I don't disagree with you dex but I do wonder how much of the problem is simply because of our knowledge about how it all works.
Hey Roland, thanks for pitching in! I understand what you mean, but the issue isn't limited to our knowledge of the system. The concept of gamestage based spawns will continually result with emergent issues. I've listed two minor ones here and then will address the biggie:
1. In early game, pairing up with a high level who is teaching you the ropes or just a friend you want to loot with will scale the enemies too high, rendering you useless. A higher level player should be able to HELP a lower level player. By entering the poi with them, you do more harm than good and place them at greater risk. This is noticeable and destroys immersion that what you find inside was predicted, rather than explored.
2. You can accelerate your game stage disproportionately to the game's algorithm for increased difficulty. I may be a high level, and may have looted really good gear, but that doesn't mean i have the production capabilities to sustain the high ammo drain of 20 green ferals in every house. This is definitely noticed, and in general is a flawed way to generate difficulty since it mandates complete combat readiness for any player wanting to enter even the easiest of pois.
I admin two of the larger PVE servers (30-40 player caps) and keep track of how long it takes before people stop playing post-end game. I understand that scaling difficulty was meant to prolong game time, but it is having the exact opposite effect. Our servers cleared out faster in a17 than any other time (I started in 11.5). The reason is because at end game you have house after house after house of 20 green ferals that are absolute bullet sponges. Not only is it predictable, but it is monotonous, grindy, and overall frustrating. Games like LFD2 and KF2 are great because there are hard zombies, but there are lots of weak ones you can pop for your personal satisfaction. Hordes of greens everywhere you go renders late game very taxing. Furthermore, since the decreased barter sale prices, we can't maintain a strong wallet like in a16 that we typically used to complement our ammo supplies--that combined with other changes and it becomes excessively costly to explore the map (but as to my other point, it doesnt feel like exploration because you know what will be in every house) and deal with looting. It's far more work than play, and while work is part of a survival game, it's proven too much for our casual players.
Overall, or all in all, which ever, the player scaling system is creating a very boring and repetitive endgame that forces us to live a grindy lifestyle in order to maintain it. We only were able to circumvent the attrition rate by adding copious amounts of mods.
I feel like you might suggest lowering the server difficulty to make the end game less bullet spongy, but then it renders the early game too easy.
I have complained about things in the past, but i sincerely mean it when I say that keeping the gamestage player scaling for spawns is a serious long term mistake. Please please take this to heart. At the very least, increase the quantity of normal walker zombies, rather than the difficulty of every spawn. By that i mean, make late game have 2x more zombie spawns, and fewer greens. THey're boring and grindy to fight over and over and over again, especially in close quarters. I hope this all made sense. thank again for sticking with all of our posts throughout these years. Please make us proud