My list that i've discussed with mod Volts
Overall improvements:
1- Create new reward spots after level 100 (110, 120, 130, 140...)
2- Increase mp rewards for leveling up after 100 (100-110: 600; 110-120: 900; 110-130: 1200...)
3- More mp/rt content on the store (especially clothes, sets and acessories)
4- Increase mp for doing missions (daily: 400 week: 1400)
5- Unlock all maps for zombie mode and also bring "The aftermath"
6- Arms race/Boss battle/Bomb battle (switching sides at half) modes
7- Add level filter on room config for new players usage (0-50;0-100)
8- Ranking system, clan wars
9- Remove warps from lagged players/limit ping
10- Random map: The maps can be selected/excluded through a list, which is visible in the room
11- Allow 1 glowing weapon between the 7
12- Address weapon sounds correctly
13- Battlepass every month
14- Plaza on lobby
15- Exclude duplicates on capsule
16- Increase item sell value to 20% of the standard value
17- Coupon, capsule and god weapons skin
18- Completing single wave hard rewards 1 coupon (1-2x/day)
19- Delete base character similar parts from the store, like:
Sophitia sacred face, sacred bracelets, purple boots
Knox powerful hands
Khan tecktonik shoes
Pandora triple buckle boots
Amelia noble top, gracious boots
Bugs:
1- Fix score for zombie kills (atm its only 1 point per kill instead of 3, and the quantity shown in profile stats is divided by 3)
2- When someone leave the room all humans lose speed and all zombies lose jump
3- If the host changes while using tank build, your bonus hp stop acting normally so you get oneshot by sniper and zombie hits until restarting the game
Zombie mode:
In zm, having 9+ player makes 2 boss and with 16 makes 3
The problem is that the total amount of life grows too much at these points
So one solution should be add a 80% multiplier with 2 boss and 70% with 3 to the zombie boss total health
Removing the snowball effect in big (9+ players) rooms. Currently they have 70-105k each and after will be 57-79k
Infected base health 4400 --> 6600
Infected health growth 2200 --> 1600
This will make the last infected more durable and the first ones less tankier
Anti steal: Only the player that dealt most damage against a zombie, will have double damage when its below 10% health
Add option for 2 minutes rounds (hide and seek or small maps)
Special weapons:
Buff/remove falchion and firestorm
Blizard: Lower time to explode after touching terrain
Add melee that boosts speed and the swipes stun zombies for 2 seconds (10s refresh per zombie)
Add repulsion shotgun