xXMagnusXx Posted January 15, 2019 Share Posted January 15, 2019 I don't think I'm the only one who thinks this, but the zombie scaling in this game is currently broken. At lower levels, the game is too easy. Pistols and ammo are VERY easy to find, and even then, a club is all you really need to survive. The only things that spawn are walkers, even in "boss" areas in my experience. One could, in theory, reach the top of dishong tower before the end of day 1 and only need a small stack of wood to do so. Around midway into the game, I'd say... Level 40-50, the difficulty spikes very sharply. I had been encountering ferals in POIs for some time, and I enjoyed it. It kept me on edge, but wasn't unreasonable. Then I began to see rad zombies spawning in ambush positions in close quarters environments. That, to me, is too much. (I was raiding small houses) Then we get to the loot aspect of things. I've scavenged with different levels of the looting perk. It does get me better loot, but... It shouldn't (kinda. hear me out). I should get FAAARRRR better loot from the top of higashi pharmaceutical than I should from the attic of a random house in diersville. It seems the only difference in loot is the physical crates that are placed there. The contents are no different than a smaller, presumably easier location. This means, at higher levels in the game, you could encounter resistance rivaling a night 7 horde inside of more valuable POIs, and get the same quality of loot that you got from a small camp or house. I enabled cheats just to do some testing at the Crack-a-book tower. I found at least a dozen (probably more) rad zombies, an entire 7 day horde of ferals, plus walkers to boot. And that was me just flying up the wall and smacking the window, so I only aggro'd a PORTION of the zeds. I got precisely the same quality loot that I got from the working stiffs tool shop. (only a fraction of the zombies) The way things are currently balanced, the bullets and medical supplies spent to raid a high-profile POI at high levels will not be worth the loot inside. At higher levels, it seems to be more effective to stick entirely to mining and trading. One would think that should be the low level strat. If you ask me, I think POIs should be divided into tier brackets. Loot quality should also be divided into such tiers, with game stage only effecting your placement in the bracket. The bracket itself is predetermined for each POI. Low level zombie/loot bracket in small POIs. High level zombie/loot bracket in large POIs. That way there will be an upper limit on the insanity of zombies in small houses. (no more 8+ rad zombies in small houses), and a sort of 'baseline' insanity for zombies in large POIs, with rads spawning even at level one; giving players a goal to work towards, and a reason to avoid certain areas in the early game. If loot quality worked the same way, the game would have a much more fulfilling sense of progression to it. If you want a rare, high tech item, you know you're not gonna find it in some random garage, you know you're gonna have to FIGHT for it in a big POI. If you just want some soup from a random pantry, you're not gonna have to kill 6 rads to get it. Anyone else agree? Any thoughts? Devs? What do you think? Link to comment Share on other sites More sharing options...
This topic is now archived and is closed to further replies.