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It could follow the classic model : History (almost invincible), Easy, Normal, Hard (let's say that's the current level unless we consider it Normal), Extreme, Nightmare.
Or, as you seem to be suggesting, even go further by allowing, in addition to presets, as some games sometimes do, the customization of each individual setting: weapon durability and power, frequency of material resources, weapons and food, zombie strength and sensitivity to noise, progression of hunger, sleep, mental state, vitality and resistance to injury, etc.
Sounds great, actually. I hadn't seen the roadmap, so this is great to hear. I mostly made this post because I saw a lot of these things being nit picked pretty heavily in the forums here. Just was my gut instinct / initial thought on how it could be addressed. Felt the need to share. Still, it's good to hear it's already something they're considering. I saw someone else mention the developers going back and forth on whether to adjust how weapons work right now, for example, and my initial reaction to that thought was it would anger a lot of people either way. Was what spurred on this suggestion.
Secondly, if you aim to please everyone, you risk making a worse experience for anyone. That's why so many games are this bland, in particular in the space where games cost millions. If you really want an experience of survival, risk and reward decision making and tense moments -- there are inevitably people who are gonna be badly rubbed by it. Not everyone likes From Software games too -- or Telltale, for that matter. They're all very specific in what they're trying to achieve in their own ways. And that's ok.
One of the more extreme and disheartening stories more recent came from Arkane's Deathloop, which even dropped the entire original vision due to an overreaction to player feedback. No wonder that the game is perceived as being as repetetive now by quite a few -- because mindless repetition is now what Deathloop literally is. The time loop puzzle at the very heart of things got axed and you're now just mindlessly following dots, shooting people in the face over and over in between. And so the real loop in Deathloop is a tutorial mode you cannot ever escape.
https://www.youtube.com/watch?v=9uzhjl8xh_M
You are not wrong, but I was thinking of changes that don't change the whole game, an easy mode for example with more loot/ less damages/ saves possibility would allow players that find it too difficult or punishing to have a better time without destroying the game ! For example I really like the game rn, even with the durability that so many people complain about, it forces to think about how to tackle the problems, which may not be perfect yet but very nice in my opinion. Losing a character is a yes for me, but losing a game without possibility of launching a save ? It can be annoying after several tries to go through the same locations over and over again. Maybe including rng in the locations could resolve this ?
I agree with the intention behind what you're saying, which is why I said I think developers doing a flat out increase in ease or difficulty would be a wrong move. Because you're right, overreacting to one group's feedback can cause a lot of backlash or cause the adjustments made to ruin the game in a way that might not have been foreseen at the time.
But adding a means of setting your own values and integers for the game from the very beginning of each run–while also clearly indicating the default settings are the intended experience–doesn't suffer from this down side. It's placing the ability to control the experience in the user-base's hands and allowing them to adjust it for themselves without taking away or changing anything from the game itself.
Were someone to cause a repeating death spiral or unintended issue in a playthrough, it'd entirely be the player's own fault for setting the values too low or too high, and the player then has the ability to go back and tweak these settings to different values for their next run until they discover what is their favorite combination of settings for the game.
In short, it's less changing the gameplay or mechanics, and more adding in accessibility options / controls for those who need it. Only serves to widen the player-base so long as it's kept to just adjusting pre-existing values and not removing currently existing content for the sake of a loud vocal minority.
I feel like this is also a good idea. Could even be integrated into the settings suggestion I made by adding a tick box saying "Manual Saves Permitted" and a slider allowing for something like "Auto Save Frequency". As is, I think... It auto saves at the beginning of each "Day" phase at the actual safehouse. Not entirely sure though.