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In my experience the "win more" part of the game starts at around 2-3 months in. By that you most survivors will have looted a military location for guns, have some CBMs/mutations and crucially have trivialized maintaining their vehicle. Car-fu and the mountain of 5,56 they are sitting on by this point make open-world threats a non-issue, and the car means every nontrivial encounter is optional. For my critters I used 1/2/3 months as midgame(probably too late, but I don't want to penallize suboptimal play too much) / late midgame / lategame break points. |
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a few theoretical notes:
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C:DDA is open-world and play styles vary. It would not surprise me if the characters of some players are more overpowered after the first two weeks than the characters of other players are after a year. |
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I've been working on some ideas that like #48244 will scale over time. In part this is to make the game more dynamic and to add more end game content that can be hard without destroying new characters.
One problem I am having is the time periods to scale things based off of. The linked PR uses 0-14 days, 14-50 days and 50+ days as categories of time each of which behaves differently. I made those numbers up randomly and would love some better numbers. I've never gotten as far as some people into the 'end game' and would love your thoughts on when this tends to happen?
How long roughly do your successful characters live and when is it appropriate to start scaling up the difficulty?
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