Board Thread:General Discussion/@comment-32897163-20200105204034/@comment-34678898-20200113031536

TonyPinesTheProtector wrote: Alexthecutiecat wrote: A part of every zombie game is managing resources, stuff like whether you choose to use the medkit on yourself or your teammate is what makes this game more strategic and fun.

It's not fun or enjoying when you can just spam the chat bar and get 10 cakes.

It removes the challenge. And then again I may have overreacted to some extent, but honestly, R2DA's playerbase has decreased over the years as we went on and on. Sure, a challenge is fun, but not lets forget that people get bored of consistently dying over and over and never winning a round aswell. I feel like all my christmas items would practically be worthless if the give command was removed. Making items more useless would not only decrease the amount of tix bought by super-rich r2da players who don't want to grind tix. We'd also decrease the amount of people who want to play actual survival and campaign. The only healing items you will ever be able to bring into a round after give command would be: Pills, Medkit, and Acorn/gingerbread. With only a pill for 75$ as backup. The average r2da player will take many times the damage of their HP bar over the course of the survival round. It's not reasonable to have a give command that overpowers the game, but not completely remove it. Allow like, five acorns, fifteen cakes, five gingerbreads, five hot cocos. Something like that is fine. Yes because 2650hp is way less than what most people heal per round.