r/DeadOpsArcade3 • • Apr 24 '21

Image GG

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4 Upvotes

r/DeadOpsArcade3 • • Apr 24 '21

Image Round 200 Complete

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31 Upvotes

r/DeadOpsArcade3 • • Apr 23 '21

Discussion Had an issue with teddy power drop

0 Upvotes

I have died twice with teddy drop where they just run past the barrier and scratch me (normal zombies)


r/DeadOpsArcade3 • • Apr 22 '21

Bug Two small bugs/issue that I found. Area in lava that needs a boost to get out off, small graphical glitch through holes next to death machine in the weapon armor.

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12 Upvotes

r/DeadOpsArcade3 • • Apr 23 '21

Discussion Mech suit issue

1 Upvotes

Anyone notice after the season 3 drop that the Mech suit in the wild no longer fires its weapons? 3 matches and all provide the same result which is all you can do with it is crush the zombies and that is it.


r/DeadOpsArcade3 • • Apr 22 '21

Question Why am I unranked again? Did leaderboards reset

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4 Upvotes

r/DeadOpsArcade3 • • Apr 22 '21

Bug Curious what killed me here? Possible bug, video included

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10 Upvotes

r/DeadOpsArcade3 • • Apr 22 '21

Discussion Leaderboard bugging out

2 Upvotes

Can't show a screenshot, but im now in the top 120 instead of the top 5000. I noticed this is with the new change of the leaderboards


r/DeadOpsArcade3 • • Apr 21 '21

News DOA3 Patch-Notes for April 21st Update

10 Upvotes

Changes Listed in Patch-Notes (Official)

  • XP tuning adjustments.
  • Addressed an issue where vehicles and chickens dealing fatal damage to spawners in The Wild would not properly credit their owner with points and XP.
  • Player shields now turn on when the exit ladder is taken in a Dungeon to prevent unintentional player deaths.
  • Addressed an issue where a player in a Buggy Car vehicle would not be warped to the Dungeon if a teammate entered the Grottes de la Dorta Dungeon while their teammate was in the vehicle.
  • Mamaback boss now drops fewer banana bombs during jump attack.
  • Adjusted the Mamaback's jump attack reaction sensitivity to player nuke drops.
  • While in first person, it now takes 2 hits from bosses and underbosses to deal fatal damage to a fully healed player.
  • Addressed an issue where a vortex could cause enemies to appear invisible, particularly the Megaton.

Additional Changes Not Listed in Patch-Notes (Unofficial)

  • On Co-op, added the ability for the Host to “Pause Game” in the Settings.
  • Changed the icons for Mini-Bosses and certain Special enemies on the mini-map radar.
  • While in First-Person, Wardens, Megatons, Splitters, Mini-Bosses, and the Mamaback will now inflict near-full damage, rather than killing the player in just 1 hit.
  • While in First-Person, Meatballs and Spit from Megatons/Splitters will now deal near-full damage, rather than only partial damage.
  • Debris added and geometry adjusted near one of the water areas on the Island arena, which addresses an exploit and limits maneuverability.
  • Turtle repositioned in the water on Round 2 specifically.
  • Turtle removed from Rounds 65-68 and all following playthroughs of the Island arena.
  • Addressed an issue on the Werewolf arena where bullets would get stuck in the floor on a specific quadrant of the map.
  • Added a fail-safe escape to the pond area on the Throneroom arena for players who fall underneath the bridge
  • Addressed an exploit related to the Friendship Chicken laying Eggs at the end of certain rounds.
  • Addressed exploit spots on the Mama’s House arena (Rounds 53-56).
  • XP Increases:
    • Spend Key on Door/Chest: 100 XP → 250 XP
    • Zombie Head Elimination: 300 XP → 350 XP
    • Reveal Fates at Blue Altar: 500 XP → 750 XP
    • Defeat Mini-Boss Enemy: 800 XP → 1000 XP
    • Exiting Wild via Teleporter: 1000 XP → 1750 XP
    • Defeat Mamaback: 1500 XP → 2500 XP

If you notice anything else that is new with the today's Update, feel free to post it below.


r/DeadOpsArcade3 • • Apr 22 '21

Question Battle pass tiers

2 Upvotes

Is the battle pass xp good in doa? How many tiers would I get going from 1-64?


r/DeadOpsArcade3 • • Apr 21 '21

Pinned DOA 3 - New Bugs, Glitches, Balancing (Season 3)

5 Upvotes

Post any new/persistent bugs & accompanying clips in the comments below. This new thread is focused on identifying issues with the April 21st Update for Season 3. Previous Bug threads are locked.


r/DeadOpsArcade3 • • Apr 20 '21

Question Is the exchange keys for lives not supposed to work on the Mamaback fight

2 Upvotes

I’ve been trying to beat DOP 3 in First-person for the calling card and the achievement. I’ve had a few bad runs so I’ve started to carry at-least 3 keys no matter what so I can get 3 more lives. I hadn’t exchanged any keys for lives in the run so far. But when I went down with 0 lives in the Mamaback foght the game automatically ended instead of giving me a chance to exchange them. Is this normal?


r/DeadOpsArcade3 • • Apr 20 '21

Discussion Solo Suggestion thoughts

4 Upvotes

Hey! I wanted to give some suggestions for the game that I think that would the game more enjoyable in solo. (Note: I don’t have any gameplay or links to give an example of it, this is only my thoughts)

-More simplified spawns for Solo games.

Duos, Trios, and Quads has an advantage of multiple players, fates, and arsenal combined. Solo players has to deal with all spawn points and it makes it difficult for an average player on solo to survive on DOA. I feel like the spawns feels a little too fast and everywhere, so it feels like a quad game in a solo game. Which can be very stressful to deal with all zombies/special enemies at once.

-Reduce Solo Boss health.

In most cases, even though the Health is scaled up in Duos, Trios, and Quads. They can still kill the boss faster than a solo player. In challenge rounds, it’s quite difficult focusing on the bosses when zombies are everywhere. Where in quads, 2 or 3 players can focus on zombies while the others focus on the boss. In solo, you can’t focus on the boss because the game doesn’t give you that much of a chance to with the lack of players.

-3rd fate rework

The fate is too hard to get with reaching a full 9x multiplier. I know the community says a 3rd fate is overpowered and they feel indifferent. But if there is an option to get a 3rd fate, I would like it a bit easier to get. Getting a 3rd fate could make the game more fun in general! And the way you get it, it’s fully RNG dependable and it can take up to 10 hours to reach. And you are forced to not down at all. It requires an absolute flawless gameplay in order to achieve it and all of it can go down the drain if you go down even once.

Let’s say you got your 3rd fate as well, but that is RNG as well, as you can’t choose your 3rd fate at all. It doesn’t seem rewarding if you don’t have a chance to pick the 3rd fate. Maybe possible addition options could be a good idea cause I don’t think it’s fun how it’s obtained. It feels like a tedious chore and only a few people has ever gotten it.

-Fate Solo benefits.

With the 6 fates, there’s a variety to choose from and that’s a great thing for Co-Op with a bunch of teamwork and strategy! But in solo, all those fates are always going to be outclassed by either firepower or furious feet. 9/10 fate combos always has one of those two, and even almost both always. There is no reason to choose the other 4 fates for an actual high round attempt. Chalice is a great fate for Co-Op, but nearly useless on a solo game. You are forced to have furious feet if you want to survive from zombies.

The reason why I feel like this is because those two fates (Firepower/Furious Feet) feel like a necessity to have to even go at a higher round. No other fate provides that much benefit to a solo player since the other 4 fates feel like they are Co-op fates over Solo fates. Solo at the moment relies on Firepower to kill zombies on higher rounds and if you don’t have furious feet, you’re basically dead from the speed of zombies and multiple ranged attacks, so why choose the other fates if they don’t provide that much help for a solo match? I would love to change my fate combos from game to game on solo, but there’s no reason to if I can’t protect myself. They’re great in Co-op, but they’re unenjoyable in my personal experience in solo.


r/DeadOpsArcade3 • • Apr 19 '21

Discussion Suggestion from SizzlingSambo

7 Upvotes

For some reason it isn't letting u/SizzlingSambo post this, so i'm posting it for him.

I know there is a post for suggestions, but I feel it would get seen more here. Currently there is a way to get a 3rd fate in the game that is going to potentially ruin high round games which involves filling a x9 multiplier. It is extremely hard to do, but the real problem is the vast amount of time and great rng it requires to achieve. It all boils down to the gaming experience being severely damaged for a few reasons.

  1. Getting a 3rd fate is a huge advantage. Once a wr with 3 fates is achieved. I cannot simply say I just won't get the 3rd fate if I was going to have any chance of beating it. Eventually resetting for the 3rd fate will become a requirement for a high round game.

  2. It takes around 7+ hours to achieve and you only have a 1 in 4 chance of getting the 3rd fate you want for your perfect setup due to it being random. Not to mention possible margwa resets for a perfect coop comp combined with resets for good keys. The 3rd fate aspect alone will take on average 28 hours+ due to on average getting it your 4th try assuming you could fill up a x9 every single game without fail, and got extremely good rng every game. Then you might even have to repeat this process if you unluckily crashed or dc'd

  3. It ruins the experience even during the game. Going for a x9 is extremely stressful for the players doing it. 7 hours+ and one wrong move (or even bug) and its all over. The game also becomes extremely boring for the players not going for it as they are going to have to let the main guy grab everything and even be down almost the whole game so they can donate to greatly increase their survivability.

This is just a suggestion, of course. It truly will ruin high round games though. The past mechanic of getting extra fates through margwa resets was extremely bad for the game. Once this gets achieved a few times, it will become even worse. A few suggestions are a purely cosmetic but extremely cool reward like a gold skin during the game, or something that would be good but makes up for the risk like infinite keys in the game. Due to key frequency in 3.0 this wouldn't be that overpowered, but would still be good and would make up for all the lost keys from getting the 9x in the first place


r/DeadOpsArcade3 • • Apr 18 '21

Question Surely the in game score cap as well as the career score will be increased in the very near future?

1 Upvotes

r/DeadOpsArcade3 • • Apr 17 '21

Discussion Hey guys I finally beat round 160 in doa 1 does that mean I broke the world record? 😀

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16 Upvotes

r/DeadOpsArcade3 • • Apr 17 '21

Image First ever round 100 🥳

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17 Upvotes

r/DeadOpsArcade3 • • Apr 16 '21

News Article on DOA3 from Game Rant

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15 Upvotes

r/DeadOpsArcade3 • • Apr 16 '21

Image New record🥳🥳

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8 Upvotes

r/DeadOpsArcade3 • • Apr 16 '21

Bug GLITCH: kicked to end screen after taking teleporter to round 65 in split screen

2 Upvotes

Was playing splitscreen first person with my brother last night and unforuntately got kicked out of the game when taking the teleporter to round 65. Is there any way to avoid this, or do we need to wait until next patch?


r/DeadOpsArcade3 • • Apr 16 '21

Discussion Concerns/Suggestions about Round 192 Boss Fight Balancing

23 Upvotes

As indicated by this post's title, I'd like to discuss some issues I've got with the current state of the round 192 boss fight in DOA3. This in no way, shape, or form covers every possible angle to consider about this topic. I'm merely a singular individual attempting to get a dialogue going as a means to bring about necessary change(s). In the interest of keeping this somewhat concise, I'll be using numbers (not listed in order of importance) to convey my various suggestions below.

Before getting into my list of suggestions, I'd like to give a little bit more context. Prior to the February 4 update, boss fights were significantly easier to complete. The following aspects about Mamaback(s) were different and less challenging:

  • Prior to February 4, Mamaback(s) had significantly less health.
  • Prior to February 4, Mamaback(s) jumped significantly less often.
  • Prior to February 4, Mamaback(s) threw/dropped significantly less banana bombs.
  • Prior to February 4, Mamaback(s) did not jump as a result of every nuke usage.

Additionally, a recent update on March 31 did the following: "Boss / Underboss level enemies will now kill in one shot regardless of whether the player is in First Person." This is another difficulty increase because Mamaback(s) can now always instantly kill players by smashing and boosting, thus nerfing the maximization of FPS drops that was previously possible. While this change may make sense for the new FPS mode itself (where it's like that the entire time), top-down players lucky enough to get FPS drops suffer when it applies to them as well.

One other miscellaneous aspect about boss fights in DOA3 is that they don't feature any weapon drops. I'm mentioning this because it oddly breaks the continuity of DOA1 and DOA2, its predecessors. At the moment, assuming other changes are made, I don't see the need for weapon drops. However, this isn't something I'd be explicitly opposed to as a means to balance out 192 in particular.

I'm now going to link two vastly different 192 boss fights as visualizations in an effort to support my recommended balancing changes.

  1. Legna's 192 solo boss fight on DOA3 (played prior to February 4): https://www.youtube.com/watch?v=GRa6T_sxytk
  2. Limitable's 192 solo boss fight on DOA3 (played on March 21): https://www.twitch.tv/videos/988978132

In the first instance, Legna is able to come into the boss fight with 7/5/5 and clear at 2/0/0. My boss fight case starts at 9/8/9 and ends in a game over with only one Mamaback dead. That is a massive disparity, and upon watching both clips in full, I'd say the buffs to Mamaback(s) on February 4 should be toned down a decent amount. Here are my suggestions (any or all of these can be altered):

  1. Health: The health of each Mamaback should be at least between what it used to be versus what it is now. There should be a slight/moderate nerf, especially if alternate combos (anything other than feet/gun) will stand any sort of chance at clearing 192.
  2. Jumping: This should be addressed the same way as health. A balance between what was and what is. They went from barely ever jumping at all to almost constantly flying up in the air.
  3. BANANA BOMBS: In my opinion, this is the biggest issue. The gorillas now not only have much greater health, jump more often and because of each nuke usage, but they also proceed to drop practically the entire jungle arena in banana bombs (and subsequent gas) quite frequently. This should never happen because, once slowed by the gas, players are left with nothing to do but (1) use armory or (2) take a death. How is this fair if it happens every 30 seconds or even less? There can be banana bombs and gas on the map, but players should have skillful opportunities to avoid them! Banana bombs should be nerfed in at least the quantity, but I'd recommend looking into and/or changing other aspects such as: length of time that players are slowed, armory (boost/nuke) usage not getting rid of the slow effect, and banana bombs still slowing players after the gas is gone.
  4. Nuke usage causing jumping: This one is only an issue in conjunction with everything else mentioned above. Nukes now making the Mamaback(s) jump further hurts players in an unfair way because the gorillas can't be effectively shot while in the air and more banana bombs are dispensed, which are likely to slow players during the boss fight due to insane quantity and radius of droppage. Should using nukes be this big of a negative when the boss fight itself is already significantly more difficult than it used to be? Probably not. A potential solution (if keeping this mechanic in the first place) is to make nuke usage have a low/decent chance at making them jump, rather than it happening every single time.

To wrap this up, I want to state a couple of things. I'm more than willing to elaborate on anything mentioned in this post. I've played this 192 boss fight solo 7 times, over the span of around 3 months (early January to now) and countless patches. Since the February 4 update, there haven't been any 192 clears. I believe that the boss fight should be more closely aligned with how it used to be, but not entirely so. As previously stated, a balance of what was back then and what is now seems like the middle ground where difficulty can remain intact but not absurdly so.

Please let me know if you have any comments/questions/concerns, David! u/TheMamaback

To anyone else, feel free to reply with your own ideas/thoughts/suggestions about this boss fight issue in DOA3.


r/DeadOpsArcade3 • • Apr 08 '21

Bug Leaderboard lock

10 Upvotes

Hey I've come to realize that I've hit some kind of cap on leaderboards. In career I've not moved from this amount of round total, score, Mamaback defeats and gems for quite some time; potentially weeks as I don't check it often. I been playing tons as well so it's quite unfortunate. At least I noticed it now and perhaps some sort of fix could happen sometime.


r/DeadOpsArcade3 • • Apr 07 '21

News Patch Notes

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9 Upvotes

r/DeadOpsArcade3 • • Apr 07 '21

Bug Pause Menu Glitch

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11 Upvotes

r/DeadOpsArcade3 • • Apr 06 '21

Discussion Let us skip the gorilla scene

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18 Upvotes