fragtzack
Scavenger
In any game, raising the difficulty level by the player to be more challenging can be difficult for the developers to do in an interesting way. The cheap easy method is raising the enemy HP and quantity of enemy. Raising enemy HP in particular is well regarded in the gaming community as a lazy and not preferred method of raising difficulty.
Things 7D2D does currently that raises the difficulty in interesting ways:
1. The new combat surge
2. Random horde nights
3. Less loot (Not sure this is working with a18 properly)
4. Less block damage by player
5. AI block damage
6. Zombie run speeds
Number 1 and 6 are sort of the same thing with slightly different implementations, one of the best things 7D2D does IMO.
However, all this is not enough. I challenge TFP to make even more challenges.
1. Once farming is achieved, food is too easy. Yes, there needs to be some sort of food rot/decay/sink.
2. Difficulty levels should change the chances of infection, disease, weather affects. More diseases!
3. The Map makes the game way to easy at all levels. The below recommenced affects should be greater/less depending on difficulty level
4. Sleep requirements
5. Bodily function requirements
6. State of mind effects (stress)
Urge TFP to continue to introduce unique ways to raise difficulty levels without resorting to more HP/more quantity tactics. in addition, the game as is now feels quite solid combat wise (course things like pathing needs some work) but besides bandits there needs to be more survival aspect challenges and not just more, more more combat challenge.
Things 7D2D does currently that raises the difficulty in interesting ways:
1. The new combat surge
2. Random horde nights
3. Less loot (Not sure this is working with a18 properly)
4. Less block damage by player
5. AI block damage
6. Zombie run speeds
Number 1 and 6 are sort of the same thing with slightly different implementations, one of the best things 7D2D does IMO.
However, all this is not enough. I challenge TFP to make even more challenges.
1. Once farming is achieved, food is too easy. Yes, there needs to be some sort of food rot/decay/sink.
2. Difficulty levels should change the chances of infection, disease, weather affects. More diseases!
3. The Map makes the game way to easy at all levels. The below recommenced affects should be greater/less depending on difficulty level
- The map should not be shown at all UNTIL the played discovers Cartography and uses proper supplies for cartography, I.E. the player should be forced to stop and make a deliberate action to update the map.
- Even once the player has the map, there should not be a 100% accurate GPS marker for the player location UNTIL the player finds/buys a GPS device. GPS device for accurate player marker should be a end game item.
- The compass should be a findable item only (all though probably need fairly early game or quests will be impossible)
4. Sleep requirements
5. Bodily function requirements
6. State of mind effects (stress)
Urge TFP to continue to introduce unique ways to raise difficulty levels without resorting to more HP/more quantity tactics. in addition, the game as is now feels quite solid combat wise (course things like pathing needs some work) but besides bandits there needs to be more survival aspect challenges and not just more, more more combat challenge.
Last edited by a moderator: