
Time to Take Action
So I found this post in r/DeadAhead
This is the link to the post and I think you guys should read it too : https://www.reddit.com/r/DeadAhead/comments/1t7cvhu/game_update_call_to_action/
I red it and now I know that not only me but some other players having the same issues too.
So to be in short, that post divided into 2 parts, first is about gameplay and the other is about the Mobirate themself.
I don't know much about the Mobirate part so in this post, I'll just talk about the gameplay's issues and I'd like to add some opinions of mine.
- Metro, Bridge was never being playtested
I found this being addressed from the post above and its absolutely true. I can 100% say that they had never even touched these gamemodes they made. After the update, there's an error when u play these metro or bridge, the game will crash. Not only from the error, Metro and Bridge themself are just basically unplayable in later spans. If u guys reached span 200+, have fun dealing with escapees, cranks, hypnotists or even double headed zombies in every waves. And by some miracle, you reached the final wave and you think you can hire units that died like u did in normal missons and supply run? But Mobirate says no, they swarm the final wave with cranks, escapee,... etc, the creatures that can surely rip your lonely unit apart in 3 or 5 seconds. And look what you got left, a tank unit with half of heath or maybe a shooter to deal with the whole horde that swarmed with escapees, prisoners and doublehead zombies.
- Retarded mechanic?????
And other issue that I want to address is the units in these modes. In Metro, units turn back to shoot the zombies that ran pass them which is good because it helps protect the bus but why the fuck is this mechanic added in Bridge? I was happy because some escapees ran pass my units and they probally won't come back, they was running to mc donald or burger king and was abt to have a nice meal tgt but suddenly, my shooters left the whole battlefield in front of them just to turn back and trigger those little running things and ended up attracting them. Of course they were mad, they came back, my whole squad was surrounded from both side and yes, I just wasted 1 gas can. I don't fucking know but why the fuck is this mechanic added in Metro and Bridge but not in normal missions when units never look back to shoot or chase the zombies that ran pass them which is stupid because I lost count how many time I wasted 2 damn gas cans just because my units never turned back to shoot the zombies that ran pass them.
- New unit Sarah
I haven't tried or buy this unit yet but I think I will never spend 500 cash for a big piece of trash tho. Am I being a bit dramatic? No, I won't spend 500 damn cash for a unit that has no bulletproof, poor damage, high cost as a fighter, no SA and of course, trash ability. 80 damage from bleeding per tick? Oh my god this actually huge, thank you so much Mobirate for added this useless shit to the game.
- Agility and Aggression make no sense
So I had been making a lot of post complaining abt this. But I have to talk about this again in this post. I don't give a fuck about realistic feature anymore but can we just agree to remove this ass mechanic from the game? I spend my courage points to hire units, not a bunch of stupid ass who say ??? or pause every second. This is just so annoying, especially in some situations when you need your units to act fast to stop the incomming fast zombies and look what they do, stand still, say ??? for no reason and ended up let the zombies pass and yay I have to restart the level with my 2 gas cans which restored in next 20 minutes. This is even worse for some units, in my opinion, the units that suffered from this shit the most are Ranger and Soldier. These 2 guys are like truely super retarded. They pause and say ??? twice more time than other units.
- Why the fuck does this game require internet to be played?
This is also addressed from the post above. In Skirmisk, we only play with other players's set up, not in real time so why the fuck is internet needed?
- Charms
This is a nice feature but look, Mobirate using this to squeeze us again. 30 damn tries to get a legendary charm, 10 charm tokens for 1 try. And how can you get tokens? Daily rewards and Endless Bridge. Like I said above, you'll barely pass any 200+ span in Endless Bridge so this is not an ideal way to get tokens. So what about daily reward? You can get total of 8 tokens after completing each. But it'll take like 2 or 3 days to complete each daily reward route( it can be faster if u watch ads) so this is also a painful way to grind tokens too because its time consuming plus charm shop will rotate every week so its likely you guys will always miss ur favourite charm while grinding tokens through daily reward. So is there other ways to get tokens faster? Yes, with cash, 20 cash for 10 tokens. So how many cash do you need for a legendary charm? 600 cash for a legendary charm. And yk what? it has a possibility that you won't get ur favourite charm after spend this much of cash because it depends on percent, each legendary charm has 25% chance of obtainable. You can enhance ur favourite charm's chance to 37.5% but remember. Its 37.5%, not 100% so sometime you'll still get other charm instead of ur favourite charm despite enhanced the chance. So just imagine spent around 600 cash and boom, you got a shit charm or not the charm that you wanted. So is it worth? I can say that its fucking not, even with 100%, 600 cash is still a lot for a stupid charm that can be only equipped once each unit.
I think its time for Mobirate to really read players's respondes and balance the game. Remove unecessary things like internet requirement, agility or aggression ( this is my opinion because its so damn annoying).
I heard that we will have summer event and new location in next update, I hope it will be enjoyable and not shitty or money squeezing like Sarah or charms update. And I hope they played those missions before they release them too because I'm tired of fighting 100 sentinels and double headed zombies with duplicators in location 10.