我很喜欢开发组发布的开发计划（New Tokyo Mission, Enemy Zombie Type, Six-Skull Difficulty Setting, Weekly Challenge Mode）这些开发计划真的很棒。但是我还是想说这些新内容缺乏他的持续可玩性！也就是生命力。我身边很多一起玩WWZ的朋友平时已经不玩这个游戏了，他们只是再等待更新后再来尝试一下。原因不是这个游戏不好玩，而是整个游戏的设计缺乏挑战性和随机性！这让WWZ玩起来很程式化。不耐玩
New Tokyo Mission, Enemy Zombie Type
Six-Skull Difficulty Setting
游戏难度对于玩家来讲是一种挑战，我们经常4个（满级30LV）朋友组队进行五星难度游戏。但是这显然也没有什么挑战性。只要熟悉了地图五星难度真的非常简单。我们甚至选择4名劈砍者不开枪去挑战游戏。所以Six-Skull Difficulty Setting并不能解决游戏难度！我觉得应该彻底开放游戏难度选择。比如：普通感染者的伤害，更强壮的普通僵尸，特殊感染者的刷新频率与数量，补给品的数量，医疗包能回复的血量，枪械的最高等级，人物的血量，装备包的补充数量，弹药箱的补充数量，黑夜难度？游戏工坊？
枪械缺乏可选择性。首先枪械的终极形态永远是带消音器的。不会有人选择不带消音器的枪械！因为不带消音器会引起尸潮！这种设计让枪械的选项没有意义。首先消音不应该是标准配置应该出现在补给箱里面刷出来！但是基础手枪的消声器可以是标准配置。这可以增加游戏中使用手枪的频率。因为游戏中弹药比较充足。所有几乎没有人使用手枪。而且请减少弹药箱的补给量。或者可以设计不同容量的弹药箱。现在几乎没有人使用手枪，请设计更多的手枪可玩性和种类，我喜欢Double-Barreled Shotgun 和 Revolver （每个人物初始化是不是应该有特殊的手枪？Angel Flores应该携带Revolver）
每个游戏都存在技能树的单一性，WWZ也不例外。在游戏中我们总是选择最有价值的的技能去进行游戏。比如FIXER总是选择Msking Grenades因为Msking Grenades的功能实在是太强大了。有的时候我也会使用Supply Bag。这也很好用，但是跟Msking Grenades比起来显然不是最好的选择。而且Msking Grenades的持续时间简直太长了。满级的FIXER Msking Grenades时间长达14秒。这个技能需要调整。
游戏中的角色让玩家感觉不够真实，我很喜欢人物的造型设计！但是缺乏代入感，虽然每个人物都有故事介绍漫画风格的故事介绍真的很不错。但是在玩的过程中因为人物与职业的关系让玩家感觉人物不够鲜明。比如Tokyo Mission-Kimkko Nomura 我很喜欢这个角色并且每次玩的时候都选择这个角色，但是她到底应该是一个什么职业呢？医生？劈砍者？还是枪手。这让人物不够真实。能不能让每个人物固定只能选择一种职业或两种职业？而且我很喜欢女性角色我希望能看到四名女性角色在一张地图中出现（我也很喜欢Popov 他有点像圣诞老人。以后会不会有没有红色的时装？(¬‿¬)）L4D比尔-Bill让人印象深刻，现在我依然怀念他
Game Suggestions for Developers
Thank the development team for bringing us a good game, I like L4D very much. WWZ is really a very good game. But now WWZ is losing its vitality. New Content - DLC
I like the development plans released by the development team (New Tokyo Mission, Enemy Zombie Type, Six-Skull Difficulty Setting, Weekly Challenge Mode) which are really great. But I still want to say that the new content lacks his continued playability! That is vitality. Many of my friends who play WWZ together don't play this game anymore. They just wait for the update and try again. The reason is not that the game is not fun, but that the design of the whole game lacks challenge and randomness! This makes WWZ very stylized. No fun
New Tokyo Mission, Enemy Zombie Type
New checkpoints, new maps, new special infections, old players may only need a week to get familiar with, and then we enter a long-awaited update status. These new contents cost the development team a lot of time and work, but can not bring the desired results. Lack of playfulness. Maybe something more interesting should be added to the new level? For example, there are more emotional plots, teammates infected? Sacrifice? Egg?
Six-Skull Difficulty Setting
The difficulty of the game is a challenge for the players. We often team up four friends (up to 30LV) to play the five-star difficulty game. But obviously it's not challenging. As long as you are familiar with the map, the five-star difficulty is really very simple. We even chose four choppers to challenge the game without shooting. So Six-Skull Difficulty Setting can't solve the difficulty of the game! I think we should completely open up the choice of game difficulty. For example: the injury of ordinary infected persons, stronger ordinary zombies, refresh frequency and quantity of special infected persons, the quantity of supplies, the amount of blood that medical bags can recover, the highest level of firearms, the amount of blood of persons, the amount of supplements of equipment bags, the amount of supplements of ammunition boxes, the difficulty of night? Game Workshop?
And the medical kits designed in the game are always refreshed when the team is in bad condition. The design looks good, but it's fun to play. This makes us have no expectation when we open the supply box, for example, when we open a supply box, we will say oh! Here's a medical bag! That's great. We're saved. Good luck! Or, why! Why! Not a medical bag! We can't hold on any longer! But now we know that there will be medical kits in the supply box when the team is not in good condition. This setting is really silent. It feels like there's always a power to help us win?
Firearms and Skills
I like WWZ's firearms and skills design very much. These skills, equipment and upgrades of firearms are really great! It's very playable. But that's still the problem. These designs lack vitality! Now all my firearms and skills have been upgraded to full level. These development teams spent a lot of time and energy designing things that would only take two weeks to complete. Although these designs are good, they lack playability.
Firearms lack selectivity. First of all, the ultimate form of firearms is always with silencers. No one will choose a gun without a muffler! Because no muffler will cause corpse tide! This design makes the choice of firearms meaningless. First muffling should not be standard configuration should appear in the supply box brush out! But the muffler of the base pistol can be standard. This increases the frequency of pistols used in games. Because there are plenty of ammunition in the game. Almost no one used a pistol. And please reduce the supply of ammunition boxes. Or ammunition boxes of different capacities can be designed. Nowadays, few people use pistols. Please design more pistols for playability and variety. I like Double-Barreled Shotgun and Revolver. (Should each character initialize with a special pistol? Angel Flores should carry Revolver)
Every game has a single skill tree, and WWZ is no exception. In the game, we always choose the most valuable skills to play. For example, FIXER always chooses Msking Grenades because Msking Grenades is so powerful. Sometimes I also use Supply Bag. It's good to use, but it's obviously not the best choice compared to Msking Grenades. And Msking Grenades lasts just too long. Full-scale FIXER Msking Grenades takes up to 14 seconds. This skill needs to be adjusted. I want people to upgrade or choose skills in maps. This provides a better game experience. Instead of letting characters become very powerful when they first enter the map! This makes advanced players stronger than novice players when they enter the game. WWZ should reflect that the game needs more teamwork! Only when you win can you feel a sense of accomplishment. Instead of starting like a fairy, it's a powerful start. I think people grow better at checkpoints.
Characters in the Game
The characters in the game make the players feel unreal. I like the shape design of the characters very much. But there's no sense of substitution, although it's really good for every character to have stories about comic-style stories. But in the process of playing, because of the relationship between characters and professions, players feel that characters are not clear enough. For example, Tokyo Mission-Kimkko Nomura loves this role and chooses it every time she plays it, but what career should she be? Doctor? Chopper? It's still the gunman. This makes the characters unreal. Can we fix each character to choose only one profession or two professions? And I like female characters very much. I want to see four female characters on a map. (I also like Popov. He's kind of like Santa Claus. Will there be any red fashion in the future? L4D Bill is impressive, and I still miss him.
Feelings in the Game
For survival games, we should think: we may not or escaped! This kind of game experience is the charm of survival games. The game should be full of tension! Sense of oppression! The desire to survive with players! But now WWZ obviously does not make me feel this kind of feeling, some scenes and concerts in L4D bring a strong sense of excitement! For example, roller coasters, stages, these maps are great!
Sometimes, when a teammate falls down, we feel that we can't save him. Then the teammate may say, "Don't worry about me!" Run! We might leave him or run back to save him. This makes the game look real and touching. Can the game be set up to use your pistol or equipment when your teammate falls to the ground and drag the corpse? Just like L4D. Can different equipment produce different effects? Doctors can use needles to get themselves up? It can even detonate the C4 on oneself, which makes the characters very intergenerational and emotional.
This setup is actually not a problem in the game. But there is obviously a lack of authenticity. L4D allows teammates to refresh their locked rooms in the back, which feels good. WWZ's teammates will suddenly be resurrected on the map. And teammates who died through some map points will suddenly resurrect. This set-up makes the game feel no substitute. There is a reason for the resurrection of teammates.
My English is not good! I hope the translator can make you understand what I mean!
Thank the WWZ team for bringing us such a good game! Thank you very much.
There are ghosts and stiff bodies like "zombies" in China.“僵尸” In folklore, after human death, the body became a ghost for some reason. "僵尸" are ghosts of Chinese folklore, originated from Chinese folklore in the Ming and Qing Dynasties. Zombies usually have stiff body, black and sharp nails, sharp canines, and fear of the sun. During the day, I hide in the damp and dark places like coffins and caves. After entering the night, I will eat with human blood or livestock blood. They will be aggressive and powerful to the living creatures. They will not walk and only jump forward. Extend your hands forward. It looks a bit funny, but sometimes it’s terrible
2. Hunters should not refresh at any time. There were no hunters when I first saw it, but when I turned around and left, a new hunter was created. It made me unprepared, and I was thrown!
- Players should not stand up while they are squatting down and aiming.
- The Raiders should not be refreshed at any time. When I first saw it, it was refreshed as soon as I turned around.
- Increase the physical strength that shows running