It's insane how the game's difficulty dynamically scales down depending on the number of currently alive players. Why is it insane? Because it means that someone dying can potentially be beneficial. It should *never* be beneficial to lose a player. It goes against the whole cooperative spirit of the game.
The objective should be to keep as many players alive as possible because each player should be an asset. This isn't the case, however, as it's often beneficial to lose a player who isn't playing all that effectively. The game shouldn't scale down zeds' stats, at least not to the degree it currently does.
Additionally, as it stands, a medic, for example, can survive indefinitely in a Hell on Earth game where all others died because he's essentially playing solo mode now, with all the parameters of a solo round. It results in a very drawn-out, boring round where the medic just runs around the map unkillable, slowly whittling down the zed numbers. At this point on my friend's server, we usually just die on purpose because it's too tedious for both the player and the spectators. If the scaling wasn't so stupid, this wouldn't even happen.
The objective should be to keep as many players alive as possible because each player should be an asset. This isn't the case, however, as it's often beneficial to lose a player who isn't playing all that effectively. The game shouldn't scale down zeds' stats, at least not to the degree it currently does.
Additionally, as it stands, a medic, for example, can survive indefinitely in a Hell on Earth game where all others died because he's essentially playing solo mode now, with all the parameters of a solo round. It results in a very drawn-out, boring round where the medic just runs around the map unkillable, slowly whittling down the zed numbers. At this point on my friend's server, we usually just die on purpose because it's too tedious for both the player and the spectators. If the scaling wasn't so stupid, this wouldn't even happen.