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Zombie Outbreak now can be played cooperatively with another player. To do so - open slot in Lobby when creating Zombie Outbreak game. In coop there are 2 packs of zombies who move after corresponding player ends turn. We have also added 3 new zombie-related artifact modifiers: - Cleansing = +50% damage against zombies
- Sanctifying = +100% damage against zombies
- Exorcising = +150% damage against zombies
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How can i reach gunrox's support? need help with an account
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First of all, thank you for the update and all the work you've been putting into zombie mode and the game. I also wanted to suggest making Instant Outbreaks tradeable. If Instant Outbreaks were tradeable, players with plenty of them could help others. It would balance pay 2 play for poor players - Wealthier players could support newer or poorer players - friends could help each other out - co-op teammates could share outbreaks (no one has to wait) - players would be less held back by waiting times. It would also encourage more player interaction and trading. Adding Instant outbreak into supporter chest and supporters box would be helpful as well (we already got perks, doubles, coins, items into them so why not instant out break as well?)
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This post created by ignored player and thus hidden.
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I don't understand why safes are so
far apart in co-op mode? Instead of fighting zombies together, each player
fights them on own half of map. As a result, co-op mode turns into 1 vs
zombie game that takes twice as long. In my opinion, the distance between safes
should be no more than 10-12 cells.
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This post created by ignored player and thus hidden.
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I don't understand why safes are so
far apart in co-op mode? Instead of fighting zombies together, each player
fights them on own half of map. As a result, co-op mode turns into 1 vs
zombie game that takes twice as long. In my opinion, the distance between safes
should be no more than 10-12 cells.
As I said elsewhere, in co-op, maybe an interesting strat is that both players use their snipers (or RPK) on the zombies of the other player, because they have a lot of range. The dna required to have perks for those is high though.
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This post created by ignored player and thus hidden.
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I don't understand why safes are so
far apart in co-op mode? Instead of fighting zombies together, each player
fights them on own half of map. As a result, co-op mode turns into 1 vs
zombie game that takes twice as long. In my opinion, the distance between safes
should be no more than 10-12 cells.
As I said elsewhere, in co-op, maybe an interesting strat is that both players use their snipers (or RPK) on the zombies of the other player, because they have a lot of range. The dna required to have perks for those is high though.
How many rpg rockets will be in safe? Just one?
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This post created by ignored player and thus hidden.
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when using x7 doubles, so many loot bags drop that it's impossible to collect them all. Players have to focus on killing zombies to survive, which leaves very little time to stop and loot bags. As a result, many bags are left behind and disappear before they can be collected. With x1 or x3 doubles, the amount of bags is much more manageable. Instead of increasing the number of bags at higher multipliers, it might be better to increase the amount of body parts inside each bag. This would keep the rewards the same while making loot collection much more practical.
Edited 4 minutes later by ivan.
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guys be careful not to buy a weapon upgrade in the perk tree if you don't have any character with the requirements for the weapon, i upgraded to the colt python because i thought the requirements was ignored in this gamemode (which would make sense since the game let you upgrade even if you haven't) and now i cannot use any pistol because i don't have reset perk and will need to level up until i have level 20 pistol in any char.
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This post created by ignored player and thus hidden.
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guys be careful not to buy a weapon upgrade in the perk tree if you don't have any character with the requirements for the weapon, i upgraded to the colt python because i thought the requirements was ignored in this gamemode (which would make sense since the game let you upgrade even if you haven't) and now i cannot use any pistol because i don't have reset perk and will need to level up until i have level 20 pistol in any char.
Yeah, I agree. If everyone starts Zombie Mode naked, then your regular build shouldn't be tied to the perk tree. Let's say you're upgrading pistols right now - once you unlock those perks, you should be able to use them. But if someone plays with 3 sniper rifles, half of the weapon perks can end up being useless for that player. I think the perk tree should be independent from your normal build. In Zombie Mode, everyone should start from the same point and your regular build shouldn't matter. But I don't think they'll change it. It would probably require a big rework, create new bugs, and then they'd spend time fixing those instead of working on co-op.
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