Hello devs and everyone! I wanted to create a part two of this discussion and feedback in regards to the recent update the game most certainly needed.
To summarize the old discussion, (https://discord.com/channels/211900829307895819/1362160397666353152) here are the main points of this feedback summarized plus some extra info:
-Regular zombies (walkers, shamblers, runners) should have their health and reduced a bit. Keep health of bloodied zombies the same along with variants.
-Make charged attacks a lot more viable against regular zombies depending on the weapon like the first game. This won't eliminate upsides and downsides of each weapon type (blunt and bladed) alongside swinging said weapons from left to right, or right to left.
-Allow stamina to recharge in between charged swings. This allows players to coordinate their next moves whether individually or in a group.
-Make shoving take a little less stamina.
-Remove the hazy white background when opening the inventory.
-Have the inventory be binded to the number 1 key by default.
-Have two separate inventories. Our main one to check our weapons, medical and passive items, etc, and a secondary one where we can check our ammo and boards.
-Certain calibers such as 12 gauge, 357 magnum, 5.56, 6.8, and 308 Winchester should kill construction and firefighter zombies in one shot to the head. Make the last two calibers mentioned kill riot zombies in one shot to the head.
-9mm and 45 ACP kills regular zombies in one shot to the head. 9mm kills bloodied zombies in two shots to the head. 45 ACP kills bloodied zombies in one shot.
-22 LR, if implemented, can kill regular zombies in two shots, bloodied zombies in three, construction and firefighter zombies in two, and riot zombies in x amount. (Let me know what numbers you guys would add to make this caliber fair to use.)
-9mm, 45 ACP, (and 22 LR if implemented), can appear a little more frequently to accommodate for the changes mentioned.
Continued
