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The Best Agents For Each Faction - Zenless Zone Zero

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작성자 Leif 댓글 0건 조회 9회 작성일 25-11-11 03:18

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Players will automatically receive the event quest after reaching Inter-Knot Level 30 and completing Chapter 2 Interlude. The event is relatively straightforward, requiring players to follow the steps of the quest for each daily event commission. The event is divided into five sections, each unlocking one day after the other. Each section consists of a Hollow (Combat) commission, followed by two more steps: Ambush Training and Celebration, which are essentially City que


Piper’s small stature hides the fact that she is a whirlwind of pain as she spins across the field like a rogue Beyblade out for blood. Piper’s spin builds up stacks of power, which causes the physical anomaly to stack on your intended target, which can both cause some serious damage and activate corruption in the proc

There's a lot to like about _Zenless Zone Zero _ ; as can probably be expected from a HoYoverse title at this point, the game has top-notch visuals, exceptionally stylish presentation, and a level of consistent polish that even some of the industry's biggest games can often fail to achieve. But, even putting aside some of the game's more obvious negatives, like the controversial TV traversal system or the typical HoYoverse gacha grind , there's one core aspect of the game that I think holds back its (admittedly very flashy and stylish) combat.

Less excusable, though, is how the gacha system interacts with the game's existing combat woes. Personally, I was lucky enough to have gotten Nekomata, Soldier 11, and Koleda off a combination of standard banner pulls and a lost 50/50. All three characters have relatively fun mechanics, and New Eridu the latter two pair well in a team together, but it's not hard to imagine a scenario where I wasn't as lucky as I was, stuck with characters whose combat abilities didn't interest me as much.

Beating on an enemy that's essentially just a punching bag can be fun - there's a reason a lot of Devil May Cry combo videos have Dante or Vergil juggling a basic enemy instead of a boss - but for that kind of gameplay to be compelling, there has to be a wide variety of actions for me to perform . In Zenless Zone Zero , during the "downtime" of combat, when enemies are vulnerable and unable to fight back, there just aren't enough options per character to make the game's combos feel interesting or creative.


Similar to Dailies in Zenless Zone Zero , Hollow Zero mode has limited-time objectives called Bounty Commissions you can complete during a run. Accomplishing these tasks will earn you extra rewards apart from the Investigation License, allowing you to maximize your time spent in the rogue-like mission structure. Keep in mind that Bounties refresh weekly to give you more opportunities to farm some it


After luring the Bangboos and making it to the finish line, players will go through a short platform cutscene on the next level before entering combat twice. Players will need to defeat a set of monsters, including Golden Bangboo and Platinum Bangboo, to complete the Hollow Commiss


On the first level, it is quite straightforward as players simply need to move it to the right side where the tight corridor is. Upon doing so, Bangboo will escape to the next level and players will fol


Shoots juice bullets at the character currently on the battlefield. If the bullet misses, the juice will remain on the ground for a while. Coming into contact with the juice restores HP and can only be triggered 15 times per com

Like a lot of other mobile action games, ZZZ has only three basic offensive inputs: an attack chain, a skill, and an ultimate. In the worst case, this can make the game's combat feel overly simplistic and dull. When my ultimate isn't available, and I don't have enough meter to use an enhanced skill, I'm simply mashing away on the basic attack chain, waiting for my meter to fill up or for an enemy to present a change to dodge or counter - not helped by the fact that ZZZ 's basic enemy types attack very little, and are easily stunlocked.

Being designed for mobile devices is far from being ZZZ 's only problem - the TV segments can overstay their welcome, the game forces long gaps between story events, and gacha as a whole is controversial, to say the least. In my opinion, though, the need to make concessions so that the game is playable on phones has the single biggest impact on the game's core combat, limiting its potential depth. While I've certainly enjoyed my time with **Zenless Zone Zero ** , I can't help but wonder how much better its combat could've been.

a-mortician-pulls-a-blanket-over-the-feet-of-a-corpse.jpg?width=746&format=pjpg&exif=0&iptc=0The unfortunate reality for even the best mobile games is that phone screens aren't that good at emulating an actual controller . For any game that needs buttons to perform actions, those buttons have to be present on the touchscreen - meaning that they have to both take enough space to be easily pressed, but also leave enough empty space so that the game itself is still visible. As a result, the standard for any mobile action game is to cram all the buttons into one corner, with a mock joystick for controlling movement in the corner across from them.

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