
Your character has a ranked experience level, and the more missions you do, the more experience you get. Then there's the whole issue of difficulty.
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Oh, and don't forget about that speedup, which will cost you yet more gold (probably somewhere in the 100-200 range), since the level 4 tech upgrade has a 24 hour wait timer.īut wait, there's more! You'll have to upgrade your guns, which rather quickly reaches into the tens of thousands of dollars of currency for each by your second upgrade on a particular weapon. The smallest denomination of gold you can buy is 150, which will cost you $3. 1 gold is equal to $300 of that currency (you can't buy currency, only gold, which you then convert). Upgrading your team to level 4 (allowing them access to then be upgraded to level 4 individually, so they can then make level 4 items), costs $40,000 in game currency. The problem is that the economics of explosives are clearly weighed against the non-paying player. So, what kills super zombies? Why, explosives of course! And how does one get explosives? Money! Explosive are non-replenishing consumables (as opposed to ammo, which is) that must be purchased from your friendly engineer. I just sit there and die if one appears in most levels. I could lay down 4 clips of M-16 ammo into a Panzer and I'd empty maybe a little under half his health bar. They all have varyingly large amounts of hit points. Panzers can take more fire than a concrete bunker. Vomitrons hurl blood clots at you with startling accuracy. Radioactive scientists quickly reduce your health if they get within a certain distance.

Kamikazes have an explosive barrel strapped to them, resulting in insta-death if they get close to you. Rampagers are the worst, charging at you at a high rate of speed and then smashing you into submission. Super zombies are basically designed to get you in a situation where, without using a consumable item, you're going to die. They soak up bullets unflinchingly, like an old traffic sign on a country road. You see, super zombies are resistant to pretty much every gun at your disposal. In Dead Trigger 2, I have thus far encountered five different types of super zombies, all of them extremely annoying and difficult to kill, and not really in a fun way. That was fine, they added a bit of strategy and complexity to the game that forced you to rethink your combat approach and respond effectively. The original Dead Trigger had super zombies of a sort, though they were relatively rare - seldom seen outside of the survival challenge mode. It goes beyond the already controversial free-to-play model and blatantly handicaps those who refuse to pay to play by depriving them of what they've already earned with a big fat "screw you." Unfortunately, the money-grubbing doesn't stop there. And there is nothing more insulting to me, as a gamer, than a completely arbitrary timer whose only purpose in existence is to to be sped up in exchange for money. It just makes it more effective at extracting currency from players. It doesn't make the game more enjoyable, more immersive, or more challenging. Why do your weapon upgrades require upgrades to your team members that then require an upgrade to your team? Because money. The real problem, though, is that it is all so unapologetically about profit. Note that M-16 level 4 is blocked until I upgrade the gunsmith. The problem for Dead Trigger was that the "PPP" came far too early because there wasn't enough content to keep things interesting. Thus, content tends to be intro-to-middle heavy, and quickly tapers off past what I'd call the "peak purchase point." From an economic standpoint, it's obvious why.

This is a curse for many mobile titles, particularly of the free-to-play variety - developers want you to keep playing as long as humanly possible (because money), but also know that beyond a certain level of difficulty or time invested, a decreasing number of players will continue to advance in the game. The linear difficulty curve also meant that you'd reach a point where your grind to the next weapon upgrade got so long and became so necessary that it didn't feel so much like the game wanted to take your money as it didn't have any more content to give you. Dead Trigger, for all its fun, did eventually become very, very repetitious. Dead Trigger 2 uses the same basic mechanics as its predecessor, but has addressed its one real shortfall: a lack of depth.
