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Steam News30 April 20197y ago

Dev Blog - Upcoming Major Balance Changes

Hello everyone! It's been a while since our last beta update which was focused on melee weapon improvements, balancing, and other tweaks.

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Full Zombie Panic! Source update

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Hello everyone! It's been a while since our last beta update which was focused on melee weapon improvements, balancing, and other tweaks. We've heard a lot of great feedback from all of you and we are finally ready to share more improvements to the game's balance that you all have been asking for, and some that we felt were necessary! We've got a lot to talk about regarding today's changes, therefore stick with us until the end of this announcement and be sure to share your thoughts in the comment section down below! Keep in mind that some of these features are still work-in-progress, and everything is still subject to change before release.

What changed

0 fixes3 additions1 change0 removals
  • Compatibility
  • Server
  • Balance
  • Gameplay
changedHello everyone! It's been a while since our last beta update which was focused on melee weapon improvements , balancing, and other tweaks. We've heard a lot of great feedback from all of you and we are finally ready to share more improvements to the game's balance that you all have been asking for, and some that we felt were necessary! We've got a lot to talk about regarding today's changes, therefore stick with us until the end of this announcement and be sure to share your thoughts in the comment section down below! Keep in mind that some of these features are still work-in-progress, and everything is still subject to change before release.
addedWarm-Up RoundAfter every map change, the first round will be a warm-up round which works in the same way as the "test mode". Players will be able to walk freely around the map between 30-60 seconds while everyone waits for the rest of the players to connect. This can be adjusted via CVAR by the server administrators to meet their players' preference. Steam post image We hope this will help address the issue of the first round being heavily in favor of the Zombie team due to players taking a little longer to connect and joining the round late.
addedNew Score SystemWe've been working on designing an improved score system that rewards players for most of the actions that they can perform. Gaining score is still primarily focused around killing or doing damage; that's because it is the most important action to helping you win on either team. However, now other actions such as healing a Survivor teammate or completing certain objectives will give you more points than you'll get from a kill. This will encourage players to help their teammates more or complete objectives instead of camping for kills in objective maps. Our intention is to encourage players to perform these actions more often by rewarding more points for completing those actions. One necessary change with this new system was that the amount of points rewarded needed to be inflated to allow us to implement more diverse rewards, instead of everything rewarding between 1-10 points. The point values will be much higher than you're used to, but this does not diminish their value. Every action that rewards points will be balanced depending on things like their importance, difficulty, and frequency at which they can be performed. We will not be discussing the exact values we have planned at the moment, because these will be adjusted before release. Although, we will say that it would be possible to get thousands of points within one round with the new design. Certain actions such as placing barricade boards and sharing weapons or ammo have been excluded from rewarding points. Rewarding these types of actions would result in things like Survivors using barricades boards on a wall where it's useless, or constantly sharing items back and forth unnecessarily, all in order to farm the most points. We feel that it was necessary to restrict those actions from rewarding points in order not to encourage that type of behavior. Here are some of the actions that will reward players with points;
addedNew Score SystemCurrently we are in the process of implementing the new design, then we will move into testing and balancing. It's important to remember that this is still a work-in-progress, and it will be adjusted as we test the new system to see how it functions. With all of that in

Zombie Panic! Source changes

changedHello everyone! It's been a while since our last beta update which was focused on melee weapon improvements , balancing, and other tweaks. We've heard a lot of great feedback from all of you and we are finally ready to share more improvements to the game's balance that you all have been asking for, and some that we felt were necessary! We've got a lot to talk about regarding today's changes, therefore stick with us until the end of this announcement and be sure to share your thoughts in the comment section down below! Keep in mind that some of these features are still work-in-progress, and everything is still subject to change before release.
addedAfter every map change, the first round will be a warm-up round which works in the same way as the "test mode". Players will be able to walk freely around the map between 30-60 seconds while everyone waits for the rest of the players to connect. This can be adjusted via CVAR by the server administrators to meet their players' preference. Steam post image We hope this will help address the issue of the first round being heavily in favor of the Zombie team due to players taking a little longer to connect and joining the round late.
addedWe've been working on designing an improved score system that rewards players for most of the actions that they can perform. Gaining score is still primarily focused around killing or doing damage; that's because it is the most important action to helping you win on either team. However, now other actions such as healing a Survivor teammate or completing certain objectives will give you more points than you'll get from a kill. This will encourage players to help their teammates more or complete objectives instead of camping for kills in objective maps. Our intention is to encourage players to perform these actions more often by rewarding more points for completing those actions. One necessary change with this new system was that the amount of points rewarded needed to be inflated to allow us to implement more diverse rewards, instead of everything rewarding between 1-10 points. The point values will be much higher than you're used to, but this does not diminish their value. Every action that rewards points will be balanced depending on things like their importance, difficulty, and frequency at which they can be performed. We will not be discussing the exact values we have planned at the moment, because these will be adjusted before release. Although, we will say that it would be possible to get thousands of points within one round with the new design. Certain actions such as placing barricade boards and sharing weapons or ammo have been excluded from rewarding points. Rewarding these types of actions would result in things like Survivors using barricades boards on a wall where it's useless, or constantly sharing items back and forth unnecessarily, all in order to farm the most points. We feel that it was necessary to restrict those actions from rewarding points in order not to encourage that type of behavior. Here are some of the actions that will reward players with points;
addedCurrently we are in the process of implementing the new design, then we will move into testing and balancing. It's important to remember that this is still a work-in-progress, and it will be adjusted as we test the new system to see how it functions. With all of that in

Warm-Up Round

After every map change, the first round will be a warm-up round which works in the same way as the "test mode". Players will be able to walk freely around the map between 30-60 seconds while everyone waits for the rest of the players to connect. This can be adjusted via CVAR by the server administrators to meet their players' preference. Steam post image We hope this will help address the issue of the first round being heavily in favor of the Zombie team due to players taking a little longer to connect and joining the round late.

New Score System

We've been working on designing an improved score system that rewards players for most of the actions that they can perform. Gaining score is still primarily focused around killing or doing damage; that's because it is the most important action to helping you win on either team. However, now other actions such as healing a Survivor teammate or completing certain objectives will give you more points than you'll get from a kill. This will encourage players to help their teammates more or complete objectives instead of camping for kills in objective maps. Our intention is to encourage players to perform these actions more often by rewarding more points for completing those actions. One necessary change with this new system was that the amount of points rewarded needed to be inflated to allow us to implement more diverse rewards, instead of everything rewarding between 1-10 points. The point values will be much higher than you're used to, but this does not diminish their value. Every action that rewards points will be balanced depending on things like their importance, difficulty, and frequency at which they can be performed. We will not be discussing the exact values we have planned at the moment, because these will be adjusted before release. Although, we will say that it would be possible to get thousands of points within one round with the new design. Certain actions such as placing barricade boards and sharing weapons or ammo have been excluded from rewarding points. Rewarding these types of actions would result in things like Survivors using barricades boards on a wall where it's useless, or constantly sharing items back and forth unnecessarily, all in order to farm the most points. We feel that it was necessary to restrict those actions from rewarding points in order not to encourage that type of behavior. Here are some of the actions that will reward players with points;

Currently we are in the process of implementing the new design, then we will move into testing and balancing. It's important to remember that this is still a work-in-progress, and it will be adjusted as we test the new system to see how it functions. With all of that in

Source

Steam News / 30 April 2019

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