#Zombee: Improve reinforcement options between floors

6 messages · Page 1 of 1 (latest)

upper badger
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Hi developers,

I'm pointing out a strange power-up system in Zombee mode.
The picture shows a gas mask.

There was a recent zombie version where handweapon such as machetes and knives, played a significant role.

This version doesn't have toxic zombies. So why is this option available?
This mode features electric zombies.

Suggestion: Replace the gas mask with an anti-electric mask in this version.

While on this topic, I'd also like to point out what I consider to be an illogical power-up system.

Suggestion: Improve the power-up schemes between floors.

Why:
If I get infinite ammo after the second floor, why do I then get like:

  • faster weapon reload?
  • extra bullet after a kill?

If I have infinite ammo, how can I get a bonus if I choose one of the above?

Another problem arises: I can now have +100% secondary weapon capacity, even in the zombie version with a melee weapon. Even a +200% boost. If I have a machete, how can I use this bonus?

Please review the options to make them more accurate.
Example: with infinite ammo, the player should have the following options: increase rate of fire, Double barrel weapon, Increased accuracy, more powerful ammo, longer range.... There are many options

The same applies to accuracy. I can achieve maximum accuracy after the second floor, and then I can be offered boosts that increase accuracy. If I have maximum accuracy, can I still have more? I suggest that boosts not be duplicated.

Very thanks for reading.

carmine gorge
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I feel that, but some people dont have the same things as you, but i do feel keeping certain mutators should stay different for their power up week or whtvr

upper badger
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Hi developers,
I'm reposting this suggestion because I found evidence confirming what I wrote above.

Image: Look at the power-ups I downloaded. I have infinite ammo (red arrow).

Before starting the 7th floor, I download new power-ups. Look at what they offer me:

  • Blue arrow: +1 bullet per kill

  • Green arrow: +100% to secondary weapon.

Question: Does this make sense?

If I have infinite ammo, I gain nothing by taking it.

Suggestion: Improve these power-ups. There shouldn't be such pointless options.

If I have infinite ammo, please specify that the player can gain: rate of fire, accuracy, damage bonus, double barrel, increased range (potential new power-up)... This is a family of power-ups.

An extra bullet on kill, 100% more for secondary weapons, faster reload... this should be for those who don't have infinite ammo. It's a separate family of power-ups.

Suggestion Create some basic power-up family blueprints. Simple blueprints.

Why am I bringing this up?
If I'm fighting for the top spot and want to strive for the highest possible score, I have to pay attention to a lot of details: teammates, equipment, roles, positioning.

Then suddenly, my plan is ruined because I get one less boost.

This is even more annoying if I spent a gold pack before the game to get the boosts.

Some players have a total of 12 boosts (3 for gold + 9 from the game).

I have a total of 11 boosts.

upper badger
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I have infinite ammo and the faster reload option appears

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I have maximum accuracy and the option to increase accuracy appears

upper badger
#

Hi developers,
One more photo where I captured something incomprehensible.
Power-ups: the arrows indicate errors.
I have infinite ammo and offered me additional bullets and ammo.

In the photo, I've also marked the +30% explosion power boost with a white arrow. The only problem is that there's now a version with fire zombies , and according to the data, zombies are resistant to explosions by up to -95%, so does it make sense to offer this boost in this version?

I understand that someone with a low-level account might take what they have and equip mines, but even with this boost, they'll still have trouble killing zombies. Besides, if someone sees instructions that zombies are resistant to explosions, they shouldn't take explosives.

Suggestion: Improve the boosts for each of the three descent mode versions.