[ZS] ideas zs

Discussion in 'Ideas' started by domino, Jun 10, 2013.

  1. domino

    domino Member

    1 .unlimited body traps and ambushes but half cash from ambushes go in to attacker
    2 . the Xp gained from body trap can be half of the xp lossed from kill
    3. new option " counter punch"- when someone punch player if he have " counter punch" from punched player he get 2-5 punches
     
  2. Survival Streak 0

    Survival Streak 0 Active Member

    I notice a flaw in the "counter punch" idea and that is...

    You need to be healed to punch someone, more often than not people punch someone after putting them into hospital, the counter punch would then have to heal the person (who may be offline) to punch back.

    Not rating the thread yet, the alternative to a counter punch could maybe be a "dodge" option so the person that tried to punch has a chance of missing altogether.
     
  3. Eraser

    Eraser Member

    none of this is good.

    There are too many ambushes already.... its sad I have a 41 attack limit, and somone can have 75 ambushes on me. That is a huge flaw in gameplay.

    I agree there should be more boobytraps, as there is potential for way more than 50 people to list me, at times I have 75-100 rivals at a time. but I cannot agree with the XP idea, That could be heavily abused if one player goes max negative, can send many other players thru potentially hundreds of levels. not to mention it would put a huge damper on the hitlist, as a double trap would lead to actually progress your rival. (first 2 traps- even 3rd trap after waiting or asking a friend + xp)

    and the counter punch is just redic, as mentioned. the problem with health, also who says I want to be on somones rivals just because they punched me?, also consider, a counter punch would never be deadly as the puncher has to be healed to punch that player.
     
  4. Linda

    Linda Guest

    Top Poster Of Month

    Nah , I know Eraser knows his stuff and I feel he has a better understanding of the game, for the most part.
     
    Last edited by a moderator: Jun 11, 2013

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