#Difficulty system could use a rework

1 messages · Page 1 of 1 (latest)

cold ember
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The way the difficulty system for the fetch gamemode currently works is that it seems to require more supplies to be gathered and more towers to be repaired, but enemy counts seem to be more or less the same as lower levels, if not slightly increased. This results in longer games where players are more spread out. The result of this is discouraging players from actually playing with each other and encouraging them to go off on their own while one player is on bot babysitting duty, as this is the most efficient means of clearing high difficulties. The usage of tools is also discouraged since you can't carry a tool along with supplies, so people don't use these, either.

I think if difficulty was reworked to make getting to supplies harder rather than requiring quite so many supplies, it would make higher difficulties and multiplayer gameplay feel way more fun. Here are some proposals I have for a difficulty rework:

As difficulty increases, supplies are more likely to spawn further away from the base. This requires players to venture out further, increasing the risk of them coming across entities. Some closer locations may not even spawn with any supplies, unlike how most locations are totally packed at higher levels in the current version.

As difficulty increases, more enemies spawn. This should be at a noticeable level, encouraging players to interact with the existing mechanics such as noise management/stealth and sticking in groups to deal with multiple spiders or banshees and such.

The total supplies required should be reduced at all difficulties past 3 compared to the current levels. As the game is now, higher difficulties with 2+ people can require players having to get over 40 supplies per run. Given the lack of player inventories, this grows incredibly tedius and bloats run times to a tremendous degree. Opting for shorter but more engaging runs at higher difficulties should increase player satisfaction and result in more memorable gameplay moments.

gleaming prism
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Great write up!

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I’ll tweak and test some values

floral yarrow
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I agree with pretty much all of this but I also wanted to give an additional note from trying to go after achievements!

The overachiever achievement currently feels (almost) impossible due to the current difficulty scaling, before todays update doing it on the 3rd difficulty meant you needed to get more than 1 supply a minute at the 40 min cap (can’t remember the exact math but it was essentially a very difficult to achieve number) I’d expect the achievements to be difficult ofc! But the current balancing of the difficulties from 3 and up make getting anything above the quota a pain, let alone double the required amount on harder difficulties

*(Noting; I haven’t tried it since we were given an additional 5 minutes but I think if the quota number gets raised, the amount of time we have to complete the match might be worth raising a bit to compensate if the difficulty approach isn’t completely reworked to the extent mentioned in the original post for this thread)!

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Mainly mentioning bc the only mention of it I noticed with someone getting the achievement was doing an extra fuse (aomething I realize now wasn't intended) which is why I had initially thought we were able to do more than just the amount noted on the screen for broken radio towers hell_wheeze2

(tldr the achievement is feeling like like a difficult challenge and moreso borderline impossible atm despite multiple attempts and learning the map without having to sniff much fairly well)

gleaming prism
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I'll scale down quota amounts for the next patch and see how that feels in terms of how easy it is

cold ember
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@floral yarrow You have great emotes lol

floral yarrow