Wave 6/7 needs More Fleshpounds

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Humam2104

Active member
Jul 1, 2020
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Let's see this from my point of view:

  • Short Game:
  • Wave 4/4 can have Multiple Fleshpounds.
    Medium Game:
  • Wave 6/7 has One Fleshpound.
  • Wave 7/7 has Multiple Fleshpounds.
    Long Game:
  • Wave 7/10 to 10/10 have large zeds (4 waves)
The below table shows that There's most likely one FP to spawn on all difficulties on Wave 6/7.
The idea is to have multiple Fleshpounds at Wave 6/7, and the result would be (1 wave with multiple fleshpounds in Short, 2 Waves with Multiple Fleshpound in Medium, 4 Waves with Multiple Fleshpounds in Long)
This is very important because the dosh gained by players is increased in the last update. And adding one more fleshpound to this wave would compensate for that.
(Normal/Hard/Suicidal/Hell on Earth)
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Source: https://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY/htmlview#
 
Last edited:

Agent Pickles

Member
Apr 15, 2021
98
36
18
This is very important because the dosh gained by players is increased in the last update. And adding one more fleshpound to this wave would compensate for that.
The additional Dosh was already a compensation for the times when players join a team late in the game or when players, especially low level ones, die late in the game. Even with the new income, a player joining the game still can't afford a fully stocked T3 weapon in mid-game levels, nor a T5 weapon later in the game, yet their presence increases the difficulty for the whole team. A compensation for the compensation turns a solution into another problem on its head.

But I also don't have a problem with players having the ability to customize their experience. With the Modifiers and Mutators idea, the players who create a game can choose the rate at which certain zeds are spawned. You want more FPs? Crank their spawn rate up by 100%. Also give them a boost to HP, speed, or damage, if you'd like. Or reduce those attributes to maintain a balance.

Players who like your mods will join your games and you can make like-minded friends to play with on a regular basis. Players who think that FPs are difficult enough will avoid your games and you'll never have to deal with those filthy casuals. Play the way you want and make friends without imposing your preferences on to others is a win win win.
 

Humam2104

Active member
Jul 1, 2020
517
101
43
The additional Dosh was already a compensation for the times when players join a team late in the game or when players, especially low level ones, die late in the game. Even with the new income, a player joining the game still can't afford a fully stocked T3 weapon in mid-game levels, nor a T5 weapon later in the game, yet their presence increases the difficulty for the whole team. A compensation for the compensation turns a solution into another problem on its head.
Introducing Multiple fleshpounds at wave 6/7 would increase the team-work. Plus, there's not much of a difference between wave 6/7 or wave 7/7 imo.
In both cases you do have dosh!
AFAIR you do have around 2500 dosh after finishing wave 6/7 and you end up with around 4500 in wave 7/7. So it's not that big of a difference unless you want to upgrade your weapons. Which is something that isn't that important in this game (especially the 1500 upgrade).
 

Agent Pickles

Member
Apr 15, 2021
98
36
18
The dosh changes can be found here. Note that the changes are only for the INITIAL dosh a player receives when being reincarnated or joining a game in progress, and there is no guarantee that a player who joins at round 6 will survive to round 7, especially when all they could afford at the beginning of round 6 was a T4 weapon, 75% ammo, and no additional armor or grenades. While a zerk can shrug off a 2000 dosh budget, no perk is fully outfitted for that amount.

Note that my idea isn't butting heads with what you want. It is giving you what you want without it affecting players who would disagree that the dosh balance needs a re-balance.