I've played on these settings quite a bit but was unable to
find a dedicated server that had all of them where I wanted. It’s tough to play it solo
which is why I’m inviting you, the few with enough kickass, to join me in the
Fellowship of Kickass. Here are the settings, why they’re challenging, and some
strategies I’ve developed along the way.
Insane difficulty – Pretty self-explanatory. Zombies do a
lot of damage and take a lot of damage. This makes early game incredibly hard. Weapons
that would carry you through those first couple days relatively easy won’t. Bows
and blunderbuss take a ton of ammo for a kill and since zombies pick up speed
when you hit them, fighting more than one at a time can spell disaster. Two
work-arounds are to build wood traps and hope they run into them before you do
and/or to use wood blocks in doorways and repair them while you melee 25 times
(no joke).
Loot (100% - does not respawn) – With the new loot table it
can take to day 4 or 5 until you find a level 1 toilet pistol. That’s not any
different from many servers. In the Fellowship though loot won’t respawn, ever.
You’re forced to go further from base and have to consider whether game stage
and your looter perk are going to yield anything useful. Trader missions,
especially buried supplies, have been my saving grace as they’re usually low
cost, provide xp and dukes, and on rare occasions, a useful reward. It’s an 8k
map and trader missions reset the POIs which also resets the loot.
Experience (250% - shared 4km) – “Whattt! Extra xp, that’s
broken! I thought you said this was gonna’ be hard?” Game stage is based on how
many days you’ve survived and your player level. The stronger you are
the stronger the zombies. It can almost be a curse to level. You’re forced to
navigate your upgrade tree with more precision as every point becomes crucial.
I’ve tried spreading points around and specing into just one area (i.e. intelligence,
perception, etc.), and honestly haven’t found either method viable. I’m hoping
that with teammates we might be able to pull off “roles” to compensate for the
areas we’re lacking in. The lightweight looter brings back gear for the gunner
and food for the miner who is providing mats for the builder for example.
Delete everything on Death – Your measly level two AK
that was keeping you afloat, gone. Skull cap modded helmet, gone. You searched
ages for stupid sowing kits and now you have to make new pockets. The xp penalty
for dying seems like nothing compared to losing everything. I try to take it
slow and be patient. Rushing ends up costing more time than it was worth and if
I'm set up to remake everything or have some stockpiled, I'm lucky. “Okay,
not so bad, I’ll get it back. No worries.”
Horde Night every other night (60 zombies, nightmare)
– Where will you find the time to get everything done in two days? As soon as horde night ends you can feel the pressure of the next one. Cost/benefit decisions
take on greater importance. You find yourself in a constant state of urgency. I’ve
spent many a night praying my building is sturdy enough to handle the zombies beating
on it all night; not killing a single one but waiting for morning so I can
outrun them to the trader. “These pipe bombs and moltovs will kill a few. Is
that xp gonna’ outweigh them sending another, beefier wave?”
Look, folks enjoy this game in different ways. Some build
crazy cool bases while others turn off horde nights all together. Don’t judge
me for love, love, loving the challenges of this version. To each their own. So…you
gotta’ ask yourself, despite the odds, are you ready to kick ass?
Hit me up on Discord (FoK_SPAM#8592) or come chat on Twitch
(www.twitch.tv/fok_spam) for deets
on the server IP and Pass. Serious inquiries only, lmao.
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