This is an idea what came to my mind after seeing many posts about how the game handles balance currently. One of the reoccuring complains about A18's loot system was that as soon as you got your AK/shotty you pretty much won the game and A19 hasnt done anything about this other than making it slower to reach that point aka added in grind.
I thought why not instead of enforcing the gamestage on the player the player dictates the gamestage itself.
Currently the gamestage system is as primitive as it can get, you live for long, increase your level it rises if you die it sinks a bit. This practically means that if you manage to somehow make a steel base on day 1 the gamestage will still think that you are cobbling together wood frames as walls.
My proposal would be a system what always sees your power level and adjusts the situation to it.
The key factors of if a player will survive are the following:
Now the dynamic gamestage scaling would take all these information and formulate enemies that are fitting the challange for the player with simple rules:
These are just baselines but i feel like a lot of balance related problems can be fixed by making the game adapt instead of taking out the sandbox elements what make this game great.
I thought why not instead of enforcing the gamestage on the player the player dictates the gamestage itself.
Currently the gamestage system is as primitive as it can get, you live for long, increase your level it rises if you die it sinks a bit. This practically means that if you manage to somehow make a steel base on day 1 the gamestage will still think that you are cobbling together wood frames as walls.
My proposal would be a system what always sees your power level and adjusts the situation to it.
The key factors of if a player will survive are the following:
- Armor and health
- Weapons and their Ammo
- Where the player is
Now the dynamic gamestage scaling would take all these information and formulate enemies that are fitting the challange for the player with simple rules:
- The more health and armor a player has the more damage the undead does.
- The game checks for melee weapons and ranged weapons owned by the player and sets enemy hp to a matching level so the zeds are neither easy to kill nor impossible
- Block damage is dependant on where the player is, if your house is mainly wood the zeds deal low damage, if its steel they deal more but its balanced around the idea that certain blocks are weak and others are strong so they never turn into home wreckers.
- The game utilizes fodder, regular and elite zombies in random patterns so each enemy feels different.
These are just baselines but i feel like a lot of balance related problems can be fixed by making the game adapt instead of taking out the sandbox elements what make this game great.