@@Breadianquestion, did u try out undead strike? the game has huge potential yet it still has its flaws, it would be great if u could makea video on it or mention it
It's refreshing to see people still talking about R2DA even 2 years later after it was discontinued for good. Skull champion definitively made the spawn killing issue worse, as survivors simply camped a lot more until Champion had spawned, which could easily be shredded with explosive minigun. It was much better for the Champion to appear in the beginning of the round rather than end of it, as it could be easily contained. Honestly, I can't blame PlaceRebuilder for discontinuing the game. Managing the game of such scale with massive balancing problems + extremely impatient community is bound to make you go crazy.
It's really weird to think this has been such a huge issue for a lot of left 4 dead inspired/clones on Roblox,when Left 4 dead already had the solution to the issue. Allowing the player zombies to pick their spawn and only have them be special infected, would have been something to lessen the issue. Instead of making players spawn as M1 zombies just have the normals be npcs but increase their numbers to drain resources from survivors. Which imo as a casual felt like the real issue. Was that players just had so many resources to use throughout the game (and to share)
Hey guys! Thanks for watching and commenting. :) Please make sure to share this video and maybe a game dev will see it and maybe things will change idk. LOL
I've gotten a few suggestions to add a "boss zombie" or a "brute zombie" to Guts and Blackpowder. A lot of the suggestions are just "add zombie but it's big and has a lot of health". Yeah like that'd work in a game where guns take forever to reload and the only solid option would be to try and melee the thing, while it decimates the team. One of the more popular versions of this trope (literally because the dude drew the idea) is a large zombie that takes 7 sabre hits to kill (not bad), but takes a single headshot to kill (weak af). It can grab players like normal zombies but won't release them until they're hit twice (okay?), and it can throw other zombies at players (what?). I really can't see myself adding this to the game. It's not fun to fight, it doesn't really address any issue other than "dur survivors are surviving too long so let's bullshit them". If I do end up adding a boss of some sort in the future, it won't be a zombie with a ton of health but literally nothing else.
@@c26f the "left 4 dead successor"? It's a massive flop, the devs recently abandoned it. Their only claim to fame was that they "worked" on L4D, but from the way the zombies were designed it clearly was Valve who actually made L4D. Basically the SPECIAL zombies were 3 dumb bullet sponges that each had 3 "mutations" that looked exactly the same. The game had like 2 pinner zombies, the rest either threw dumb projectiles that were nearly unavoidable, rushed you and blew up (with tons of HP mind you) or they just ran up to you and smacked you. Generally a disgrace compared to the genius of L4D special zombies.
well if thats not quite good, creating a boss that requires teamwork in a game like guts and gunpowder would probably do good, like a zombie with weakpoimts on its back causing players to work together in order to defeat it
I think main reason is that all the devs goes stereotypical buff but slow cliche without thinking the genre yes, tanky and strong zombie being able to approach to players easily is overpowered. However, there are games like league of legends where each characters has different methods of approaches (Crowd Control, Movement speed, Dash) where each has different benefits. Some makes you stay longer within certain distance. Some are slower but can cover longer distance so eventually they will connect. Some makes you easily approach any enemies but can't stay much longer while approached. In other words, devs should consider what my game is like and make "boss zombie" according to it For example, R2DA players are glass cannons, they easily gets damaged and can't recover. Therefor damages are all lethal. So High damage tank idea might work as R2DA's main goal is to reward players distancing and dodging the zombies However games like Mutation or Outbreak survival might and DID went with approach of "tanky and mobile but lower damage". Some high health zombies in following game is usually somewhat faster than usual zombie games while being healthy but damage is heavily suffered. And main goal is to do consistant damage to survivors and be a main target to be shutdown so other zombies can approach as you are giant wall at most front. In other words, boss zombies doesn't needs to be this giant health and damage of insta death on contact that punishes players only when approached. Depending on what kind of game it is, there should be different approaches to the zombies as point of boss is to be "lethal" and "dangerous" and danger depends on the games
Playing as a zombie in r2d felt like an eternal punishment , your just getting spawn camped by high level players, unable to do anything about it unless you spawn as a gigachad skeleton.
Dang so the undead coming remake wasn't the only one with this problem. I remember having the mindset back when it had players that "oh the first half of the round is spent strengthening the second half for zombies" but I realize now a lot of rounds I won like that were because I was deliberately playing zombie and everything I was doing was to give all the power to a random player who was probably a new or afk player that wouldn't help much. Really they should've given it to the person who did the most damage, sure it wouldn't fix the fundamental flaw with how tanks are used, but it would make it feel more rewarding to spend half a round getting shredded only to become the tank and get revenge for your team, as at that point you KNEW you deserved it. A lot of the time as a zombie (or playing in general) I had to rely on secondary entertainment like music or scott the woz videos to go with the gameplay because I couldn't be invested or happy without it. It was like peanut butter and jelly, you don't have one without the other. I think that says a lot about the game and how its balanced when your players aren't able to concentrate on it without listening to some random e-celeb rant about Donkey Kong: Barrel Blast and making it an allegory for sex. And that's just my experience over the course of about a year playing one game, I can't imagine how it must feel being a roblox veteran playing for like 10 or more years, playing all these games and watching them slam their heads into a wall again and again not realizing they should try to be unique about tackling the decade old problem that's not that hard to solve while making players happy. I feel bad for you lol. Keep up the great content!
I think these games forgot what made the tank in l4d2 an actual threat and not just a bullet sponge and that is making the tank balanced. Imo the tank in l4d2 is perfect because of the fact it struggles to kill you as much as you struggle to kill it. L4d2 dosent just let you shred the tank in 15 seconds like r2da you actually have to put effort instead of just going haha minigun go brrr. No you actually have to work together due to what the tank can do such as throw rocks and launch cars. it has the same walkspeed as you so you either need to work with your team or die. While in r2da one person with a minigun can shred a brute with just one mag In my popinion these games really just try to make the survivor team more fun and they dont really put much effort into balancing the zombie team and it shows
This is why I went afk every single goddamn time I became a zombie in a pvp zombie game, it's not fun. What's even sadder is that these problems could've easily been remedied by axing the regulars from being playable (as mentioned in the video) and let the player choose which area they wanna spawn in (this solution has been around since around 2014-2015 in Outbreak Survival)
skull champions and other tanky like zombies simply exist as the bridge that can potentially tip the favor for instakill shots and i kinda think that having something just to be votekicked because it’s essentially what awakens due to the spawnkilling issues is not fun (either that or some random guy uses explosive ammo and unloads it on the champion)
the only time a tank zombie is executed decently is in L4D. Everyone fears it because it draws attention, breaks the tension and asks for more teamwork as in it can wipe your entire team with one physics prop. If only a Roblox dev could make something similar... Also no, the tank in L4D2 got downgraded due to the Molotov and jerry cans. It's not as threatening as it was anymore
I get the IDEA behind tank zombies in these kinds of games. It isn't exactly much fun if one side is completely dominating the other, so throwing in a wild-card to balance the scales is definitely an interesting idea. Key-word: BALANCE. If anything, the main issue is the execution of the idea. Ironically enough, creating something to play a tank role is a balancing act in-it of itself: you'll want to make it strong enough to even the playing field, but not SO strong that it just ends up being a guaranteed win for the zombies. Of course, there's also the fact that the zombies may be pathetically weak beforehand, but that's an entirely different issue that just stems off into this one, as well several others.
I was playing r2d recently and i was horrified to see a whole team of survivors easily kill a exploiting zombie, the power creep is so awful that a litteral exploiter is struggling to fight the bluestacks/macro players with autoaim and maxxed out weapon loadouts
I kind of like the juggernaut in twr, feels like a miniboss to me lol. But yeah it does seem kinda generic when you look at the genre. We do not talk about the juggernaut when it was first released though...
Guts and Blackpowder will never add a tank and the reason for that I think is quite unique in the form of normal zombies being so oppressive that the game is difficult enough for the players. A single normal zombie in G&B can lock you into an animation where you are trying to fight the zombie off and a second zombie makes you start taking damage. Death in G&B is so common only one slip up can cause your death and that isn’t seen in most other zombie games as the normal zombies do nothing but die instantly,.
Not to mention that 4 NORMAL zombies will just instantly kill you if they grab you and I really want to highlight that these are normal zombies, not specialists or anything. Hundreds of normal zombies spawn on a map and they only need four to instantly kill you.
yeah I feel like this is mainly because outdated zombies is a whole new concept, honestly I think it breathes life into the zombie genre because it no longer needs highly powerful special zombies to make the survivors in danger, and having every common infected around every corner be a threat instead of just another thing that runs at you and dies with no hope of reaching you is really fun.
as much as I love Outbreak Survival it also had that issue Sure it kinda balanced it out by having 5 "tiers" of zombies with each tier getting unlocked later and later with the last tier giving you only a minute to survive but it also had overcharges [for every zombie] but, it was random and there was no way to guarantee it so you could steamroll from a lot of overcharges or get none like most rounds. Though I don't get why overcharges exist past "cool" and I understand the rule of cool but could of been balanced better or reworked to be just a good mechanic instead of outdated Though I do understand the idea of a team balancing option but equalizer zombie existed in that game but for other games why not refill ammo and give a 20% damage buff for humans if they have too little humans too early on and for zombies give them all slight boosts or the ability to smell living flesh through walls [know where people are, hiders are lame] if theres not enough zombies by X time or X far into the objective or something like that
İ feel Roblox zombie games should take a look at the Ganados from Resident Evil 4 and try to emulate them it would be way cooler than simple "press M1 to attack" zombies.
hi yea let me quickly say that the original brute in r2da had 1250 health, then got buffed to 1750, and then to the 2500 before the game closed for good. I think 4000 health was the maximum health a brute could get which even still could be shredded in under 15 seconds
One of the big problems I find within the Humans vs Zombies thing is the fact that Humans have access to a huge arsenal most of the time whilst Zombies are regulated to using their melee attack or whatever special they have if they do have one However if you take the Humans' huge arsenal away and just give them a few things like a pistol a shotgun a rifle, etc. Zombies will just turn the Humans into ham and if you take Zombies' specials away the Humans will hammer them even more For the zombies, what I would propose is taking away several mechanics that are being used to crush zombies, removing a ton of equipment (including area denial bombs such as tear gas or incendiary grenades) from the Humans (The amount of equipment is excessive), buffing and nerfing specials to fit their role better and nerfing the "Tank" of the game slightly to heavily depending on how much it crushes the game (Tanks are supposed to be a way to rebalance the fight against the humans by breaching heavily fortified positions and not just destroy the other team entirely or just die instantly) As for the humans, what I would propose is rebalance guns (M249 should not be one of the best weapons in games, I know that seems contradictory considering they're a literal LMG designed for shredding massive groups, but it should not overshadow other weapons), remove sniper rifles completely (I had enough of those things), rebalance remaining equipment by nerfing overpowered ones (such as heavier vests and healing items) and buffing unused/usable and underpowered ones That's pretty much it for what I would try to change to make the Humans vs Zombies genre a bit better but these changes could do a lot worse for the games but idk never tested these out so take it with a grain of salt (Tfw you make a comment that looks even remotely controversial/contradictory)
I remember when reason 2 die AWAKENING released i joined a game and keep in mind I havent played reason 2 die since 2018 and i joined my first game as a zombie and I become the skull champion and I was immediately kicked
Hey Breadian, I got a question. What is your opinion on a game called "Contact A-888"? It's a pretty well made game, so Im just telling that this game exists. Will you review it?
So called Skull Champion when a M249 and RPG user flies off with their jetpack (just give the zombies a melee, might aswell a gun, make it balanced for everyone! World Peace, rainbow and sunshine! well.. I think that kinda ends the world peace)
Boss zombies should be treated as skill checks for the survivors, they shouldn't be grouped up with the rest of the fodder like how many Roblox games (and other generic AAA zombie flops) seem to do it. Left 4 Dead simply did it best with the Tank, yet many games just REFUSE to learn from it's great design philosophy (not that it would fit most Roblox games because of seer player-count). As flawed as the god-forsaken skull champion was, it had the right idea. It was meant punished survivors for focusing on killing zombies instead of completing their objectives and end long rounds... The problem, however, arises when you realize that by the time the campaign is over most survivors are dead or wounded, so having a skull champion spawn at the end (typically when the survivors reach 300 kills anyway) is horrible. It just shouldn't have been a thing in campaigns, any other lengthy game-mode would've been fine, though I would've much prefered that normal zombies were removed to balance things out and spice up the gameplay ever-so-slightly..
Zombie Uprising, Michael's Zombies, Project Lazarus, Recoil Zombies, and other COD Zombies clone games are among the PvE zombie games I can think of, honestly.
i believe the only roblox zombie game that was fully aware of the zombie issue. was criminality, (criminality has a zombie mode if you ask), in fact a basic zombies can take down a survivor in just 3 hits
A (I think) canceled game called RE: infected had zombies one shot you, so u relied on teamwork, since if survivors leak even 1 zombie it's over. But looking at the infection bar, I think that was just an unfinished product. We'll never know how they would balance zombies. Also, about the boss called necromancer, I think it was a support class zombie, since if I'm correct it spawned stun zombies and (maybe) smoke zombies and teleported around. However, when killed, would delete every zombie in radius.
the r2da community: zombies are borderline useless, survivors are too op, the game has zero balance PR: adds the skull champion the r2da community: *bruh*
The super zombie’s in mutation aren’t really comparable to the other games. For one they (unless for some stupid reason the super spawn weight things one is needed) they only spawn when there is about 3-4 zombies in the early game to get the z team started off. There is a. Brute zombie but it’s more to counter DPS gun mains with 5 different stacks of damage buffs and weaker (less resists) melees. The only time I would consider something like a tank to be in play is the rare chance that supers are still spawning at stage 4 and a brute zombie gets the choice to become the yeti super.
You should try Criminality infected, in it, surprisingly all kinds of zombies are intimidating and dangerous as they are faster and stronger than you, but less durable. It puts a twist on the genre and surviving is borderline impossible.
I know everyones gonna shit on me but i dont really know whats wrong with twr i mean, its not insane but i have had some fun with it and it has unique mechanics
Hey there,i just subbed to you and i want to ask can you do a rewiew of the roblox game ready 2 die? Its a remake of reason 2 die and is adding anything the original game had. And it also isnt bad compared to other games attempting to replicate the games art (currently being updated with stuff,it 99 percent gonna open on may)
I wish more human vs zombie games were more like l4d in the sense that you don't have to die 80 times as the weak ass normal zombie to be a more fun and stronger special infected
Was r2da called 28 days later at one point? I remember a zombie game like it but its changed its name a couple times and thats the only one I remember.
whats the classic roblox zombie game that was built like the zombie maps from community CS maps where you run away from a horde of zombies. i remember playing this back then but i forgot the name
@@Breadian oh hell no thats how i view u jit fuck that game , being spawn killed was def a big part of that game. keep up the good work. still was fun in some aspects (small for me tho)
I hope r2d de can balance him, because oh god I don’t want to see 3 fucking skull champions in buried alive. I also remember accidentally doing the tank glitch and trying to box up the champ
@@Breadian Mhm! Was WAY too Tanky for what it did! Also too common. It made parts of the map that had an edge basically a death sentence. Even if you were on top of a building... They would make you regret that choice... And if you see them, it is usually too late to fire at them... Since they have SO MUCH HEALTH The digger was just so unbalanced... And for no reason really. That's why it became my least favorite Zombo.
Lol Tank zombies like The Undead Kaming
I’m big black man
@@Breadian this is my Solution to the Tank Zombie Problem. Make it a Support zombie that Twerks and shakes they Ass to buff zombie morale
@@Breadian proof
@@Breadianquestion, did u try out undead strike? the game has huge potential yet it still has its flaws, it would be great if u could makea video on it or mention it
It's refreshing to see people still talking about R2DA even 2 years later after it was discontinued for good. Skull champion definitively made the spawn killing issue worse, as survivors simply camped a lot more until Champion had spawned, which could easily be shredded with explosive minigun. It was much better for the Champion to appear in the beginning of the round rather than end of it, as it could be easily contained.
Honestly, I can't blame PlaceRebuilder for discontinuing the game. Managing the game of such scale with massive balancing problems + extremely impatient community is bound to make you go crazy.
i didn’t realize it’s been 2 years, wow.
@@pestilentangeryeah the game was like a dysfunctional marriage, you love it and you hate it
It's really weird to think this has been such a huge issue for a lot of left 4 dead inspired/clones on Roblox,when Left 4 dead already had the solution to the issue. Allowing the player zombies to pick their spawn and only have them be special infected, would have been something to lessen the issue. Instead of making players spawn as M1 zombies just have the normals be npcs but increase their numbers to drain resources from survivors. Which imo as a casual felt like the real issue. Was that players just had so many resources to use throughout the game (and to share)
Hey guys! Thanks for watching and commenting. :) Please make sure to share this video and maybe a game dev will see it and maybe things will change idk. LOL
but the lord laughs at the wicked, for he knows their day is coming
at first this seemed like such a niche topic but you went surprisingly in-depth! Great video as always!
Tyyyy
@@Breadian have you heard of murder drones
I've gotten a few suggestions to add a "boss zombie" or a "brute zombie" to Guts and Blackpowder. A lot of the suggestions are just "add zombie but it's big and has a lot of health". Yeah like that'd work in a game where guns take forever to reload and the only solid option would be to try and melee the thing, while it decimates the team. One of the more popular versions of this trope (literally because the dude drew the idea) is a large zombie that takes 7 sabre hits to kill (not bad), but takes a single headshot to kill (weak af). It can grab players like normal zombies but won't release them until they're hit twice (okay?), and it can throw other zombies at players (what?).
I really can't see myself adding this to the game. It's not fun to fight, it doesn't really address any issue other than "dur survivors are surviving too long so let's bullshit them".
If I do end up adding a boss of some sort in the future, it won't be a zombie with a ton of health but literally nothing else.
well you could give it some unequie mechanic like having to stun it somehow before dealing actual damage
that's back 4 blood zombie design holy crap
@@pantommy never heard of it, could you explain how it works there and whether or not it worked?
@@c26f the "left 4 dead successor"? It's a massive flop, the devs recently abandoned it. Their only claim to fame was that they "worked" on L4D, but from the way the zombies were designed it clearly was Valve who actually made L4D.
Basically the SPECIAL zombies were 3 dumb bullet sponges that each had 3 "mutations" that looked exactly the same. The game had like 2 pinner zombies, the rest either threw dumb projectiles that were nearly unavoidable, rushed you and blew up (with tons of HP mind you) or they just ran up to you and smacked you. Generally a disgrace compared to the genius of L4D special zombies.
well if thats not quite good, creating a boss that requires teamwork in a game like guts and gunpowder would probably do good, like a zombie with weakpoimts on its back causing players to work together in order to defeat it
I think main reason is that all the devs goes stereotypical buff but slow cliche without thinking the genre
yes, tanky and strong zombie being able to approach to players easily is overpowered. However, there are games like league of legends where each characters has different methods of approaches (Crowd Control, Movement speed, Dash) where each has different benefits. Some makes you stay longer within certain distance. Some are slower but can cover longer distance so eventually they will connect. Some makes you easily approach any enemies but can't stay much longer while approached. In other words, devs should consider what my game is like and make "boss zombie" according to it
For example, R2DA players are glass cannons, they easily gets damaged and can't recover. Therefor damages are all lethal. So High damage tank idea might work as R2DA's main goal is to reward players distancing and dodging the zombies
However games like Mutation or Outbreak survival might and DID went with approach of "tanky and mobile but lower damage". Some high health zombies in following game is usually somewhat faster than usual zombie games while being healthy but damage is heavily suffered. And main goal is to do consistant damage to survivors and be a main target to be shutdown so other zombies can approach as you are giant wall at most front.
In other words, boss zombies doesn't needs to be this giant health and damage of insta death on contact that punishes players only when approached. Depending on what kind of game it is, there should be different approaches to the zombies as point of boss is to be "lethal" and "dangerous" and danger depends on the games
Playing as a zombie in r2d felt like an eternal punishment , your just getting spawn camped by high level players, unable to do anything about it unless you spawn as a gigachad skeleton.
Dang so the undead coming remake wasn't the only one with this problem. I remember having the mindset back when it had players that "oh the first half of the round is spent strengthening the second half for zombies" but I realize now a lot of rounds I won like that were because I was deliberately playing zombie and everything I was doing was to give all the power to a random player who was probably a new or afk player that wouldn't help much.
Really they should've given it to the person who did the most damage, sure it wouldn't fix the fundamental flaw with how tanks are used, but it would make it feel more rewarding to spend half a round getting shredded only to become the tank and get revenge for your team, as at that point you KNEW you deserved it.
A lot of the time as a zombie (or playing in general) I had to rely on secondary entertainment like music or scott the woz videos to go with the gameplay because I couldn't be invested or happy without it. It was like peanut butter and jelly, you don't have one without the other. I think that says a lot about the game and how its balanced when your players aren't able to concentrate on it without listening to some random e-celeb rant about Donkey Kong: Barrel Blast and making it an allegory for sex.
And that's just my experience over the course of about a year playing one game, I can't imagine how it must feel being a roblox veteran playing for like 10 or more years, playing all these games and watching them slam their heads into a wall again and again not realizing they should try to be unique about tackling the decade old problem that's not that hard to solve while making players happy. I feel bad for you lol.
Keep up the great content!
I think these games forgot what made the tank in l4d2 an actual threat and not just a bullet sponge and that is making the tank balanced.
Imo the tank in l4d2 is perfect because of the fact it struggles to kill you as much as you struggle to kill it.
L4d2 dosent just let you shred the tank in 15 seconds like r2da you actually have to put effort instead of just going haha minigun go brrr. No you actually have to work together due to what the tank can do such as throw rocks and launch cars. it has the same walkspeed as you so you either need to work with your team or die. While in r2da one person with a minigun can shred a brute with just one mag
In my popinion these games really just try to make the survivor team more fun and they dont really put much effort into balancing the zombie team and it shows
This is why I went afk every single goddamn time I became a zombie in a pvp zombie game, it's not fun. What's even sadder is that these problems could've easily been remedied by axing the regulars from being playable (as mentioned in the video) and let the player choose which area they wanna spawn in (this solution has been around since around 2014-2015 in Outbreak Survival)
skull champions and other tanky like zombies simply exist as the bridge that can potentially tip the favor for instakill shots
and i kinda think that having something just to be votekicked because it’s essentially what awakens due to the spawnkilling issues is not fun (either that or some random guy uses explosive ammo and unloads it on the champion)
the only time a tank zombie is executed decently is in L4D. Everyone fears it because it draws attention, breaks the tension and asks for more teamwork as in it can wipe your entire team with one physics prop. If only a Roblox dev could make something similar...
Also no, the tank in L4D2 got downgraded due to the Molotov and jerry cans. It's not as threatening as it was anymore
R2D was a broken masterpiece.
Fax
R2da before prestige was gold
I miss it🥲
Sadly, was.
@@overlord3481 wdym? It always was gold
i used to be a prestige 10 in r2da i appreciate you making content about it still
The skull champion was so powerful it destroyed the entire game and everyone in it
He’s a sigma
I get the IDEA behind tank zombies in these kinds of games. It isn't exactly much fun if one side is completely dominating the other, so throwing in a wild-card to balance the scales is definitely an interesting idea. Key-word: BALANCE.
If anything, the main issue is the execution of the idea. Ironically enough, creating something to play a tank role is a balancing act in-it of itself: you'll want to make it strong enough to even the playing field, but not SO strong that it just ends up being a guaranteed win for the zombies.
Of course, there's also the fact that the zombies may be pathetically weak beforehand, but that's an entirely different issue that just stems off into this one, as well several others.
I was playing r2d recently and i was horrified to see a whole team of survivors easily kill a exploiting zombie, the power creep is so awful that a litteral exploiter is struggling to fight the bluestacks/macro players with autoaim and maxxed out weapon loadouts
DUDE OH MY GOD I'VE SPENT LITERAL YEARS TRYING TO FIND THIS GAME, THIS WAS ONE OF THE FIRST ROBLOX GAMES I PLAYED THANK YOU SO MUCH
I kind of like the juggernaut in twr, feels like a miniboss to me lol. But yeah it does seem kinda generic when you look at the genre.
We do not talk about the juggernaut when it was first released though...
I’m happy to see my childhood roblox game still being talked about after being shut down I miss this game 😭
skull champion on his way to instantly kill the 5 rpg spammers on the prison roof
Guts and Blackpowder will never add a tank and the reason for that I think is quite unique in the form of normal zombies being so oppressive that the game is difficult enough for the players. A single normal zombie in G&B can lock you into an animation where you are trying to fight the zombie off and a second zombie makes you start taking damage. Death in G&B is so common only one slip up can cause your death and that isn’t seen in most other zombie games as the normal zombies do nothing but die instantly,.
Not to mention that 4 NORMAL zombies will just instantly kill you if they grab you and I really want to highlight that these are normal zombies, not specialists or anything. Hundreds of normal zombies spawn on a map and they only need four to instantly kill you.
yeah I feel like this is mainly because outdated zombies is a whole new concept, honestly I think it breathes life into the zombie genre because it no longer needs highly powerful special zombies to make the survivors in danger, and having every common infected around every corner be a threat instead of just another thing that runs at you and dies with no hope of reaching you is really fun.
@@devnandannair2336 Completely agree. Really enjoying the new G&B update right now!
dead slate did it well by having only NPC’s as “normal zombies” it wouldn’t be W + m1 into death
as much as I love Outbreak Survival it also had that issue
Sure it kinda balanced it out by having 5 "tiers" of zombies with each tier getting unlocked later and later with the last tier giving you only a minute to survive but it also had overcharges [for every zombie] but, it was random and there was no way to guarantee it so you could steamroll from a lot of overcharges or get none like most rounds. Though I don't get why overcharges exist past "cool" and I understand the rule of cool but could of been balanced better or reworked to be just a good mechanic instead of outdated
Though I do understand the idea of a team balancing option but equalizer zombie existed in that game but for other games why not refill ammo and give a 20% damage buff for humans if they have too little humans too early on and for zombies give them all slight boosts or the ability to smell living flesh through walls [know where people are, hiders are lame] if theres not enough zombies by X time or X far into the objective or something like that
it was overdrive I believe, also what did the equalizer zombie do again can't remember
@@suprise2311 More damage if theres more humans
İ feel Roblox zombie games should take a look at the Ganados from Resident Evil 4 and try to emulate them it would be way cooler than simple "press M1 to attack" zombies.
hi yea let me quickly say that the original brute in r2da had 1250 health, then got buffed to 1750, and then to the 2500 before the game closed for good. I think 4000 health was the maximum health a brute could get which even still could be shredded in under 15 seconds
not sure if it fits in the horror genre of roblox games but could you review "containment breach" by minitoon?
Back in my day, tickers used to be threatening. (They could explode without having to spring for 10 seconds.)
One of the big problems I find within the Humans vs Zombies thing is the fact that Humans have access to a huge arsenal most of the time whilst Zombies are regulated to using their melee attack or whatever special they have if they do have one
However if you take the Humans' huge arsenal away and just give them a few things like a pistol a shotgun a rifle, etc. Zombies will just turn the Humans into ham and if you take Zombies' specials away the Humans will hammer them even more
For the zombies, what I would propose is taking away several mechanics that are being used to crush zombies, removing a ton of equipment (including area denial bombs such as tear gas or incendiary grenades) from the Humans (The amount of equipment is excessive), buffing and nerfing specials to fit their role better and nerfing the "Tank" of the game slightly to heavily depending on how much it crushes the game (Tanks are supposed to be a way to rebalance the fight against the humans by breaching heavily fortified positions and not just destroy the other team entirely or just die instantly)
As for the humans, what I would propose is rebalance guns (M249 should not be one of the best weapons in games, I know that seems contradictory considering they're a literal LMG designed for shredding massive groups, but it should not overshadow other weapons), remove sniper rifles completely (I had enough of those things), rebalance remaining equipment by nerfing overpowered ones (such as heavier vests and healing items) and buffing unused/usable and underpowered ones
That's pretty much it for what I would try to change to make the Humans vs Zombies genre a bit better but these changes could do a lot worse for the games but idk never tested these out so take it with a grain of salt
(Tfw you make a comment that looks even remotely controversial/contradictory)
Mutation one of my fav games is just holding on. Almost having 0 players playing
I remember when reason 2 die AWAKENING released i joined a game and keep in mind I havent played reason 2 die since 2018 and i joined my first game as a zombie and I become the skull champion and I was immediately kicked
just don't add tanks and instead make the zombies able to fight survivors without simply being spawn killed.
Guts and blackpowder style
Hey Breadian, I got a question. What is your opinion on a game called "Contact A-888"? It's a pretty well made game, so Im just telling that this game exists. Will you review it?
Same issue is happening in Undead Strike
So called Skull Champion when a M249 and RPG user flies off with their jetpack
(just give the zombies a melee, might aswell a gun, make it balanced for everyone! World Peace, rainbow and sunshine! well.. I think that kinda ends the world peace)
Boss zombies should be treated as skill checks for the survivors, they shouldn't be grouped up with the rest of the fodder like how many Roblox games (and other generic AAA zombie flops) seem to do it. Left 4 Dead simply did it best with the Tank, yet many games just REFUSE to learn from it's great design philosophy (not that it would fit most Roblox games because of seer player-count).
As flawed as the god-forsaken skull champion was, it had the right idea. It was meant punished survivors for focusing on killing zombies instead of completing their objectives and end long rounds...
The problem, however, arises when you realize that by the time the campaign is over most survivors are dead or wounded, so having a skull champion spawn at the end (typically when the survivors reach 300 kills anyway) is horrible. It just shouldn't have been a thing in campaigns, any other lengthy game-mode would've been fine, though I would've much prefered that normal zombies were removed to balance things out and spice up the gameplay ever-so-slightly..
I was never really into pvp zombies, I always tried to find PVE zombie roblox games, but they are really hard to find.
Zombie Uprising, Michael's Zombies, Project Lazarus, Recoil Zombies, and other COD Zombies clone games are among the PvE zombie games I can think of, honestly.
i believe the only roblox zombie game that was fully aware of the zombie issue. was criminality,
(criminality has a zombie mode if you ask),
in fact a basic zombies can take down a survivor in just 3 hits
A (I think) canceled game called RE: infected had zombies one shot you, so u relied on teamwork, since if survivors leak even 1 zombie it's over. But looking at the infection bar, I think that was just an unfinished product. We'll never know how they would balance zombies. Also, about the boss called necromancer, I think it was a support class zombie, since if I'm correct it spawned stun zombies and (maybe) smoke zombies and teleported around. However, when killed, would delete every zombie in radius.
you should do a video on crim zombies
I feel the main issue with games with the mechanics mentioned is they try to copy left for dead, where ALL of the stuff comes from mostly
the r2da community: zombies are borderline useless, survivors are too op, the game has zero balance
PR: adds the skull champion
the r2da community: *bruh*
Also PR: max upgrades for zombies, including brute.
Tryhard survivors: Votekick max brutes to spawn camp in peace.
Definitely not a votekick abuse.
You should try this game called Contact A-888 although it's not based on zombies it is similar and has fun mechanics.
The super zombie’s in mutation aren’t really comparable to the other games. For one they (unless for some stupid reason the super spawn weight things one is needed) they only spawn when there is about 3-4 zombies in the early game to get the z team started off. There is a. Brute zombie but it’s more to counter DPS gun mains with 5 different stacks of damage buffs and weaker (less resists) melees. The only time I would consider something like a tank to be in play is the rare chance that supers are still spawning at stage 4 and a brute zombie gets the choice to become the yeti super.
You should try Criminality infected, in it, surprisingly all kinds of zombies are intimidating and dangerous as they are faster and stronger than you, but less durable. It puts a twist on the genre and surviving is borderline impossible.
I know everyones gonna shit on me but i dont really know whats wrong with twr i mean, its not insane but i have had some fun with it and it has unique mechanics
Killing someone with the explosion mutation is so satisfying in mutation
Hey there,i just subbed to you and i want to ask can you do a rewiew of the roblox game ready 2 die? Its a remake of reason 2 die and is adding anything the original game had. And it also isnt bad compared to other games attempting to replicate the games art (currently being updated with stuff,it 99 percent gonna open on may)
I wish more human vs zombie games were more like l4d in the sense that you don't have to die 80 times as the weak ass normal zombie to be a more fun and stronger special infected
Was r2da called 28 days later at one point? I remember a zombie game like it but its changed its name a couple times and thats the only one I remember.
whats the classic roblox zombie game that was built like the zombie maps from community CS maps where you run away from a horde of zombies. i remember playing this back then but i forgot the name
the undead coming is still under the same developer with a different name never to be worked on again
perfect game ever to be made on earth , and has no errors.
Breadian : yea i doubt that (he is justice and dc who you are)
R2DA players pretending that R2DA had no flaws is like bleu cheese enjoyers pretending that they’re not eating literal mould
@@Breadian oh hell no thats how i view u jit fuck that game , being spawn killed was def a big part of that game. keep up the good work. still was fun in some aspects (small for me tho)
Its a shame because I felt like r2d was to difficult and grindy to start playing a year ago
I hope r2d de can balance him, because oh god I don’t want to see 3 fucking skull champions in buried alive. I also remember accidentally doing the tank glitch and trying to box up the champ
Loved being kicked after dying as the skull champion
Hey breadian why don't you talk about criminality's infection mode?
But for real anyone hear about the new zombie game for Roblox that coming out this year called korrupt zombies I think it looks interesting
i dont just spam reset as a normal zombie since atleast its better a edgar pulling 1 person in a group of 15
The issue is that then made you play normal zombie and not speacl infection only like left 4 dwad 2
Shed farming was fun
Maybe if the give attachments to the infected?
Was the roblox zombie game genre is dying?
Yeti from mutation is thing that i hate the most
what is dat game in the background
03:59 bro tf im on the video
Thag gameplsy is like 2 years old wtf
@@Breadian lol ik but tha dont matter bcc im on THE VIDEO YEEEAA
The Final Stand 2 next? 🤔
wait why r we talking about r2da i thought that game was dead and closed
I love bredian!
I love you too
@@Breadian I love you more
@@Breadian breadian what is my purpose in life?
@@sboss774 make bread
@@Breadian LIKED, SUBSCRIBED AND MADE BREAD!!!
4:52 game?
Mutation
@@Breadian Thanks
Thug spotted 5:19 😈
fire
4:11 skill issue
Zombie attack is true classic
I hated the digger more than anything...
I also hate diggers
@@Breadian Mhm! Was WAY too Tanky for what it did! Also too common.
It made parts of the map that had an edge basically a death sentence. Even if you were on top of a building... They would make you regret that choice... And if you see them, it is usually too late to fire at them... Since they have SO MUCH HEALTH
The digger was just so unbalanced... And for no reason really. That's why it became my least favorite Zombo.
READY 2 DIE IS COMING WOOHOOO!!!!
my boy you still gotta wait, its confirmed coming out 20th march - 31st may
I play reason 2 die awakening on Xbox and I don't like it one bit
bro how is he playing it
Old footage
Ayo r2da content?
yeah i guess why not
gaming
Normal zombie gang
R2d was deleted man.
The amount of people who comment before watching a video continues to amaze me every day.
@@Breadian yeah am not watching the vid cuz not interested already at all xd
@@itsukakotori2435 Yeah I know that there's no subway surfers at the bottom sorry
criminality infection
Prestige killed r2da
Fr???
nice game but ded
Yo Breadian have you checked out Lore Game?
This is a pretty damned decent video. Good job
ty
a big buff 7 foot man destroys them from the inside out ?!
Yea