The one and only suggestion is to somehow see more advancement between each try. What there is, isnt very tangible or visible. I know youre changing it so we can allocate points? I know this is a rogue sort of game but more of a leaning toward progression like in an rpg would add a lot of depth. I think multiple small tweaks might get some sort of feeling of achievement going? Others have suggested starting with certain equipment if you get to the last day. (I havent reached canada yet. But I dont play more than a game a day currently.) Possibly also adding access to some new weapon or car earlier? And announce the player has achieved that - things that give us a buzz without you having to do a new mechanic. Perhaps have a few weapons or vehicles you do not get access to unless you either get to canada, or get to the last day. Like: Congrats! You now have access to the donut shooting shotgun! Or something similar. Clothes that you can gift to one member? A set of swat team armor or a knights breastplate from Some fake medieval place like Castle Lanceloot. Im hoping this game keeps selling so you will add a ton of gear and new ideas
Just registered to ask if local co-op is confirmed - i saw something about it on the main page. I have two iOS devices and this feature would be amazing. Also wanted to add that I also seemed to have been hit with the >4hr seige bug. I've made it there twice now and died at 4:15 both times. I assumed that was normal until I saw the earlier posts on the thread.
I think the co-op is only for those who own 2 mfi controllers. At least, for this update. And if I am not mistaken the siege starts at 1:00, so it should end 5:00.
I wasn't able to get this to work. Is everyone sure it says "noon" at the start, when that happens? The mission can start at a random time from noon to two, so I wonder if that's throwing people off.
I got through the siege for the first time but with only one person and then discovered I had a bridge to get over. Dang it. I died.
Ahhhhhh just got mauled with one day left! Closest I've gotten. This may have been said, and if so I apologize, but have you given any thought to giving HP/stats or something for killing zombies? For me, the action and exploration are what I love about this game. The "choose your own adventure" aspect isn't what draws me in as I hate losing because you chose the wrong thing. There is so much here and love finding all the little secrets or when you find a random character for the first time. This is one that can, and will, be played for a long long time. In short....would love some kind of reward for my work in killing zombies as I treat this as an action/exploration game. Thanks guys!
From what I understand, the killing aspect is not the design they had in mind. In fact, even in the tutorial it says that you should avoid killing zombies if you can, because they don't drop loot. The exploration is to gather supplies, weapons etc. Also, you can gain stats when surviving sieges, sewers etc. Just finished the long mode with 3 survivors (Wizard included. So OP). Count Dinkula has died just before the last siege ended. If not for that, I would have gotten his achievments, the 4 characters one and the one in which no one has died (I even protect the Mall Cops and spent some ammo to prevent their death). lol Time to face the Deadlier Road.
Yeah, saw that. I mean is it selfish to think they should change the game so it suits my needs?? Haha Question: Do you create your own characters or use the ones already there?
Who knows, those guys listen to feedback. lol I have created around 40 custom chars based on family/friends, but I always start with the 2 random guys that the game brings to me, except when playing familiar modes in which I used to do that, but now I use a RNG app to choose between two familiar faces from my list.
Game is great but man the random people leaving the group is something I'm not a fan of. I had link and Jason join my group and within 3 days they both wondered off..... I had the white sword and metal boomerang....
When someone's morale hits zero (the red >.< face), it usually leads to an event where someone will have to leave. Having enough food for everyone will avoid that most of the time. Still, there are random times where a successive bad events could lead to morale beat-down. A few uncommon times, it will be alleviated randomly by ranting to someone else in the car events, effectively "stealing" that person's morale.
No, no rewards for killing zombies. Except I guess the one cheevo, and currently a couple perks (but not for long since we're moving to an unlock system). I don't want people to fight the zombies, you're mostly supposed to run. Though this can be confusing to people after decades of videogames teaching you to kill everything for XP. I sometimes think of adding some kind of harder time limit, to make this more obvious. 99 second warning, seconds ticking down at top of screen, then all zombies in the map know where you are and run towards you. WELCOME TO PWN ZONE then flashes on top of the screen, constantly.
If we're not supposed to fight the zombies how do you purpose the player survive a siege or escape from a building. I understand that for the most part you should try avoiding the Zs but you're making it sound like the game can be completed without any fighting. Edit: I'm not asking for or supporting the idea of get experience for kills. I just don't think you can completely avoid fighting.
I don't think he meant that. After all, we have weapons, ammo etc. I guess the point was to avoid fighting whenever possible or just the bare minimun to survive sieges/get stuff. Edit: The Deadlier mode is tough! Almost didn't make out of a 1 hour siege. Maria even got killed alongside another crewmate. It seems it is going to take a while in order to finish it.
You're right. I thought about it and realized he was just saying he doesn't want to encourage us to fight the zombies by attaching rewards to it. F'ing great game by the way.
I hadnt seen it as encouragement for killing more, just as a side effect of survival, but I see what you mean. Survival reqards are just as good. Anything that lets me see progression. Found the count dinkula but he seemed to vanish afterward and never saw him after he was released. Never said who he was even? But he looked like a vampire. Im guessing I shouldve shepherded him to safety. The hordes of zombies always distract me.
Yes! I got that. Maybe he turned into a swarm of bats then? I took my eyes off him and headed for the car and that was the last I saw of him. If the zombies ate him I hope I get some vampire-zombies in my next replay.