I would have liked to see them buff up the power of firearms a bit. Currently, they are only used for headshots against humans (you would think they would have awesome killing power against zombies, but NOPE!), and to kill Suiciders from a distance, especially since ammo is extremely limited. And on the subject of throwing weapons... I hope you didn't really like that weapon you just threw, because anyone in a co-op game can pick up your weapon. It leads to a lot of potential griefing, especially when you accidentally throw your purple knife instead of your white knife.
As a guest, you can pick up sidequests, but only the host can turn them in or track them on Quest screen. It's really annoying when you have a bunch of sidequests you need to turn in, but the host has already done so previously.2. Weird, because I and the other two guys were doing a bunch of quests and it was so confusing on what we had to do next and were just going around in circles killing zombies because of it.![]()
As noted by the quests, virtually every aspect of the game is dependent only on the host, not the guests (since the game is drop-in-drop-out). It would have been nice to have an option to set level scaling to average player level, scaling off, or scaling based on certain players, rather than scaling based on the host.4. Just last night I was in a newbie zone Co-oping with two other guys and the zombies were just lvl.5...seems to depend on the hosts lvl.
EDIT: Aaaaaand... I finally found an unorthodox solution to the keybinding woes. Normally I would absolutely hate the game for screwing up keybinding, but I managed to snag myself a Razor Naga gaming mouse (15 buttons of gaming goodness) for my birthday last month, so I just rebound most of the keys I needed to the keyboard numbers (1 through +) and let me Razor Naga handle that. Works fine, but the mouse sensitivity is still all over the place.
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