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Author Topic: Rules Philosophy Question  (Read 4587 times)
yuiikari


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« Reply #30 on: March 30, 2012, 12:54:23 PM »

^He was speaking hypothetically. If anything our game is very pro-zombie.

My apologies for misunderstanding, then.  I'm still not used to everyone's alien ways here.
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Western Invitational II has ended a success.  Thank you to Ball State, Perdue and the other attendees that helped make it a smashing success.  We'll meet again next year, same Bat-Time, same Bat-Channel.
torukmakto4

Inhuman Resistance

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« Reply #31 on: March 30, 2012, 01:07:15 PM »

My apologies for misunderstanding, then.  I'm still not used to everyone's alien ways here.

alien ways

<--- this?
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CT-2406
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Dr Remag
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"A warrior never worries about his fear."

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« Reply #32 on: March 30, 2012, 03:14:23 PM »

My shcool never did 1 hour incubation times, it is usually the length on the stun timer which has been as low as 2 minutes before and peaked at 15 but usually under 10.
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Squad: Spartans[Disbanded]/Game Breakers/Templars of Steel[TBA]
Play Style: Heavy Grenadier/Blaze of Glory
Primary: Big Bertha
Secondary: Socks/Anything LULZY

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Cody
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« Reply #33 on: April 02, 2012, 12:24:01 AM »

Potential additional reason for the 1 hour incubation: it gives time for the zombie that made the tag to report it online. Otherwise you can end up with really awkward incomplete chains of kills that can't be reported. We also used to have a rule at Truman (not sure if you guys still have it) that if a kill wasn't reported within a certain time frame that it would be invalidated with exceptions if the zombie contacted the mods because they couldn't read the ID code or something of the like.
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Dandelo
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Known. Some. Call. Is. Air. Am.

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« Reply #34 on: April 02, 2012, 10:07:03 AM »

@Cody,

There are some rule changes this semester but that's still essentially true. The new rule is that you're free to play zombie WHEN you kill is logged and not before, but the time limit for reporting a kill still applies (I think the time limit is being dropped down to 2 hours). The change from a set incubation time to requiring your kill to be logged prevents the situations where a player waits an hour, goes zombie and kills people, but then his own death isn't logged in time; is he not still human? What about all those people who think they're dead now?

I think they'll still have instant mid-mission swaps, though.
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Tarkanos
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« Reply #35 on: July 18, 2012, 10:03:54 PM »

Our school uses a 3 day timer. This makes it so that inactive players die out before friday, giving us an accurate count, but all active players stay alive by feeding each other. It's pretty good so far.
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Kyhan

Amature Artist, Professional Person

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« Reply #36 on: August 25, 2012, 05:12:47 PM »

I've still never played a game of HvZ on a large scale. With that in mind, I only have secondhand knowledge of what works and what doesn't.

Maybe a solution to the Starve Timer would be changing it from 48 hours from your last kill, to adding 24 hours to your life after each kill (starting with a no-kill 24 hours)? I mean, It rewards zombies a little more for being good, and doesn't punish them for being TOO good too early on. The Zombies who don't care enough to get kills still starve off, but the guys who get 8 tags in the first day don't have to worry about being screwed over for not having enough food anymore. Also, it doesn't waste time.

If someone gets 3 tags in the first 8 hours of game normally, they're still only safe for 48 hours since their last kill. With this, after the 8 hours, they are safe for 96 hours, for a total of 4 days.

Maybe 24 hours added isn't the best number, but the concept of adding hours per kill, rather than resetting the timer sounds good to me. Maybe it could be 12 hours added to an original 48, or even 8 hours if you want it harder.

Sure, there could be the players who get a bunch of kills, then don't play the rest of the week, but why I don't see why a zombie being idle is any different from a starved zombie, since humans can't starve.
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