Hi, as on the perspective from an insane difficulty, 64 zombies horde night, no air drop, no loot re-spawn (and hardcore as personal option) player. I'd like to address two early game mechanics which came with a.18 and are rather time consuming features...
i quite like playing on insane as i have to consider every action with several more thoughts and react to zombies as a real threat.
Deer the hedgehog issue: The new primitive bow as craft-able first ranged weapon is to inefficient to kill animals. I literally chased a deer over 4 in-game hours (default cycle length). Which ended up with over 10 arrow in its head and some in the rest of its body. So i like to ask to reintroduce something what the game got in the past, but seemingly was removed. Which was the bleeding effect for arrow at least on animals.
The rage trigger issue: While i remember that the patch notes mentioned that insane difficulty will have an increased value for the new rage mode from the zombies to occur if they take damage.
However almost every zombie will get it once or more often(around every 3rd hit). Which results in evasive walking back for the player (even if you perfectly hit the head the stamina is gone before you could topple the zombie which ends in punishment for the player... >.< ) There isn't even the WOW what a surprise effect for me that it actually entered the rage mode.
So to sum up in insane difficulty you already have to hit the zombie more often and on top it got an increased modifier which stacks with the more hits in order to kill it eventually.
This highly affects the early days as your equipment is still weak and is later on not worth to mention. So yea i think the increase value for difficulties should be lowered or removed as it only interrupts coming into the game and not really adds to the difficulty.