Rebellion

Zombie Army Trilogy

10

Posts

Hardcore difficulty mode

Posted 4 years ago

I think the easiest way to address the issues relating to the putative overpowered kicks, underpowered snipers, fast health regeneration et al. is to patch in a 'hardcore' mode for those who want a truly torturous challenge. This would be easier / less risky than re-balancing the game proper and perhaps making the game too hard for those who are happy shotgun spamming their way to Berlin.
My suggestions:
- Reduce kick damage and only allow downed enemies (those who cannot walk / lack lower appendages) to be defeated with stomps
- Only a single enemy to be knocked down per kick.
- Skeleton enemies near invulnerable to kicks.
- Remove the ability to mash kicks out while player is under attack themselves / taking damage.
- Either increase damage on suicide bombers so that within anything but shrapnel range, a single explosion is lethal -OR- reduce their detonation time to the point where if they get within full damage range of the player, the player cannot avoid taking full damage by running away.
- Correspondingly, increase trap explosive damage on the players, so if within full damage range, the player explodes; even from full health, not only if already injured.
- Increase sniper enemy damage and allow them to head-shot kill players. The latter effect can perhaps be achieved by greatly increasing player vulnerability while crouched or prone -- head-shots landed while in these positions become guaranteed kill-shots.
- (If possible), allow for slow motion bullet cam from kill-shots made by enemy snipers on players.
- Increase perch positions for sniper enemies and randomise their patterns. Also, if the player remains in the same position, with their sights more or less trained on a known sniper perch, increase the delay for the enemy's return to this place (if at all; contingent upon available positions).
- Remove the 'first-shot' pattern of sniper enemies unless they can achieve a kill-shot (head-shot) to avoid their positions being given away before they even become a threat to players.
- Greatly increase mini gun(?) damage for ϟϟ sub bosses so that the player can only survive a single bullet from their weapons and that fighting them from range (and behind cover) is the ONLY way to take them out.
- Imbue fodder enemies with differing walk speed -- shamble, walk, run.
- hidden jump-scare enemies in story mode should only pounce when a player can reasonably be successfully attacked and said enemies should also attack aggressively; not flail and just stop / reset their pattern.
- Reduce attack delay time for said enemies so that walking up to them and kicking them is more risky and not feasible with
multiple enemies in close proximity to one another.
[continued...]

Posted 4 years ago

- Increase heart rate from sprinting and kicking and reduce recovery time.
- increase effects of heart rate on accuracy of ALL weapons and reduce kicking speed / damage correspondingly.
- Increase machine gun toting fodder enemies and increase the damage of their weapons.
- Either add an animation for or context button cue for picking up explosive ordnance.
- Introduce grenade-throwing enemies or equip some fodder enemies with said weapon.
- Cause continuous burning damage effect to players who are burnt / enter fire and require players to sprint to speed up extinguishing of flames and reduce total damage incurred.
Beldeth

Administrator

Posted 4 years ago

Thanks for the feedback!

Posted 4 years ago

[moar...]
- An easier way to fix skeletons and give them some uniqueness beyond their aesthetic designs would be to make them VERY fast. That is, they're weak and can be kicked apart easily, but are very quick on approach; so unless they're in front of players, they can quickly overwhelm them from behind.
- (If possible), breakable glass on vehicles and some building windows, so they can be shot through so taking cover behind cars has to be done more thoughtfully and for overall effect / realism.
- Toggle-able option to remove checkpoint stars icons. These feel a tad intrusive (and rather insulting) a lot of the time, given much of the areas are linear and getting lost is almost impossible.
- Option to play without the intermittent checkpoints that appear between safe houses.
Unrelated:
- More Horde maps using existing locations. Many section of the campaign mode would make fine Horde maps, even arguably better than some of the dedicated ones provided so far. It would be much easier to use existing locales and just provide them with enemy spawns / waves than to create whole new maps. For variety and strategy's sake, doors and window (and vaultable / mantle-able props) not normal accessible in the campaign could be opened up / added for Horde play.

Posted 4 years ago

- Only a single enemy to be knocked down per kick.
- Skeleton enemies near invulnerable to kicks.
- Remove the ability to mash kicks out while player is under attack themselves / taking damage.
- Reduce attack delay time for said enemies so that walking up to them and kicking them is more risky and not feasible with
multiple enemies in close proximity to one another.
- (If possible), breakable glass on vehicles and some building windows, so they can be shot through so taking cover behind cars has to be done more thoughtfully and for overall effect / realism.
These suggestions mentioned above should not be exclusive to a supposed "hardcore" mode. They break the gameplay on all the other difficulties as well. It would be better for them to be patched in as they would fix the two biggest issues people have with the gameplay at the moment - joke skeletons and being able to almost beat an entire level safely by kicking.

Posted 4 years ago

The "hardcore mode" is merely a disclaimer to ward of potential "o noes! but it would be too hard then and SG spammed 300+ combos would no longer work!" whiners.
For mine, these suggestions implemented to the game proper would make it immeasurably better. But opinions, no matter how valid-sounding, are like belly buttons -- everyone's got 'em, but they rarely hold much water.

Posted 4 years ago

- 'Dead drunk' waves.

Posted 4 years ago

- 'Dead drunk' waves.
FTW!!!
Good God...could you imagine Friendly Fire on
That's a party!

Posted 4 years ago

Oh! Friendly fire would be hilarious! xD

Posted 4 years ago

- Option to enable the setting off of one's own traps (trip wire / mines) and be damaged / killed by them (*Seems odd to be 'invisible' to traps one's clearly interfering with -- makes the player feel like an intermittent ghost!)

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