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 11 
 on: August 05, 2015, 12:23:07 AM 
Started by supermidget - Last post by Ross_Varn
I wasn't around to see the game back in 2005, but I have experience with today's game, and I don't think it's going anywhere. The events we host at Lindenwood University draw in a decent player base, every time I visit an invitational there are plenty of folks trading tips and incredible stories, and Missouri players regularly travel miles to play in a game. It will last as long as there are moderators willing to devote time and energy into creating a good game.

I think what SM is seeing is really simple- traffic here died like a fish out of water the week after the HVZ homepage redesigned and killed the link to this forum. No new traffic + less old traffic = less posts = less responses = no posts, unfortunately. You may want to check out the National HVZ Admin Exchange group on Facebook. It is as active as these forums were in their heyday. I wish we could get back to this form of communication, but I don't think it's likely at this point.

 12 
 on: July 31, 2015, 09:18:20 AM 
Started by Felixnfawkes - Last post by Zombona
Keep it simple. If you have to pay for a venue you should probably avoid it. Play at a local park. The game is played with socks, marshmallows, and nerf guns. Not exactly dangerous stuff that you need to shield the public from.
It would be a good idea to give the local PD a heads before you play.

 13 
 on: July 31, 2015, 04:01:41 AM 
Started by Felixnfawkes - Last post by Felixnfawkes
Howdy yall, I've got a rather unique issue. I desperately want an HVZ game out here but I'm about 98% certain that my community college isn't a good place to play and there doesn't seem to be an existing open game out here. So I've been reading the game how too's and choosing the variations I think will be fun and fair. Now here comes the issue: where to play and how to make it happen. Now I've found an unused office building and have a number to call and inquire about the building and surrounding area. The question become how to cover the rent if required? I've given some thought to sponsors as we've got two nerf areas out here and even given thought to seeing about setting up some training/ tutorials/ classes to help replace the classes that a normal game at a college has.

Now HVZ has the rule that we not charge for the game if we want to use the premade website that tracks everything. As I suck at writing software or coding I am VERY keen on using the easy premade website. But I highly doubt that renting a building is cheap. So hence the conundrum. Id like to run a weekend game, hopefully at the aforementioned office building but I haven't the foggiest on how to afford it. Would the copyright holders have an issue with crowd funding? Anybody have any options?

 14 
 on: July 30, 2015, 04:21:56 PM 
Started by Shroud - Last post by Shroud
I was wondering if anyone knew about any open to the community games in the south Alabama/ Pensacola, FL area?  Cool

 15 
 on: July 22, 2015, 10:46:48 PM 
Started by supermidget - Last post by ilikefish58
I was at Texas A&M from 2008-2012.  HvZ started there in Fall 2009, and my first game was in Spring 2010.  We had 2-3 games a semester with averages around 250-300 and a high of over 1000.  The over 1000 person game happened very early on - it was the second game at A&M in December 2009.  As time went on, it seemed like attendance really dropped off.  Part of this was due to the experienced, passionate players getting into upper level classes and graduating.  Part of it was due to our mod team all being on the quidditch team and not having enough time to devote more energy to advertising HvZ.

I returned for two games in the fall of 2012, but the lackluster attendance and some gameplay tweaks by the new mods made it not worth the 4 hour one-way drive and I haven't been back since.  They are still running two games a semester.  I didn't get a count for the last game they ran, but the one before that had only 33 players with an average of 10-15 for missions.

One of the tweaks the mods made that dissuaded me from returning was that they implemented a "winner" system for humans.  In all the games prior, if zombies killed all humans at the final mission, zombies won.  In an attempt to draw in competitive players, the mods changed it into a system where the final mission was always just a killbox and the last three surviving humans won.  There was no incentive for zombies - basically, if you became a zombie you lost the game.

This combined with the advancements in NERF weaponry really hampered any chances for the zombies to effectively play.  Zombies resorted to ambush tactics, but eventually with the dwindling player count, it became a burden to try to set up an ambush when there were maybe 20 humans and 10 zombies on a campus of 80,000 students.  I presume zombies developed a "what's the point?" attitude when facing the fact that they could wait for hours and not see anybody and when they did, they'd have a more reliable, fast-firing weapon than the mavericks of old.

During late 2011 and early 2012, I tried to get a little more involved in attracting a new young playerbase.  It seemed like nothing we did really worked though.  Our attendance numbers slipped down from 200 to 150 and then even lower.  I still don't understand why.  I would think that at such a large campus, more people would at least be interested but the numbers never really swelled back up.  Maybe we didn't advertise as effectively as I thought.  Maybe people just didn't see any.  Maybe the cultural obsession with zombies got a little tired.

I don't have any real answers to why Texas A&M's game has effectively died.  Like toruk said, the NIC as a whole has seemed to have quieted down quite a bit.  I personally haven't done anything nerf related in any sort of capacity for at least a year and a half.  Maybe that is the reason.  Maybe A&M was too large of a campus.  I am close to UT Tyler and they seem to have a pretty healthy game there.   Or maybe its just a getting the right people to run the game at the right time kind of thing.  I don't know.

 16 
 on: July 22, 2015, 02:57:24 PM 
Started by supermidget - Last post by Chevalier Mal Fet
I've been playing since 2008, and I've definitely seen the firepower creep.

But it's more complicated than that.

On one level, improved NERF weaponry really helps the newb humans a lot at the expense of newbie zombies. No longer is there lots of easy prey roaming around waving Mavericks in the air. Now, the capability that used to take extensive modding to achieve is available to everyone off-the-shelf, and human groups have become somewhat tougher as a result.

But, on a deeper level, it's more the shift in tactics that has killed Truman's game. The best weapons are not fancy-ass repeating blasters, but simple socks. In essence, around 2012 or so, Truman's humans "solved" the game. Hordes of players armed with socks could outfight any zombie they couldn't outrun, and outrun any zombie they couldn't outfight. The dramatic last stands and massacres of years past faded away into the misty memories of old farts like myself. Instead, humans could consistently and easily win any mission and there was little the zombies could do to stop them.

On the one hand, I take pride in the fact that was by adopting methods I first proposed in this forum years ago that humans made themselves essentially unbeatable, but on the other I'm frustrated by the fact that I'm just as unable as anyone else to come up with a viable answer to the new human tactics.

Basically, it seems like the zombie skill curve levels out far, far, lower than the human curve does, and eventually we had players who had 6-7 years of experience under their belt. They kind of broke the game for everyone else, and now it just feels dull and tired.

 17 
 on: July 22, 2015, 02:56:30 PM 
Started by supermidget - Last post by Chevalier Mal Fet
I've been playing since 2008, and I've definitely seen the firepower creep.

But it's more complicated than that.

On one level, improved NERF weaponry really helps the newb humans a lot at the expense of newbie zombies. No longer is there lots of easy prey roaming around waving Mavericks in the air. Now, the capability that used to take extensive modding to achieve is available to everyone off-the-shelf, and human groups have become somewhat tougher as a result.

But, on a deeper level, it's more the shift in tactics that has killed Truman's game. The best weapons are not fancy-ass repeating blasters, but simple socks. In essence, around 2012 or so, Truman's humans "solved" the game. Hordes of players armed with socks could outfight any zombie they couldn't outrun, and outrun any zombie they couldn't outfight. The dramatic last stands and massacres of years past faded away into the misty memories of old farts like myself. Instead, humans could consistently and easily win any mission and there was little the zombies could do to stop them.

On the one hand, I take pride in the fact that was by adopting methods I first proposed in this forum years ago that humans made themselves essentially unbeatable, but on the other I'm frustrated by the fact that I'm just as unable as anyone else to come up with a viable answer to the new human tactics.

Basically, it seems like the zombie skill curve levels out far, far, lower than the human curve does, and eventually we had players who had 6-7 years of experience under their belt. They kind of broke the game for everyone else, and now it just feels dull and tired.

 18 
 on: July 21, 2015, 02:18:22 PM 
Started by Benzene - Last post by Benzene
The University of Waterloo is having our second annual HvZ Invitational the weekend of August 22, 2015. The Saturday will be a day-long game, while there will be minigames on the Sunday such as HvHvZ Capture the Flag.

We have a facebook event here with a registration page soon to come.

Hope to see you there!

Post Merge: July 22, 2015, 11:56:17 PM
Registration page is now up at https://docs.google.com/forms/d/1hjC5gSToJ39YaDBgHNlSz1WZ3s9JGD28JaKdF5uRcDc

 19 
 on: July 20, 2015, 08:29:55 PM 
Started by Mzzkc - Last post by irishknots


My good primaries: Los Diablos Rojos - the RS brothers.

 20 
 on: July 20, 2015, 05:05:59 PM 
Started by Mzzkc - Last post by bbdude101
Here is a project I finished up about a week ago. Its a singled "sniper" bolt-action Longshot.



Yes, singled blasters arnt very practical for HvZ, but this thing is still alot of fun to play around with!

Although singling the Longshot removes the ability to use a clip, it also makes it possible to operate the blaster without the bolt sled, which is the most common failure point. Due to this fact, I opted to put in the 8kg (I believe) Orange Mod Works spring inside this bad boy and dont have to worry about it breaking.

This blaster is singled with a CPVC and has a 12in barrel, which aside from extending out the front and looking sweet also adds range. Other mods internally include a reinforced trigger to remove any slop, FBR sound reduction (but it is still pretty loud), locked and extended stock, and hot glue filled handle to reduce flex.

Cosmetically I filled the original priming slot and the mag release with Bondo for a smooth finish, followed by a grey w/ charcoal grey splatter vinyl dye paint job and black accent paint.

More pictures can be see here:
http://s20.photobucket.com/user/jordanab9/library/Nerf?sort=3&page=1

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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.



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