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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Need a host for SEA

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    v0.17 Changes

    Note: I've changed the game description text to be more informative about the objectives of the game, rather than presenting the scenario itself.

    Balance

    • Now, when players leave on the Swarm team, the Swarm's respawn timer will be reduced based on how much they are outnumbered. For -1 players, the timer will be 45 seconds, for -2, 30 seconds, -3 20 seconds, and -4 15 seconds.
    • Behemoths can no longer toss rocks from the ground to the top of the rooftop, or vice versa. This is to prevent players from making it impossible to get on the roof by camping a Behemoth at the edge of the roof and spamming rocks on the teleport.
    • Removed the dead zone from Pyroclasm
    • Reduced the cast time of Rescue and Medkit use to 4 seconds (from 5)
    • Rescue will no longer be interrupted if the person using rescue takes damage. The target taking damage, however, will still interrupt it.

    Bug Fixes

    • Hawk's hallucinations should no longer cause "camera drama" when hit by a strangler or pounce.
    • Added a new "Refocus" button which will pan the camera to a live ally's location while in Spectator Mode after dying. This should make it easier to watch the action if you can't find it.
    • Swarmer's slime spit can no longer be "killed" by survivor attacks. This was also blocking attacks towards the Swarmer occasionally.
    • Rush can now properly cancel his Repel ability.
    • Behemoth boulders can no longer be killed.
    • Fixed another apparent hole in the wall event.
    • Fixed a bug that caused the "blind" effect to not dissipate properly after being slimed by a Swarmer. This is meant to temporarily disable ally vision sharing, there was a missing command to return it to normal after the blind wore off.
    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @joecab: Go

    Trying. Help bump it :D

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    v0.13 (Minor Update)

    • Pyro can now properly hit burrowed Lurkers
    • Behemoth cooldowns reset when the Behemoth dies, not when he is selected now. This will prevent occasional situations where there could be 2 Behemoths in play at once.
    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    v0.12 Changes

    Balance

    • Reduced Strangler choke cooldown back to 15 seconds (from 20)
    • Hawk's primary attack now hits up to 5 targets in a straight line (up from 3)
    • Initial spawn timer for Swarm at the start of each round is now 15 seconds. Following spawns will still be 60 seconds.
    • If teams are imbalanced (at least 2 more players on any team than the other) the teams will automatically rebalance when a round starts.
    • Performance Ratings should be a bit more forgiving. Previously the requirement to achieve a D rating was to get 5 players past the wall event. Requirements for A and S ratings have not changed.

    Bug Fixes

    • Transmission portraits should properly appear in round 2.
    • Fixed an issue where Survivors weren't properly sharing vision in round 2.
    • Health % should now properly follow a character when they are moved while incapacitated.
    • Fixed a bug that randomly caused the Behemoth to throw "nothing" if they were too close to some game doodads.
    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @tigerija: Go

    EU is working on bumping it I think. Ask Xaragoth :P

    On US it's getting about 3-4 simultaneous full lobbies during prime time, top of the "show new" page, somewhere near the top of main page 3.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @TrueKynth: Go

    You could get 4 disablers in L4D at times, 3 hunters/1 smoker and no way to get out if they all hit their targets. Ever pulled off the roof ambush in No Mercy with that? It was ridiculously funny, but a bit OP.

    Hence why I added some abilities to prevent full wipes with a stacked disable team like that. Rush for one, is immune to pounces (kind of, he gets a long stun if hit by it). Two, Ace can break out of them with his E ability.

    You can never get more than 4 disablers in a 5v5 maximum. This is to leave one person alive to help at least. If people can coordinate a good ambush like that, it depends on all of the swarm hitting their marks, not fudging up the ambush, and whatnot. I have yet to see a full scale lockdown like you described yet. But if they can pull it off, that is how its meant to work!

    Reducing Swarm respawn is not an option however, as before it was 45 seconds, and it was EXTREMELY overpowered.

    The Lurkers are killable, but if someone is snagged by one they have to find it burrowed. You can still hit burrowed lurkers, but the problem is they have to be found. Also, Rush can blink out of a root.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    v0.8 Updates

    Balance

    • Increased radius of the Predator's Pounce impact effect. Players should have a bit more forgiving windows to hit a survivor with a pounce.
    • Increased the radius of the Strangler's hook impact. As with the Pounce, it should be slightly easier to hit targets.
    • Swarmlings now have 10 hp (up from 5).
    • Reduced Rush's Tremor (stun) radius to 4 (from 6).
    • Rush's primary melee attack cleave can now only hit a maximum of 3 targets.
    • Behemoths will now spawn after 10 minutes from the start of a round, and 5 minutes each after the first spawn.

    Bugs

    • Predators should no longer "warp" to unintended locations after leaping. This was caused by an error in the targetting code for the leap. If a player directly clicked a survivor as a target they would instantly 'warp' to that survivor after the pounce ended, if they missed. This should no longer happen.
    • Stranglers should no longer be able to hook targets through LOS objects, such as walls or cars.
    • The Strangler hook should no longer cast when "target not in line of sight" errors occur. Previously they would fire regardless of LOS of any kind.\
    • Hawk's Hallucinations should no longer pick up medkits
    • Players occasionally were able to spawn multiple units on the Swarm team. This has been fixed.
    • The wall event had a hole in which players could walk through to the other side. This has been patched.
    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Got an important update, right now ppl can't shove each other out of the Strangler's attack.

    the baneling (Swarmer) summons zerglings based on how many people he slimes. So slime more ppl and you'll quickly overwhelm them :p

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @SebSC2: Go

    Xaragoth will be hosting it on Eu yes, but I need to get him the latest version too. Talkin to him on IRC right now

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Love the amount of play its getting now :D

    After numerous games tonight I've made the following changes for both balancing and bug fixing.

    v0.4 Changes

    Bugfixes

    • Predators should no longer mysteriously disappear when leaping
    • Should now have a real hitbox (previously melee attacks would not correctly hit a Predator like it was supposed to)
    • Should no longer be able to spawn multiple Behemoths
    • The Behemoth cooldown should now be correct (15 minutes), before it was timing out at 15:15.
    • Players should no longer get a black screen during character selection
    • Fixed a bug that caused the heroes to not show up during character selection if a teammate left at any point in the game occasionally.
    • Stranglers should now do correct damage once their victim is dragged into their melee range. Previously, strangle damage did 1dmg/sec while dragging the victim, and only 1dmg while in melee range. Now it should correctly deal 3dmg/sec while in melee range of the Strangler.
    • Fixed the hitbox on Predators. Melee abilities would not correctly hit them previously.

    Balance

    (Swarm Team)

    • Swarm unit respawn timer now elapses every 60 seconds (up from 45).
    • Swarmers now correctly become stunned for 2 seconds when shoved. This only should apply to the Swarmer unit.\
    • Increased the cooldown of Strangle to 20 seconds (from 15s)
    • Cooldown should now reset after a choke ends (before it would keep ticking down the cooldown while strangling a target)

    (Survivor Team)

    • Added significantly more ammo and medkit spawns around the map. This is to encourage more use of primary attacks and less spamming of Shove.
    • The rooftop event now has a significant amount of ammo sitting around. These ammo points will always spawn.
    • Removed all friendly fire mechanics for now. This will become an option at a later time, a team can choose at the beginning of a round to enable or disable friendly fire. Disabling friendly fire will reduce the final score of the team by 25%, and reduce the maximum performance rank they can attain to B. This will give players who want to take the challenge of friendly fire an incentive to do so, and will be reserved for more organized team play. (This is not currently implemented). The removal of friendly fire seems necessary for now since in most games I have observed, and logged, the damage done to the Survivor team was over 65% friendly fire, and only 35% from zombies and swarm. This was a bit too much so I think it is okay to disable FF for now. As it stands, the FF feature is very unfriendly to newer players and makes the game much too difficult. This will just be added later as a "hard mode" feature.
    • Pyro will no longer hit allies with his Pyroclasm ability regardless of FF options.
    • Pyro's Shattering Shell no longer hits allies regardless of FF options.
    • Increased the rate at which Pyro's primary attack deals damage.
    • Pyro's primary attack now hits more targets simultaneously. Many people were pointing out that he is a fairly weak character overall. He used to be able to solo the entire map (sans special units), and was way undertuned afterwards. He should now be a more viable character in the group.
    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @Gorandor: Go

    At work, I'll find you when I get home.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @Zergling89: Go

    Yeah, the Behemoth is only available to the Swarm team after 15 minutes of play. It is the equivalent of a tank, except this tank can throw EVERYTHING at the survivors. Including other swarm units, zombies, cars (to be added), and also large rocks.

    I thought about adding a 'witch' type for the Co-op mode (5 player vs. AI units), but not for the multiplayer. I feel as it is right now it is a challenging enough run for the survivors at this time without even more things to WTFPWN them.

    The Lurker is a new type of unit which wasn't in the original L4D which is classed with the Swarmer (Boomer) as a slow-down unit which impedes the Survivor's progress. This was mainly because the normal roster doesn't meet the 5 player profile in this one. I did try to add my own touch to the game, too :P so it wasn't 100% the same as L4D, but obviously the inspiration draws heavily from the competitive multiplayer mode.

    Again though, I'm getting requests for a non-multiplayer co-op mode for the people who don't like vs. games.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @ZeroAme: Go

    Like anything else, you'll either enjoy it or hate it. I don't think everyone is 100% pleasable.

    Gorandor if you're on IRC i can get the map to you.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @zenasprime: Go

    State of Mind & PNC: City on Fire Prodigy: Spitfire

    There. I'm no video editting expert just puttin that out there lol.

    Game is now at the very top of page 2 on SHOW NEW list. :D

    Posted in: Project Workplace
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