Also, typical "solutions" (involving restricting human armaments) to the escalation of technology in this game are inherently damaging IMO. They fall squarely into the category of changes that contribute to the decline of the game, as described above.
12  Boring Stuff / Tech Support / Forum Posting Issues on: April 16, 2015, 10:17:55 PM
Lately I have experienced an issue with HTTP requests hanging for up to several minutes when submitting posts. The post goes through, but nothing comes back down to the browser for some time. This has caused me to double post accidentally several times until I figured out the behavior of the server. Just now a user double posted a thread and I am fairly sure was caused by this.
13  Playing / Equipment & Toys / Re: Looking for Mabuchi FK180SH-3240 Motors on: April 16, 2015, 09:55:21 PM
You double posted.

There is a shortage going on right now. There was really only one supplier that had them in bulk at low price and he has run out of stock and is now trying to deal with MOQ and such to get them back in, from what I have heard.

They are sold by Eflite/Blade (as stock RC helicopter motors) as pn EFLH1210 or EFLH1211. E_sky also has theirs that is cheaper. You can score these on ebay for about $2 more per motor than Zinky used to sell them for.

Use a 2S lipo. 3S is unnecessary, gains only 5-10 fps, is harder on motors, and fries darts. And is loud, scary loud.
14  General / HvZ General / Re: HvZ in decline on: April 15, 2015, 03:43:21 PM
Something is definitely amiss. I have thought about starting a thread myself.

To get it out of the way, lately there has been a decline of traditional forums in the HvZ and nerf world. Alternate messageboards such as facebook and reddit tend to steal the traffic. About the only nerf group in the world that primarily hangs out in a forum anymore is the American NIC on nerfhaven, which is also seeing less traffic than in the past. (Why this has happened, I do not know, but it does have its problems in that these new venues have no archival value and make content hard to find.)

Regardless, this is probably a large part of why there are fewer posts right now. I wouldn't take it as an indication of HvZ's health.

I am in Florida. Within range of me are 4 HvZ sites (UF, USF, SEU, Florida Polytechnic University).

Of those:

- Polytechnic is a brand new game as of early 15. It has played 2 full games and approximately doubled its attendance in the second, amounting to 1/5 the campus playing HvZ.

- USF is an established organization which just ran its big 5th anniversary game. I couldn't play this last game, but I haven't heard anything negative. About 260 players. This is a large school.

- SEU is a smaller school. They have an established HvZ. I also have not heard anything worrisome about this game and have attended a few missions.

- UF is where I started in 2010, but unfortunately, it is the local game where I can say beyond a doubt that trouble has gone down and evidence of any global decline has arguably manifested in rare form. Also 300-ish players in recent years. This game is notable in that its popularity was astronomical early on and dropped to its modern numbers around 2011.

So overall, based on games and numbers, local HvZ is not doing too bad.

I think more of what has declined is the quality of gameplay. I see a stagnation of both human and zombie sides and a lack of new blood and fresh interest in hardcoring HvZ. For instance (I am a career human) I am not seeing the weapons and tactics posts of the old days, anywhere. Along the same lines I see less of the original spark, the thrill of earlier games that drew people in so well.

Note that HvZ is NOT a fad. The game has been around since 2005. Players of my generation (which are veteran and often retired from university games by several years by now) were not even in high school when HvZ originated. The game has remained of strong appeal all this time and continued spreading. If anything is going wrong at any given site now, it has to be down to some recent change in the way things are done.

Now that is precisely the case with the UF game. I would pin most of the blame for its ills on misguided changes to the game with positive intent. There has been a serious push to cater to casual players, I am guessing in the belief that newer players were being discouraged by a highly competitive gamestate with major skill and equipment barriers to entry. Moderators have thus had a serious bias/grudge against hardcore or effective players with the default idea being that they need to be reined in and nerfed, and the culture has trickled down and led to anti-veteran sentiment (culminating in the banning of a high-level and respected player for extremely dubious reasons with major evidence of corruption) and an attitude I would call sour and unsporting. Zombies have become much less of a fair, square, can-do optimistic bunch and increasingly demanded specials and human nerfs, complained about velocity limits and guns hurting, complained about everything. There is more cheating and arguing. Adding to that, moderators have taken to leashing the gamestate very tightly and using NPC enemies (often immortal) to herd players around and increasingly contrived and lame ways to off people.

I do not play this game any more and have not played their last, but as of the previous game I have seen an excellent cross section of the decline. Is UF turning around? Perhaps. Perhaps it is declining more, signs point to yes (the last I heard, the mods have adopted this police state us-vs-them approach, created a 5 page document of various ways to be banned and warned, and adopted a velocity limit that is clearly intended to trip up any serious upgrading player with the statement that "we will make sure you never use that gun again and if you do, you will be banned"). But the observations stand. The game in such state is highly unrewarding to play as either a human or a zombie, and this type of corrosion of the game structures perfectly explains what I was getting at earlier with the stagnation and loss of the original thrill that I see reflected everywhere.

What I consider most important in efforts to turn it around is that the determination of the game's state/skill level/etc. by player vs. player interaction is critical. As much as some hate arms races, HvZ is an arms race. It is a framework in which players come together to challenge each other with their best honest efforts and abilities and that is what the thrill is derived from. They, and you, get to do anything safe, legal, and sporting to succeed. It is all out survival. That is what the spark is. It is the stuff of batshit insane plays, epic dodges, heroic moments. The legitimacy of it is what makes each kill and each narrow escape so intense and satisfying, you are playing against fellow players. Not against mods, not against rules or a rigged system. The game is genuine and honorable; and you can advance as far as you want in it by putting effort into it, thus it rewards involvement and loyalty.

The vast majority of large scale problems with HvZ I would attribute to attempts to fight this, mainly associated with the great fallacy of "hardcore = bad"/"don't take it too seriously" or that what is going to discourage the noobs is the skill level (and not the culture which is the real issue); thus attempts to seize control and force a de-escalation which end up only violating the core principles of the older games and rendering the end result tedious, lame and cheap, not thrilling. Yet, in all this time, accounts of games with solid sporting attitudes being trashed by over-escalation of the serious players' abilities are few and far between, or even nonexistent. Hardcores/Vets are the foundation. They are who do the promotion and help get noobs involved and act as the game's bedrock. You want them in your game.

Game balance has to come into play, but the best balancing methods are the ones you don't see as artifice when you are a player. Changing mission objectives slightly and metering out perks carefully (to simply change the difficulty of the gameplay) is how it used to be done. By contrast, sending an immortal NPC enemy to run through a squad and murder them, or setting off an unannounced EMP so that players attending a mission with electric guns (not previously knowing that the game itself is even aware of electric guns as a concept) all get iced, is fucking bullshit. Cheap and lame as hell. It isn't skill-based. When it gets that heavyhanded that players are being randomly smited by TPTB and the randomness is the key element to how, you can't do anything as a player to improve! You can't develop better tactics, better weapons, better communication, anything. The only winning move IS NOT TO PLAY.

Another common problem is that we forget humans, versus, zombies. That is, was, the original draw. Most early games around here were strictly plotted with zombie scenarios and did not dilute this too much. That has changed and there is way too much complexity. It could be argued that the freshness of the game is no longer there and the zombie apocalypse allure has got old, but again, in my experience the zombie apocalypse concept doesn't get old and the real cause of any staleness is once again misdirected effort to "fix" the game or change things for the hell of it thereby diminishing elements that made the game as awesome as it once was.

So I hope this was not too much of a detour to get into my theories on the HvZ decline, but that is what I think it is. I have been trying to put this together in a blog post or something for like a year now, and forgive the lack of polish and possible missing pieces.

We need to recapture the original allure of the game and the players will return. It is as simple as that, we need to go back to mid 2011 or earlier. How we did things back then worked.
15  Playing / Equipment & Toys / Re: Flywheel Problem on: March 19, 2015, 12:31:52 PM
Clean the shafts and flywheel bores, oil/grease will make them walk off. Also, try using a different fly set, the ray flies have the loosest fits. Also, 3S on those is unnecessary speed and using 2S would likely eliminate the trouble.
Pages: [1] 2 3 ... 148

All opinions expressed on this web forum are those of the individual authors and not of Gnarwhal Studios INC.

"Humans vs. Zombies" and "HvZ" ® 2005-2012 Gnarwhal Studios INC.
HVZ SOURCE is a project created by Chris Weed (Dreamer of Dreams), Brad Sappington, Joe Sklover, Justin Quick,
Trevor Moorman, Max Temkin, and Ben Beecher.

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines