Hydreigon
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Posts posted by Hydreigon
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RIP: The true zombie escape Dovahkiin.
P.S. Skyrim needs one last update. Give someone the csgo tesv vmf before you leave for good at least.
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13 minutes ago, Spookycommander said:
1. GFL CSGO:ZE is a Terrorist/Zombie SIDED server, as to make it better and not useless zombie efforts, it keeps people from despair or being unable to do anything as zombies because they know that they can break the lines if a CT messes up or they have enough persistence.
2. Again Terrorist/Zombie SIDED so the health is high so zombies don't have to worry about charging into 40+ Counter Terrorists with the worry of dying and having to walk all the way back to the defense point.
3. Events are a way of getting people together on the server although winning is nice it's always good to have people teach new players hard maps in hope of them returning with ambitions to beat it.
4. The maps you've listed with HLStats have either A.) Been on the server since 2014. Or B.) Are played daily. Or C.) Both referring to both ATIX maps
5. You're allowed TWO grenades, which is 10 seconds of flame, 5 each grenade, adding 1 second to 1 grenade and removing the second would make no sense to be changed. Also we're not adding Freeze grenades or any other special grenades as I've stated the server is Terrorist/Zombie SIDED.
I guess this explains why bhop is so ridiculous.
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1 hour ago, Block said:
Don't forget the great migration to Plaguefest that resulted in everyone being banned!



You players deserved that one. What a disgrace.
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Die where you stand!
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I quite agree with this thread. There exist multiple problems too.
1. 10000 hp is too high even for mzombie and agree to put it at 6500.
2. Bhop is ridiculously easy it's gamebreaking. It's much worse some that some stupid players agree to keep bhop as is (mentioned in my previous thread about bhopping). Not to mention the recent update finally added a sv_enablebunnyhopping cvar. If bhop is at least altered, do mention so. Otherwise, this should have been addressed ever since I first posted that thread about bhopping.
3. Nade duration I think was fine but if everyone wants a slight increase, they can. It's the fact every player essentially has two nades (one at spawn and one via zmarket). If you want you can make it so that you can't rebuy nades midway but increase nade duration even more.
4. There is a reason to have extra ammo for some weapons in csgo (because most smgs have altered mechanics or movement speeds). I do miss the p90 with the 245 velocity making it an invaluable weapon for backpedaling.
5. Any idea if the bad item strafing bug is fixed so most items can now be used properly?
6. Any idea if the bugs in entwatch are fixed too? I would remove the glitchy hud as well as cooldowns feature buggering up the tag and score. You can still keep the feature that tells who used an item.
7. The idea of restricting tryhard maps for a low playerbase has been done before and it didn't work well before...but being a different playerbase, we can always test that out.
8. Get the rulesofp players to fix the flame lag...as well as a slight nerf on the convoy boss hp. Speaking of maps, someone needs to make skyrim hard again.
9. Last but not least, fix zr where it's impossible to become zombie every (other) round so invaluable players don't end up raging and new players will stop playing.
I haven't played csgo for a while mainly because it wouldn't work properly on my current pc. I'm also impressed the fact this server/community is still thriving at a time it'd usually be a very low population. I don't even know if GFL csgo ze at this point is great the fact it rivals source. I hope for valve to iron out all the glitches in source 2 as well as be aware of what the modding community can do...as in don't make updates to ruin mg or ze as well as go way overboard with microtransactions.
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- Popular Post
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Meanwhile at Valve:
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12 hours ago, Major_Push said:
get outta here you noob.
#Makezegreatagain
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pF will rise from the dead!
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Map stupid.
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10 hours ago, xSnowyAngel said:
RUN TIME
2-3 hours (Unless we change it to Temple Raider or Paramina Rift)Let's go respect Slayerdragon for once :).
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I can't attend.
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A thread like this may have been done before. On csgo, bhopping is much easier compared to css that even some less experienced players can use that trick. If that's not bad enough, it can be a bit gamebreaking especially with the high jump. I feel that zombies bhopping and strafing can be more op than in css with sv_enablebunnyhopping 1. The cause is the fact that there is no stam/penalty jump unlike in css which makes zm movement gamebreaking and defending against zm overall harder even with ridiculous knockback. I'm probably going to be aware of some ppl that use bhopping in csgo too much as an advantage, *cough Flow *cough. I hope this can somehow be addressed.
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Wester (although a close call from paramina rift).
Also, voting system is buggy (I apparently have "voted twice" and wanderers palace shows three votes when four players actually voted.
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Pidaras, no questions asked.
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Diabetes and Diabeetus aren't the same you know.
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His actual name is Rovdyret somehow.
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Act 3 has two parts (Santa's lair and the twisted truth void) but it's only one long stage. Good luck on the Truth Truth mode.
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Confirmed I will not attend.
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It will be very unlikely I will attend the event.
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7 hours ago, opalqnka said:
No, it doesn't. The ulterior motive is for you particularly to be human as much as possible on the maps you consider great by changing the very foundation of zombie escape - the randomness of the zombie spawn.
I agree it's nice to be human and play your favorite maps, however it's a 64-people server and it's unfair to anyone (newcomers or old dogs) for some players to use this "exploit" and be human n rounds in a row. These n rounds, as you suggest, could make it so you win (solo or team win) the map (given all the necessary conditions ofc) . That would be game breaking, I would hate to see non-trying zombies who will either go to spec (you never do this, do you?) or just fool around, waiting for the round to be over so that they get their lovely n rounds as humans.You do not want to play as zombie and that's your problem - zombies need to try to stop the humans and only with tryhard zombies the game is good.
{You say - if the player is initial zombie, well, tell me what prevents you from joining bit late, on the warm up round (well, this could be prevented by the Joshy's proposed player queue, however this suggestion falls under the "broken randomness category" so in my view, is not applicable).}
Just play as zombie whenever you are and give your best to end the human's round, it's an essential part of the game you love so much. Also, new players need to get items (yes, even vital ones as Dovah' skin on Skyrim) and fail miserably sometimes, taking the whole team with them. The game mode is played by a lot of people, I want them all to learn the maps, to enjoy them, to participate fully so they could cultivate the same love for ze as many have already. Why suggest changes which would suffocate the less experienced players? How are they going to learn? By watching you pick Dovah every n rounds because you do not want to "risk it"?
1. No exploit I can see. When you mention newcomer, if he/she becomes zombie every other round via broken randomization, there would be a chance that player would never go back to ze again. I don't see becoming n rounds as a human an exploit, the whole becoming zm every other round for like 3 rounds for a new player IS an exploit instead.
2. If a player joins, they will be vulnerable to becoming the mother spawn zombie. Same applies when a player immune to mother zombie leaves and then rejoins.
3. New players getting items is not that simple, they at least need to know some mechanics of zombie escape and need to listen too. In fact, this chance wouldn't suffocate less experienced players, what you said was untrue. Speaking of so, if a so called "old dog" becomes zm every other round 3 times on a map he/she knows inside and out, chances of playing that round are low, you need experienced players for the new players to learn too.
TLDR
In other words
I think you need to stay out of this thread and let the admins or programmers decide on this topic.
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Gonna bump. This seriously needs to be addressed somehow.
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On 6/29/2016 at 8:48 AM, Cliche said:
Negev for bosses, Bizon for running through the map. That's what I always do.
Mainly depends on the boss here is why:
There are two types of bosses, stationary and moving. There are two types of attacks, lethal and non lethal. Moving bosses can either move fast or slow.
The negev can be used on the following
- Static or slow moving boss with a no attack that can greatly push a ct off the arena that isn't so hard to dodge (e.g. convoy, portal story).
The bizon can be used on the following
- Any fast moving boss (e.g. predator and westersand)
- Any boss with an attack that can push a ct off (e.g. TESV Final Dragon)
- Laser mini bosses (which require that mobility advantage)
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14 minutes ago, opalqnka said:
I do not support this idea.
What is fair for all players is for the zombie spawn to be completely random.
Now no one is safe from being a zombie and if it so happens that you're a zombie 4 rounds in a row - well, better be the best zombie out there!
I see it as an exploit to be able to stay human for n number of rounds after being turned into a zombie (mother zombie or just being stabbed). You and all other fellas that do not want to be zombies in the next n rounds will rush into zombie spawn. And your game is broken.
Besides, a player who needs to lead can lead from spec (so many examples of this).Being stabbed doesn't make you immune to the effects of spawn zm. It's only if the player is an initial zombie. It's not fair for players that really know the map inside and out or maps that require the cts to win to use some items. You can't just lead from spec in those situations (especially tesv). If a critical player becomes zombie like twice in a row on a map that the player seriously needs to get some triggers/climb part, then you know something is wrong.
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Well I think this has been mentioned before. As the name implies, it's very annoying to be spawned as a zombie every round or other round especially for a player that really needs to lead on a map or maps that require cts to win to get items (lila panic and tesv). I know there exists an edited zr that prevents that but my approach is different from that, plus the fact that the edited zr goes through every player before reset makes spawn zombie a bit too predictable. My approach would be to make it so that if a player spawns as zm on infect, that player is immune to becoming a spawn zombie the next three rounds. In conclusion, my approach is far less random than the fully random zr but far more random than the modded zr that already exists.
Anyone approve or object? Anyone up for coding something like that from scratch (rather than use that edited zr)?

Change Server Settings "Discussion" -Edited for the better?
in Zombie Escape
Posted
@SFB Don't forget the spawn zombie randomizer edit where it's impossible to become spawn every (other) round.