Pernicious
Refugee
I didn't say the game was too easy, I said that *I* was finding it too easy and I considered raising the difficulty level. What I learned however is that if you do that, you increase the difficulty without getting any additional reward, which means that all you get by doing that is more challenge. More challenge is not in and of itself my goal, my goal is more fun, and that usually derives from the standard formula: more risk = more reward, i.e., better loot. The disappointment of extra effort without any payoff other than extra challenge was the point of my message. A simple observation (apparently shared by others), no need to complicate it with additional interpretations.
I find that logic a little circular. If you say double the hit points of zombies, but then you level faster, get more perks, drop say the machine gun sooner and loot more bullets, are you taking more risk? If you are not, then why are you getting more reward?
If it gave more and better non-combat loot (e.g. vehicles, crafting stations but not materials - i.e. quality of life loot) rather than xp and combat loot, I could understand that would be a sustainable risk-reward scenario. But as soon as you start making the player tougher or giving them better weapons and armour, you take the extra risk out of the equation.
Edit: maybe put it another way. I am trying to remember what game it was now, but ages ago, I played a game where increasing the difficulty not only increased enemy hit points and damage done, but also lowered reduced the XP and loot dropped. I think thay kind of showed the relationship between loot and difficulty. The less loot you got the more difficult the game became.
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