No Zombie love? (Left 4 Dead)

I’m having some company over next weekend and I want to have at least three of us playing Left for dead at the same time. I only have my main PC and my HTPC though, which makes two.

I KNOW I’ve read somewhere that you cna run split screen with either two xbox 360 controllers or keyboard + mouse. Anyone know how to get that working?

This link should help you. Works well, except I haven’t gotten it to work in versus.

Thanks!

Damn, it looks complicated though. Common Valve, patch this in!

I really wish Valve would get around to patching exploits. I was just in a pub game where the other team knocked the door down in No Mercy 3 to bypass the crescendo. Really pissed me off since our team had actually, you know, played the game and took the lift. I’m all for speed running in campaign mode, if that’s what everyone wants to do, but in versus it’s just kind of dickish.

Then, in the next round, one of my teammates had decided to be a griefer. See, apparently on the elevator, if you carry on a propane tank, oxygen tank, or gas can, and then hit someone with it while the elevator’s going, they’ll clip right through the floor and fall to their death. I guess that’s why you can’t jump on the elevator.

Ugh, reasons like these make me glad that I’m a mod on my clan’s server. I pretty much give them one fair warning then ban them if they don’t stop. I’ve played so many games with griefers and exploiters, Left 4 Dead is just one of those games where they can make it truly miserable.

If you have your own server, boomercharged did a nice write-up on some plug-ins that fix some of these things, temporarily until Valve gets around to patching it. It also features an “unscrambler” which fixes the stupid bug that sometimes shuffles teams randomly.

I was playing a game with some other SDMBers the other day, and for some reason the game decided to basically swap out two players for no apparent reason. It would be nice if most servers implemented this.

Valve is dropping the ball on patching the game. I think they’re going to end up having a big patch that adds a bunch of crap and fixes a ton of bugs and exploit all at once - which is annoying when you could’ve been playing without certain bugs and exploits for a month now had they just released patches as they fixed things. Especially since easy, frequent patching is one of the big plusses of the steam system.

yeah, there is a lot of talk around a big patch being released “shortly”. I’m with you, some of this stuff needed to be hotfixed much faster.

Speaking of cheats/explots: if you melee one of the stationary machine guns 20-30 times, then walk on top of it, it will shoot you very far (like a super jump). A was on a team where someone wanted us all to do this to bypass the horde in Death Toll (the part where you have to lower a ramp with the forklift.)

It took longer for him to explain and demonstrate and get us to try to do it than it would have to just fight them. On top of that, the last person though he had to melee it too (only the first person needs to,) so he hit it another thirty times, and the gun flew him so far he died when he landed.

A prime example of why I don’t use exploits :slight_smile: Plus, it’s more fun. I don’t have any objection to not fighting crescendo events in the obvious place. Sometimes moving away from the set up position is just good sense. But people that spend so much time trying to skip past things using bugs just irritate me.

I’m in a zombie game. To kill zombies. Skipping events seems contrary to that goal.

The developers should have also seen these things coming (with regards to breaking down the delivery door in No Mercy). Bad VALVe. Bad, bad, bad.
No biscuit.

Ahahaha! Justice at its finest. :smiley:

Bwahaha!

I just saw the Holy Grail of No Mercy 4.

After you get off the elevator, I’ve always wanted to see a boomer’s explosion shove somebody off the edge. Well, this time I actually got to see it end the game: Three of them were for some reason hanging out by the edge, when Mr. Boomer waddles over and they shoot them, and they all plunge to their doom. It was fantastic.

The other one was a result of them trying to defend in the closet with a bot. The smoker didn’t take too kindly to that and grabbed the bot while the other three were covered with boomer bile. And then, for some reason, they just decided to ignore her.

So we’re on blood harvest map 3 - the part where the survivors enter the second building complex. I get spawned as a tank… on top of the building, surrounded by invisible walls on each side so I can’t get to them. I run around trying to find a gap in the invisible wall, and there is none. It switches to Cinnamon who does what she can - throws rocks until they decide to just bypass the tank by entering the building.

So they do, and we chat a bit about how we got screwed on that one with a useless tank. We set up the next ambush… a boomer hits a few of them within the building, some hunters jump in, and suddenly the long lost tank, now controlled by the AI, had somehow broken through the invisible walls and snuck up behind them. SURPRISE! TANK! No one saw it coming. It was ugly.

Not just a surprise tank… but a surprise tank FROM BEHIND, while the rest of the infected are attacking them from the front.

Plus, the tank music never stopped from before so they were just used to it by that point.

Hah, survivor bots do the same thing - if they can’t reach the rest of the party, they just magicspawn to wherever they are. I’m assuming the AI tank did the same thing.

I guess we should have taken care of the tank on top of the roof, but it just seemed kind of pointless. Oh well, live and learn.

To be fair, we were kinda sitting there wondering why you bothered trying to kill it as long as you did. We assumed it was a wasted tank spawn, and once the AI took over, we just continued on our way assuming it would be stuck up there too.

Turns out, you should always be cautious about having a tank behind you. :slight_smile:

Patch is supposedly coming out within a week.

I mentioned this idea before, but I’ve been really wanting it. Currently your options for a versus game are this:

  1. Join a pub server and hope your teammates and enemies aren’t retarded so you have a fun balanced experience.

  2. Find 8 people so that you can have your own full versus game and bring players you know are fun to play with.

  3. Find 4 people, make a team for yourselves, and face a pub team, which you will almost always promptly stomp the hell out of.

This game needs a 4, which would add so much to the gameplay and be easy to implement.

  1. Get 4 people together and enter the versus queue as a team. The matchmaking system finds another group of 4 players who also queued as a team the same way. You play team vs team. You don’t know the members of the other team, but you know that they know each other, and therefore can at least give you a good chance of a competitive, competant game.

You could even work a ladder system in there, but it wouldn’t be necesary.

I’d like to see the infected buffed somewhat. As the skill level of the survivors has gone up, survival has become more and more common.

I’d like to see (besides the obvious like all campaigns on versus, exploit fixes, etc)

  1. Restoring the ability to play versus on different levels - particularly advanced. Just add something to the matchmaking interface so people knew what they were getting into. The problem wasn’t the availability of different levels in versus, but simply that people didn’t have much choice in the matter. In general, I would like to see making it to the safe room be an accomplishment, rather than the default course. I’d prefer more games with 750 to 600 scores than 5000 to 4200.

  2. Point 1 may reduce the need for this, but make the non-boss infected more powerful. The normal infected as so ineffective that the boss infected are the primary way to do damage. I would like to see the horde become a bigger weapon so that the boss infected were supporting the horde more than being the primary damage dealers. But as it is, you can have a crowd beat the hell out of the survivors for quite a while with minimal damage. In the current system, playing against a skilled survivor team, most damage seems to come from hunter sneak melee attacks.

  3. Nerf melee. Melee spam is part of the reason the hordes are so ineffective. It’s also aggravating as an infected that the survivors can pretty much back into a corner and spam melee like crazy at any time and become pretty much invulnerable to you. Options are using some sort of melee fatigue by default, not allowing players to reload while meleeing (or at least make both the melee and reloading processes much slower while reloading), reducing the large area of effect of the melee zone, etc.

  4. Rebalance weapons. It’s pretty boring when an all autoshotty team is probably the ideal setup. Many ways to go about this.

Make shotguns reload at a less than impossible speed - it’s obnoxious to see your speed gonzalez hands load 10 rounds into the pipe in what seems like 4 seconds.

Make the autshotty penetration less - this one is little known, but the autoshotty goes through an infinite number of the horde, just like the hunting rifle. It doesn’t make much sense from either a realism or gameplay perspective - shotgun pellets are slow and lose their energy very quickly once they hit a target. The autoshotgun penetrating infinite zombies while the M16 won’t penetrate them is ridiculous.

Rebalance the ammo count. I very rarely run out of shotgun ammo, but I regularly run out of ammo for the SMG and rifle. I’d rather see less rather than more ammo in the game - so I’d reduce the number of shells you could carry with a shotgun to 60-75.

Reduce the effectiveness of pistols - particularly dual pistols. They make the shotguns more viable because if you ever need to shoot something at range, dual pistols is almost as good as a rifle.

Oh, and 5) Buff smokers. Their tongues break if someone sneezes (I wish they’d try to solve the corner tongue problem). Let them pull faster, let them do more damage once the survivor is pulled to them. And make it harder to break their tongue with gunfire (although not harder to actually kill the smoker by shooting him directly). As of now, they’re only situationally useful. They can’t do much damage and their tongue is too easy to break.