Left 4 Dead Sequel

Powerhelix

New member
Dec 19, 2008
77
0
0
More levels I think.
a LOT more weapons.
Weapon improv.
Baracades.
and above all...
Fully destructable environment.
 

Ingatius

New member
Dec 20, 2008
24
0
0
I want more depth. What I mean by that is a storyline of some kind, maybe a little background on the characters perhaps even a cut scene or two. I think Yahtzee said it the best in his L4D review " Here are some Zombies, pretty much sums up the plot" and he is right.

Just because it's a game on Zombies does not mean we have to sacrifice story line and Max Brooks proved that with his book World War Z. A nice happy medium somewhere between Shaun of the dead and Resident Evil would be amazing.

Oh and the lack of weapons did kind of upset me, I mean for Christ sake where talking about zombies here anything is a weapon! I was under the impression that I could pick up picked of wood or a pipe and start thwacking away. But still it's a game here you kill thousands of zombies so yeah it's pretty good, just a few tweaks for the sequel
 

Xanadu84

New member
Apr 9, 2008
2,946
0
0
I think that everything that anyone would want in a sequel will be better done through updates and additional content. Valve does it with Team Fortress anyway. Though a sequel would make them more money, Valve is cool enough that they shower there fans with free love. That's why whenever they do something, we trust them. I know that I would buy a pony ranch SIM made by Valve, because I trust them implicitly. They have never let me down. That being said, with enough sheer quantity of additional content, maybe a barricade system, another 4 levels, additional weapons, different or additional infected, just a completely new set of optional stuff, then I could see an expansion. Add the new stuff to the new levels, leave the old levels alone because they have such good balance.

So yeah. I don't see a sequel any time within the next 10 years. Additional content is a necessity. An expansion wouldn't be a bad idea. Whatever Valve does, Ill get it,
 

Mray3460

New member
Jul 27, 2008
437
0
0
I'd say that I have two suggestions, but I have 10:

1. Finite numbers of weapons and amounts of ammo in the piles (At least during versus)

2. Stat tracking (so that you know if you're with an inexperienced person before the game)

3. Character Customization (For both survivors and Infected, with perks and custom "classes" [Note: Same types of abilities for survivor/infected type, but bonuses to be added {Boomers: Longer vomit range or greater explosion or longer bile time, Hunters: Greater leaping distance or greater damage or faster running speed, Smokers: More health or longer range or greater damage, Survivor: Greater speed or greater accuracy or greater damage or greater stealth or more carrying slots, ect.}]).

4. "Survival" Mode (Holding out in a house or some other setting for as long as possible with unlimited waves of zombies coming at you [especially good in versus]. Points scored for time survived.)

5. More Levels

6. Custom Levels (FOR THE CONSOLE!!! [Too many games only have construction sets for the PC])

7. Comes with a free microphone (Nothing more annoying than not being able to yell at people [and have them hear] when they screw up)

8. The ability to play as a common infected while waiting to respawn as a zombie (kudos to Yahtzee)

9. "HAL 9000" difficulty setting (The AI starts out on expert level but learns how you play as you move through the level, figuring out how to beat your every move)

10. Ability to play as Infected against only NPC survivors (with easy, medium, hard, expert, and HAL 9000 difficulty settings running them)

Edit: Melee weapons (Baseball bats, pry bars, 2x4's, ect.)
 

vede

New member
Dec 4, 2007
859
0
0
AAAGGGHHHH!!!!!!

Again, I must say it to you people!

RANDOMLY GENERATED CITIES

Even if they aren't masterfully crafted and made up of stock buildings, I would play it. Well, probably. (Can you enter any building you wish in L4D?) It would still depend on a few factors. The normal zombies would have to outnumber the special zombies at least, say, a
hundred to one. You would have to be able to enter any building, no matter what it was.

I mean, even if it was just a mindless zombie shooter. (That didn't get so hard you want to grind your eyes out with a rusty butter knife, but made sure that the only reason you'd ever die was because you fucked up on your own.) Even if the whole point was to rack up as many kills as you could or hold up for as long as you could in the infected city, or until rescue arrives or something. I've been wanting to play a next-gen realistic (save for zombies) zombie-shooter with a random city generator for ages, and when I heard of L4D, I thought, "Oh damn, that kind of game just screams, "maybe I'll have some sort of random generation, eh?"."

Then it didn't, and I was like, DAMN!

(Also, AAGGHHH!!!! This freaking text box keeps freaking resizing on me and it's totally cramping my style! My input cursor looks like it's going all over the place when it resizes, and the view of what I've written warps without warning, and it's fucking with my head! Please, make it stop!)
 

Bored Tomatoe

New member
Aug 15, 2008
3,619
0
0
Mray3460 said:
I'd say that I have two suggestions, but I have 10:

1. Finite numbers of weapons and amounts of ammo in the piles (At least during versus)

2. Stat tracking (so that you know if you're with an inexperienced person before the game)

3. Character Customization (For both survivors and Infected, with perks and custom "classes" [Note: Same types of abilities for survivor/infected type, but bonuses to be added {Boomers: Longer vomit range or greater explosion or longer bile time, Hunters: Greater leaping distance or greater damage or faster running speed, Smokers: More health or longer range or greater damage, Survivor: Greater speed or greater accuracy or greater damage or greater stealth or more carrying slots, ect.}]).

4. "Survival" Mode (Holding out in a house or some other setting for as long as possible with unlimited waves of zombies coming at you [especially good in versus]. Points scored for time survived.)

5. More Levels

6. Custom Levels (FOR THE CONSOLE!!! [Too many games only have construction sets for the PC])

7. Comes with a free microphone (Nothing more annoying than not being able to yell at people [and have them hear] when they screw up)

8. The ability to play as a common infected while waiting to respawn as a zombie (kudos to Yahtzee)

9. "HAL 9000" difficulty setting (The AI starts out on expert level but learns how you play as you move through the level, figuring out how to beat your every move)

10. Ability to play as Infected against only NPC survivors (with easy, medium, hard, expert, and HAL 9000 difficulty settings running them)

Edit: Melee weapons (Baseball bats, pry bars, 2x4's, ect.)
Wow, you hit the nail on the head.
 

runtheplacered

New member
Oct 31, 2007
1,472
0
0
mokes310 said:
All I'd like to see is more campaigns, that's it. I'm totally happy with everything else :)
I'm with this guy, with the exception that I wouldn't mind seeing one maybe two more creature types to screw around with.

Although, won't we get more campaigns with Left4Dead in the future?
 

runtheplacered

New member
Oct 31, 2007
1,472
0
0
Mray3460 said:
Edit: Melee weapons (Baseball bats, pry bars, 2x4's, ect.)
But then you'd have to put away your gun and take out a baseball bat (or whatever). And melee already does plenty of damage as is, so I'm not sure what the benefit would be of melee weapons. Other then that there's some good ideas in there.
 

Mray3460

New member
Jul 27, 2008
437
0
0
runtheplacered said:
Mray3460 said:
Edit: Melee weapons (Baseball bats, pry bars, 2x4's, ect.)
But then you'd have to put away your gun and take out a baseball bat (or whatever). And melee already does plenty of damage as is, so I'm not sure what the benefit would be of melee weapons. Other then that there's some good ideas in there.
Point Taken, but I figure it's more realistic (And more pulse pounding) to have a finite amount of ammo, and having to resort to whatever is lying around (or your own fists), than having unlimited pistol ammo.
 

Bored Tomatoe

New member
Aug 15, 2008
3,619
0
0
Richard Groovy Pants said:
Guys there won't be a sequel.

...I don't know what else to say about this, but there won't. Left 4 Dead is just not the sequel kind of game.
Yes, we know, but we are and will continue to deny it.
 

ElArabDeMagnifico

New member
Dec 20, 2007
3,775
0
0
vdgmprgrmr said:
AAAGGGHHHH!!!!!!
I like the idea but I think that would break the structure and flow of the game. The unpredictability is nice but so far, Left 4 Dead seems like the most non-linear linear game there is with just the "AI Director".
 

runtheplacered

New member
Oct 31, 2007
1,472
0
0
Richard Groovy Pants said:
Guys there won't be a sequel.

...I don't know what else to say about this, but there won't. Left 4 Dead is just not the sequel kind of game.
Buzz killer!
 

Xanadu84

New member
Apr 9, 2008
2,946
0
0
Alright Valve, here is what, in my opinion, you needs to give L4D to make it as replayable as TF2. Then, there's some optional thing that I think sound cool.


1) 4 more maps: The AI director is great. But, instead of making every match like a different level, it makes every time you play the same level have a degree of unpredictability. The sites still get old, and you are going to need more maps to keep the game feeling fresh and less an exercise in repetition. User generated content would also be great, and save you a lot of time.

2) New Zombies: The current 4 maps are fine tuned to the types of zombies, and that's fine. But Infected players are likely to feel a little simple after a while. So in the new maps, and perhaps give an option in the old ones, inject some variety. Replace some zombies with similar zombies that fill the same niche, but change the experience. Replace the smoker with another ranged zombie that slows the party down: perhaps it spits a gob of goo that damages, and slows players down. Or make a new Tank that exchanges some of its toughness for speed. Switch them around so all the niches you need to maintain balance are there, while diversifying the experience. Hold a contest, I guarantee you you will get thousands of ideas.

3) New weapons: The weapons feel sparse. Its understandable, with the gritty realism there going for, but that just means they are going to have to work extra hard to figure it out. The number one thing they need is Melee weapons. We have a zombie apocalypse game, and no hand to hand weapons: This is a problem. I recommend giving players the option to have a melee weapon as a sidearm, instead of a pistol: Arguably it would be more useful, but also more dangerous if your incaped. You even have a great reference gong for you. Make the first tier melee weapon a Crowbar. You gotta do it. Have the second tier be a chainsaw or fireaxe, depending on the realism your shooting for. If you have a melee weapon, it gives some great tactical choices. You can essentially have someone, "Tank" the zombies. Other possible options would be claymore mines, and shotgun/rifles with different amounts of penetration, damage, rate of fire, accuracy, etc, and remotely detonated explosives. I wanna say flamethrower, but really don't see it working out.

4) A Mall level. Nuff said.

Optional 1) Customization/ Character uniqueness: All the characters are the same, and this is a potential area with room for improvement. Unlocking a few cosmetic features would be easy, and breath some life into the game. Difficult to do, with so much effort put into making every character distinctive and identifiable, but some sunglasses or tattoos would give a sense of accomplishment. Also if every character had something that made them play a tiny bit differently, it would make them even more identifiable, and make players care about them even more. Maybe if Zoe could reload her pistols slightly faster, or Francis deals a bit more damage with his pistol whipping. A little detail could go a long way. Basically, something that makes me want to always play as Bill, or discover a nifty mechanic when they happen to play as Zoey for the first time.

2) Expanded crescendo events: it would be nice if players had more to do in an event then just press a button, and survive for a while. Make the environment more interactive. Maybe one person has to continuously turn a crank, and it starts falling if he has to turn around and deal with a zombie. Everyone else has to protect him. You could even have a different crescendo event where each player has a chance to shine individually. For example, one survivor has to move a crane to pick up the rest of the survivors and move them, or else they have to take a ridiculously more treacherous path. And then Francis happens to be better with heavy machinery, so he can operate it faster. Or maybe a security system needs to be hacked into to turn on guns and open doors, and Louise happens to have computer experience. Basically, different events where other survivors can do the task, but 1 survivor is better at it then the others, so everyone can feel like there special and in the spotlight. It doesn't even have to be to complex. Optional events would cool as well: Wait a few seconds to build a barricade, fight through a treacherous locker room to reach a room filled with pipe bombs and tier 2 weapons, etc.

3) Make the fixed guns better then completely useless: Seriously, when I am standing behind a mounted gun, and looking in the direction its facing, I still don't use it. I can still kill zombies just as easily, only I can turn more then a few degrees right and left, and I can move. The fixed guns are dumb.
 

vede

New member
Dec 4, 2007
859
0
0
runtheplacered said:
Richard Groovy Pants said:
Guys there won't be a sequel.

...I don't know what else to say about this, but there won't. Left 4 Dead is just not the sequel kind of game.
Buzz killer!
ElArabDeMagnifico said:
vdgmprgrmr said:
AAAGGGHHHH!!!!!!
I like the idea but I think that would break the structure and flow of the game. The unpredictability is nice but so far, Left 4 Dead seems like the most non-linear linear game there is with just the "AI Director".
I don't need it to be part of the campaign. You can keep your pregen campaign. If anything, the campaign should stay pregen so the levels can have an expert hand in their creation. What I want is a sort of "Arcade Mode" where you are in a city that's randomly generated with tons of t3h Z0m813z to shoot and escape from, and barricade yourself from, or whatever you would do in a zombie apocalypse.
 

Avatar Roku

New member
Jul 9, 2008
6,169
0
0
Xanadu84 said:
I think that everything that anyone would want in a sequel will be better done through updates and additional content. Valve does it with Team Fortress anyway. Though a sequel would make them more money, Valve is cool enough that they shower there fans with free love. That's why whenever they do something, we trust them. I know that I would buy a pony ranch SIM made by Valve, because I trust them implicitly. They have never let me down. That being said, with enough sheer quantity of additional content, maybe a barricade system, another 4 levels, additional weapons, different or additional infected, just a completely new set of optional stuff, then I could see an expansion. Add the new stuff to the new levels, leave the old levels alone because they have such good balance.

So yeah. I don't see a sequel any time within the next 10 years. Additional content is a necessity. An expansion wouldn't be a bad idea. Whatever Valve does, Ill get it,
Beat me to it. I was gonna say the same thing, minus the fanboyism (although, if you have to be a fanboy, you picked a good company to be one for).

Anyway, I just got L4D yesterday (birthday ftw), and I've still only played No Mercy, but I think the game is perfect the way it is. I mean, any game on XBL where you can play a match with any random group of people and actually be forced to work together is a heaven send; the people I met on No Mercy are now on my friends list just so we can do the other campaigns together. But I have to ask; is the end of No Mercy supposed to be so hard? I mean, we were all playing on normal and lost about 50 times before we switched to easy and won on our 10th attempt, and even then only 2 of us survived. Are we just n00bs, or is it actually really hard?