Plague Inc: Evolved

Plague Inc: Evolved

Bring your deadliest ideas to life
Hit the lab and explore custom disease types and worlds created by the Plague Inc: Evolved community. Design your own scenarios in-game with the Plague Inc: Evolved Scenario Creator.
Need feedback for balancing on a new "Ultimate" remake!
Hello, how is everyone? I have recently made a new scenario called 'Ultimate Necroa-Virus'. If anyone can tell me any problem with it just send a request on steam and show me the picture please!

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indigofenix 13 6 Apr, 2019 @ 11:54am 
Oh, THIS person again :P

Much like the Ultimate Bio-Weapon, this scenario tries very hard to be as scientifically accurate as possible, which is impressive in its own way, but playability suffers as a result. This was an issue in Ultimate Bio-Weapon as well, but here it is far worse because, as a Necroa Virus, playing the scenario heavily relies on your ability to find the zombie trait, which is not trivial.

The first time I played I went down the "Encephalitis Lethargica" path ("Often fatal and makes host more catatonic and aggressive", which sounds an awful lot like "leads to zombies" to me), hit an inaccessible hex, and kept searching around for the trait that would unlock the zombies. Took several tries before I figured out that I needed to evolve a completely different path, to Acute Atonia ("broad, severe, and acute long-term muscle atrophy" - I'm still not sure what the logic about this leading to zombies is).

Most of the abilities don't explain what they do, gameplay-wise. I'm still not sure exactly what metabolism is for. I assume it's something important because you get a pop-up when your metabolism is maxed out. However, in order to do this, you have to evolve AMP Establishment and ADP Restoration (two seemingly useless abilities) to access the main metabolic ability. The fact that adenylyl cyclases are involved in the manufacture of ATP, and that ATP is used in the metabolic process, are not things the average player can be expected to know. Then again, maybe metabolism isn't actually important to gameplay after all? I don't really know, because the scenario never explains what it does.

The transmissions are also kind of annoying, in that you don't really have a lot of options - all early transmissions are for rural and moist areas, limiting the player's starting options if they want to spread effectively - yet this is not indicated in the opening pop-up. Or are you just trying to punish players who start in Saudi Arabia?

I'd hate to call this a badly made scenario because you clearly worked very hard on it, but you really should focus more on intuitive gameplay. Look at how the base Necroa Virus does it - two symptom paths, one for defensive gameplay (slows the cure) the other for aggressive gameplay (kills/spreads quickly), and both lead straight to the zombie symptom, which is right in the middle.
thanks for the feedback! I will make pop ups explaining stuff and will rearange the traits and edit them! very constructive than you!
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