rtuite Posted December 1, 2018 Share Posted December 1, 2018 Our first hoard night we saw the normal mix standard zombies with a couple dogs. Between the improvements to pathing and AI in general, they breached the base in about a minute.We wound up run and gunning in the street outside our base which we abandoned the following morning. The game is challenging again! I'm so excited about this. For the second hoard night, we had built a horizontal pole/wedge base with rows of spikes around it that proved effective in a16. This was breached in 30 seconds. Again we were run and gunning in the area outside our base. Im actually glad that the same tricks don't work. It's keeping the game interesting. But, to the point of this post... Difficulty scaling. Is it broken or malfunctioning? Our second base was not breached by normal zombies. We had 3 or 4 radiated cops right off the bat. Followed shortly thereafter by several more cops, radiated spider zombies, and at least 2 radiated feral weights. On top of the regular hoard spawns which are much harder to kill now. These generally don't show up until much later hoards. We wound up having to "God mode" and spawn ammo to kill them because we had just hit the level to get forges and the workbench so we can actually craft ammo. All we had was what we could scavenge from easy POIs that we could take with stone arrows (again, couldn't craft any other ammo). Our difficulty is set to normal, so I'm not sure if this is a bug or not. We're going to try scaling it back. We're casual (read: not very good) gamers and that was insanity. Link to comment Share on other sites More sharing options...
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