Well I like the idea in the thread earlier about weather patterns. It fits the lore. The world is slowly decaying and thin points are opening up, allowing more of the “other” in. The problem I always have with the game difficulty is its either death by day 1 or a cakewalk after that. The game needs a slow increase of difficulty. You shouldn’t see hulks, shock brutes or any super advanced zombie on day 1. It should either be only in rare areas where it makes sense (lab) or super rare in a city. Have it set by season length. Every season it gets worse, the weather gets erratic, the zombies mutate more. In the beginning it might just be common undead, 4 years down the line you have the full works of zombie types plus acid rain, radiation storms, dust storms, snow storms, crazed raiders etc. A gradual decline into complete chaos. A good mechanic would be to mix both static spawning and dynamic down the line. Have the dynamic slowly increase in rate over the years. It may only spawn a few infected common zombies the first entire season but as you go so does the spawn rate and types and numbers. The game needs basically a roller coaster of difficulty. Multi level, multi threat environment that gets worse and worse as you go. The only exception is high end loot areas. They should have that horrible stuff from the get go to make you earn it. That way it will keep you out at the start and it keeps with the lore since most of its messed up military/science stuff. A running kill count should also help in the math of the spawn system. That way it feels like you make some dent or progress into the mobs in the area. To the point where if say i kill 300-400 in a day, that area slows down in spawning a lot so it feels like I thinned them out. A week later it may go up. Thoughts?