Difficulty Levels
mouser9169
usa Join Date: 2016-08-15 Member: 221389Members
As it is now, once you figure out how to handle your food and water and learn where to find blueprints and what you need to advance, the game loses a lot of it's challenge.
What you have now are a lot of people who know the game inside out looking for challenges, which is why I think there are a lot of suggestion for things that take more 'time' - ie: crafting delays. The problem is that making the game challenging for people who know how to play the game will make it too difficult for people who are brand new. As a specific example: new players may not realize you can build a base entirely out of corridors, and so may feel overwhelmed in the beginning trying to work out of those useless lockers (bonus suggestion: make them only 2x2 in inventory to make them easier to craft - if my inventory wasn't overflowing, I wouldn't need them).
So - have three difficulties: Normal (what we pretty much have now), Hard, and Abyssal. For Hard, make resources a bit harder to gather (fix silver first), introduce a chance of harvesting 'nothing' from rocks, and reduce the amount of time air tanks give you. As it is now, I almost never make/carry a second air tank (ie: one for inventory - I just use the one on my ragdoll). You could also increase the inventory the tanks take up to make a real cost associated with carrying one around. Predators should do a bit more damage.
For Abyssal, make resources really scarce and crank predators back up to actually deadly.
What you have now are a lot of people who know the game inside out looking for challenges, which is why I think there are a lot of suggestion for things that take more 'time' - ie: crafting delays. The problem is that making the game challenging for people who know how to play the game will make it too difficult for people who are brand new. As a specific example: new players may not realize you can build a base entirely out of corridors, and so may feel overwhelmed in the beginning trying to work out of those useless lockers (bonus suggestion: make them only 2x2 in inventory to make them easier to craft - if my inventory wasn't overflowing, I wouldn't need them).
So - have three difficulties: Normal (what we pretty much have now), Hard, and Abyssal. For Hard, make resources a bit harder to gather (fix silver first), introduce a chance of harvesting 'nothing' from rocks, and reduce the amount of time air tanks give you. As it is now, I almost never make/carry a second air tank (ie: one for inventory - I just use the one on my ragdoll). You could also increase the inventory the tanks take up to make a real cost associated with carrying one around. Predators should do a bit more damage.
For Abyssal, make resources really scarce and crank predators back up to actually deadly.
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