L4d dlc

I dunno... I was very humbled the first time I went head to head with a tank... Also the first time i heard the witch I was a little nervous as well...

Your idea is great, but not for Left 4 Dead. Perhaps a different game, but the Children thing would be a little weird, seeing as they are infected with rabies and would only be crying because their head hurts, whereas if you shot them they would get pissed off and attack you.
 
^make it worth a lot of achievements

That's dumb. As if making it difficult to get (and people would obviously cheat to get it if they wanted it and couldn't get it) makes it any less overpowered. A severely limited ammo supply could work, making you important for really bad attacks or hordes where otherwise you just use pistols.
 
i see, not to mention how much friendly fire damage it would give. It would especially be difficult to use in expert, since friendly fire is so high.
 
I'd like another boss infected to even the ground between playing as Hunter, Hunter, Hunter, Hunter, ohhh finally a Smoker!, Hunter, Hunter, Hunter. Nothing too major, just something... else.

I'd rather new campaigns as a priority, though. I'll take new infected and weapons if they come, but they aren't essential to me.
 
I would like to see a campaign that has the survivors going through a mall, reminisce of Dawn of the Dead, where the finale has the survivors holding up in the mall storage garage and a bus backs into the wall a la the Dark Knight.

Also, I'd like to see the return of a fifth survivor that was planned but cut. He was supposed to be a video store owner (Clerk reference?).

And for an infected type, maybe a zombie dog or a mutated house cat that's the size of a mountain cat.
 
I want one where the aim is to get to the Winchester!
 
Never taken a shortcut before?
 
New survivor choices would be cool. It would be nice to hear some other voices than the ones we've heard over and over again.

While I'm talking about choices, if they did make more infected, I'd like to see a menu like in tf2 that lets you pick which infected you are when you spawn during the game, but only if nobody is playing as that infected. Of course, they would have to also limit your choice if the other infected that are in-game can pin down survivors. You can't have four infected that can pin survivors all playing at once. This would mean that all four of the survivors could be pinned at the same time.
 
The director choosing for you is important, and having the choice would probably be too hectic and annoying.

No other survivor options, would be a waste of Valve's time.

Some sort of melee weapon would be cool, but I don't want a chainsaw. Thought of something before, can't recall now.

Flamethrower, maybe.
 
Good points

I heard from a friend that Valve is planning on releasing an update to add new scenarios and to make dead air and death toll playable on versus. The update is supposed to come to the 360 at the same time as the computer release. Could someone please confirm this if it is true. Please cite.
 
New survivor choices would be cool. It would be nice to hear some other voices than the ones we've heard over and over again.

While I'm talking about choices, if they did make more infected, I'd like to see a menu like in tf2 that lets you pick which infected you are when you spawn during the game, but only if nobody is playing as that infected. Of course, they would have to also limit your choice if the other infected that are in-game can pin down survivors. You can't have four infected that can pin survivors all playing at once. This would mean that all four of the survivors could be pinned at the same time.

All I want Valve to do with that is make the type of Infected you spawn as more random-ish. I know it's kinda limited because if there's a boomer and a smoker already spawned, you HAVE to be a hunter, but I'm sure they can figure out something. It's really annoying when you spawn as a hunter 10 times in a row.
 
Yeah even being a common infected would be cool. Especially if it was during respawn time.

Just keep jumping bodies.
 
All I want Valve to do with that is make the type of Infected you spawn as more random-ish. I know it's kinda limited because if there's a boomer and a smoker already spawned, you HAVE to be a hunter, but I'm sure they can figure out something. It's really annoying when you spawn as a hunter 10 times in a row.
I hear this a lot and I figured out why I think. Say you spawn as a Boomer. If you vomit on 3 or even 4 of the Survivors, the Director sees that you know how to play as that class. So next time it will assign you again the Boomer. The Hunter is like cannon fodder to the Director so the worst players are the Hunter. Sometimes you might actually see 3 Hunters and that's because your team isn't great at playing Infected. I also notice the longer you survive, multiple tongue wraps, pounces, vomits, improves your chances of being that class next time.
 
I don't think so. When I first played Smoker, I sucked at it pretty badly, but kept respawing as him each time for that round.
Well everybody does because the Smoker is a horrible class. Even then somebody might have done worse as in you might have survived longer. Try it because the tips that pop-up on your screen when you first play, disappear after a while after you prove that you know what to do after a while.
 
Smoker is probably my favourite class, then the Boomer after that.

Actually, the Boomer might be my favourite. Hm.
 
Heres an idea I had. Unlock able Survivor characters. There are 3 option here

1) You randomly and rarely encounter a new barricaded survivor in the maps which is usually way out of your way from where you are suppose to be heading and he/she is also extremely surrounded by the zombie horde which you have to get through. Only the living survivors(lol) that gett to the barricade get the new survivor.

2) an escort map where you have too escort a helpless npc to safety (also really difficult) before they are unlocked.

3) you need to get an x amount of achievement points to unlock a new survivor.

And another idea similar to that of tf2.

In tf2 there are maps that when you win a check point the area rearrange such that different areas are opened and closed.

Now imagine a l4d city map where the director randomly causes certain exits from the map to be inaccessible and instead you have different areas of the city opened up for you in order to complete your escape. for example one area might have 3 different exists each giving access to a different area of the city.

Now my two ideas the new unlockable characters and the random city exits can be combined to a pretty awesome experience. What do you guys think?
 
Smoker isn't a horrible class, it's just a horrible points class.

Some non-linearity would be nice.
 
Kitfox, when we say new survivors, we mean new survivors you can choose to be at the beginning of the campaign, not having more than 4 survivors in a game. Also, you don't see other people in the game other than the four survivors.
I did like your idea for them being unlocked through achievements though.
 
I ment them to be playable. Not increasing the number players i'm just thinking of ways to unlock them.
 
I still like the achievement idea better, but only for new survivors and maybe for new weapons. Not for new scenarios or new boss infected.
 
It doesn't make sense. It isn't like TF2 where you pick your gun in the options menu. The AI director spawns weapons where it thinks they should be, and whoever picks them up first gets them. If you don't have achievements are you just not allowed to pick them up? Silly.

As for the smoker quality argument: It is difficult to do well as smoker. But it can be very effective. If you know there is a witch, get near it and pull survivors to it. Coordinate attacks with others.
 
In terms of the weapons. valve should release a level 3 arsenal that requires extreme cooperation and good playing to unlock. And you wouldnt unlock it permanitly for yourself like in TF2, but just while playing the game, you have to do very well with teammates and the director will reward you with them (via spawning them somewhere).
 
Ya I agree with no achievements on weapons now. I just played a game with three hunters and a smoker that incapped us all at once on versus. It was really gay.
 
In terms of the weapons. valve should release a level 3 arsenal that requires extreme cooperation and good playing to unlock. And you wouldnt unlock it permanitly for yourself like in TF2, but just while playing the game, you have to do very well with teammates and the director will reward you with them (via spawning them somewhere).

But... the game doesn't really need any new weapons. I'm fine and dandy with getting to tier 2 weapons half way through a map.

If anything, I think tier 1 weapons should make more of an appearance later in a map. Sometimes they do, sometimes they don't. I don't mind the uzi and I've seen quite a few people do swaps later on. Horses for courses, innit.
 
Meh, at the uzi. Assault rifle is wonderfully effective at clearing the heads off of a horde at mediumish range.
 
I find the uzi to be just as accurate, and if anything, I've scored way more headshots with it. It hasn't got as much buck, and it also doesn't sound so annoyingly grating on the ears.

But indeed, I find the AR a fine weapon too. Like I said - alternating. I like to mix and match just to shake things up a little.
 
Originally Posted by Jintor
Yeah even being a common infected would be cool. Especially if it was during respawn time.
This would be awesome, it would make the respawn times feel faster and could be fun. You should have the option of doing it though by pressing the fire button or something.

I want more weapons...

I heard that the hunter was originally supposed to be able to become invisible. I want this for a new infected, not the hunter.
 
Maybe the hunter could camouflage (Which would actually be quite useful.) but invisibility is just silly. They're infected with rage, not radioactive waste.

But I really don't think a new infected would be necessary. Valve would certainly have given this a great deal of thought already, and I trust in their decisions in the way they nerfed things for certain bosses. But i do agree that the smoker and hunter should be a bit more lethal. The boomer is very deadly no matter how well you do, as long as one survivor gets puked, you can cause chaos enough for the others to attack, but in a team that is not coordinated, or doesn't want to cooperate (Which even happens when me and my friends lay... cause they're jerks.) the smoker and hunter should have some abilities that make them a little more deadly, even by themselves. At least make it so that I don't get knocked off a survivor I'm ripping to shreds with one measly little shove. If there was a raging man on top of you, ripping at your face, I don't think he'd be pushed away by a little nudge. Maybe 2 or 3 hits could be better, which would mean shooting him is a better idea than actually hitting him, which I think is a little more fair.

I also agree with the smoker having a slightly toxic cloud. Dealing damage after about 5 seconds, and enough to incapacitate a survivor with 50 health. That would make it enough that a survivor would think "Shit, I gotta get out of here so I don't lose a shit ton of health." which wouldn't really be that hard to do in the first place. The cloud isn't that big anyhow.
 
Originally Posted by Van_Halen
They're infected with rage, not radioactive waste.
Then how do you explain the zombies flying through the sky at you, pulling you away with their tongues from 100 ft. away, and vomit on you/blow up in your face to attract hordes? Not to mention the giant zombie that looks like it's on steroids. They may be only infected with a new form of rabies, but the virus can obviously mutate them. With that out of the way, I do agree with you, the infected shouldn't go completely invisible. Maybe just blend in with the shadows and background slightly.

Originally Posted by Van_Halen
But I really don't think a new infected would be necessary. Valve would certainly have given this a great deal of thought already, and I trust in their decisions in the way they nerfed things for certain bosses.
Valve has already stated that they will make more special infected (although nothing is ever certain). Check this link that Fiberawtic kindly showed us earlier in this thread for more details: http://www.shacknews.com/onearticle.x/54485
It also says a little bit about a flamethrower maybe being a weapon soon.

Originally Posted by Van_Halen
I also agree with the smoker having a slightly toxic cloud. Dealing damage after about 5 seconds, and enough to incapacitate a survivor with 50 health. That would make it enough that a survivor would think "Shit, I gotta get out of here so I don't lose a shit ton of health." which wouldn't really be that hard to do in the first place. The cloud isn't that big anyhow.
I disagree, because if it did that much damage, smokers would just run up to the survivors during a horde when they couldn't move very well to greatly damage them. Maybe if the smoke did a little damage instead, unless you are close to the smoker when you kill it and it releases the smoke, this would do a fair amount of damage to you instead. I also think the smoke should be a little less see through.
 
Then how do you explain the zombies flying through the sky at you, pulling you away with their tongues from 100 ft. away, and vomit on you/blow up in your face to attract hordes? Not to mention the giant zombie that looks like it's on steroids. They may be only infected with a new form of rabies, but the virus can obviously mutate them. With that out of the way, I do agree with you, the infected shouldn't go completely invisible. Maybe just blend in with the shadows and background slightly.

I believe valve addressed this in an interview where they said they were trying to keep the special zombies a 'variation/mutation' of already available parts. Like the Smoker's "tongue" is actually supposed to be it's intestines I believe that stretch out

The Hunter have claws, the boomer is just a fat person that barfs.

So it'd have to be something that normal people are capable of/contain within themselves that is just amplified by the infection.

Meaning that there's no way for camouflage/blend in as we don't in anyway carry that innate ability.
 
I'd actually like new versions of the same infected, of course the player would be able to choose which version they wanted. I've already got some ideas

Alt. Hunter: There's not much difference that can be made to the Hunter, his ability to jump far doesn't give much variety unless ou really think about it. Maybe a version of the Hunter that can jump even farther but barely does any damage, however he can go back to any place the survivors have reached (he can even wait there for them to come) and take whatever supplies there is, of course he wouldn't be able to use them and he'd drop it all upon death (that of course means anywhere the survivors couldn't go, he can't go)

Alt. Smoker: Unable to strangle targets with his tounge, he instead uses it to swipe items right out of survivors hands, that means anything besides pistols. Unlike the hunter, he doesn't keep it until death. If you kill him while he's tugging it away, you automatically get it back, and even if you don't, it's not like he eats it, you just have to go find it afterwards. (useful in versus for when survivors either have panic or have been barfed on and are about to throw a pipe, take that thing right out of their hands)

Alt. Boomer: No more stealing, for the Alternate boomer, i'd just like acid bile that doesn't attract the horde, but it does do minor damage for the time length of the normal bile. Blowing him up and getting soaked in it would do contact damage from the explosion, and THEN the minor damage over time.

Alt. Tank: How could you make an alternate Tank, he's meant to be an unstoppable mass of destruction and any change would ruin that! Then simply make him more of a mass of destruction. Make the Tank live up to his name by doing an even higher amount of damage on hit, but move about half as quickly. You might also notice the concrete he throws is bigger and can hit multiple targets easier.

Alt. Witch: Unplayable, and unchooseable (you cant choose which version you want) duh, but this witch is unlike the first, it is still an instant incap, but only on Advanced and Expert. On every difficulty other, she simply does massive damage. To keep the witch as deadly as ever, you can look at her from a far away distance, but staring at her from close up will send her after you immediately rather then in a few seconds.

I think alternate versions of the same infected would go well to some degree, i mean if you hear a boomer belching, you KNOW it's a boomer, if you hear a Hunter screaming, you KNOW it's a hunter, i think it'd be nice to have a little suprise even after you've heard them.
 
^^Maybe you don't... lol
But obviously invisible hunters weren't in the final game, whether it was because of this or for gameplay issues. If you guys have some ideas, whether you thought of them or you heard them from someone else, I'd really like to hear them.
 
I don't think the hunter should damage as much as hinder the sight better...maybe make ure vision blurry from watering up would work...
 
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