Sorry for any errors. Translated using Google Translate.
I would like to see the following changes in future patches:
1) Change the principle of calculating the game stage for the Blood Moon. When playing in a group (even on the highest difficulty), all players have approximately the same level. Only game stages can differ due to deaths (usually stupid and accidental). But because of this, the waves of enemies during the Blood Moon are too weak and are not able to break through the defense.
Yes, I know that in gamestages.xml you can adjust startingWeight and diminishingReturns. Perhaps they should be moved to the main configuration file?
It turns out that if players (3 pcs) 50 lvl, died once on the 25th day and lived 50 days in total, then the level of the Blood Moon should be approximately like this:
Average game stage for a player: (50 + (50- 2 * 1)) * 1.2 (difficulty) = 117
Blood Moon: 117 + 117 * 0.5 + 117 * 0.125 = 190
That is, the stage has grown less than 2 times and for 3 players this is an insignificant increase, because on the 50th day it is not a problem to build a protected bunker that can easily withstand waves of enemies, especially since demolishers are rare on these waves.
I understand that there are servers where players play without a group. But for such players, leave the old version of the calculation, but for those in a group (and survive the waves together) according to a different formula.
2) We most often experience the Blood Moon in a specially built bunker and enemies cannot break through our defense (we constantly repair). demolishers are rare and we manage to destroy them before they do any harm.
Maybe it is worth adding some kind of sharp increase in the stage of the Blood Moon if the enemies cannot reach the player? For example, if they cannot reach the player for some time and the destruction of blocks is minimal.
And in order not to complicate life for those who like to experience it outside, add a check of the enemy route. If zombies run along the same route and die en masse there, then add difficulty.
3) Add protective properties or perks for zombies. For example, a fat zombie after death can block a trap with blades for some time. Zombie in a protective suit partially ignores electric traps, zombie-military better ignores damage from shots
4) Add additional options to serverconfig.xml (or make an additional configuration file with these options):
- How many zombies can a screamer summon at a time
- The ability to configure the number of places for mining ore (and everything else) when generating a map. That is, now you can find mining places everywhere. The essence of the setting is to reduce the number of such places in the biome
- move various configurable options from other files. Modifier for the merchant stage, variables from the experience calculation formula
Thank you for your time
I would like to see the following changes in future patches:
1) Change the principle of calculating the game stage for the Blood Moon. When playing in a group (even on the highest difficulty), all players have approximately the same level. Only game stages can differ due to deaths (usually stupid and accidental). But because of this, the waves of enemies during the Blood Moon are too weak and are not able to break through the defense.
Yes, I know that in gamestages.xml you can adjust startingWeight and diminishingReturns. Perhaps they should be moved to the main configuration file?
It turns out that if players (3 pcs) 50 lvl, died once on the 25th day and lived 50 days in total, then the level of the Blood Moon should be approximately like this:
Average game stage for a player: (50 + (50- 2 * 1)) * 1.2 (difficulty) = 117
Blood Moon: 117 + 117 * 0.5 + 117 * 0.125 = 190
That is, the stage has grown less than 2 times and for 3 players this is an insignificant increase, because on the 50th day it is not a problem to build a protected bunker that can easily withstand waves of enemies, especially since demolishers are rare on these waves.
I understand that there are servers where players play without a group. But for such players, leave the old version of the calculation, but for those in a group (and survive the waves together) according to a different formula.
2) We most often experience the Blood Moon in a specially built bunker and enemies cannot break through our defense (we constantly repair). demolishers are rare and we manage to destroy them before they do any harm.
Maybe it is worth adding some kind of sharp increase in the stage of the Blood Moon if the enemies cannot reach the player? For example, if they cannot reach the player for some time and the destruction of blocks is minimal.
And in order not to complicate life for those who like to experience it outside, add a check of the enemy route. If zombies run along the same route and die en masse there, then add difficulty.
3) Add protective properties or perks for zombies. For example, a fat zombie after death can block a trap with blades for some time. Zombie in a protective suit partially ignores electric traps, zombie-military better ignores damage from shots
4) Add additional options to serverconfig.xml (or make an additional configuration file with these options):
- How many zombies can a screamer summon at a time
- The ability to configure the number of places for mining ore (and everything else) when generating a map. That is, now you can find mining places everywhere. The essence of the setting is to reduce the number of such places in the biome
- move various configurable options from other files. Modifier for the merchant stage, variables from the experience calculation formula
Thank you for your time