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To be fair, if you can get to wave 254 even on normal mode without cheating... hey, you deserve it.
I saw this on Pathfinder's YouTube but didn't want to make a thread to draw any more attention to it
"Continuing our Endless supply of Endless details, we have some more on how Endless waves will work in general. Players will be able to select their difficulty (starting at Normal or all the way at Hell On Earth - which sets a base starting point to their endless experience) and then will progress through waves starting at 1 up until your eventual death."
We just got a new Party Survival mode instead. Why advertise it as an endless waves endless experience that goes until death when it just isn't? It is such an odd thing to lie about. I guess we at least have an answer for when players are asking "when should we stop". You stop playing "endless" mode at the built in end...
Taking it too far... nobody is getting to 254 without cheating... and if you have to cheat to progress, why bother?
Endless mode has been completed already. He has more screenshots of the stats as well.
http://steamcommunity.com/sharedfiles/filedetails/?id=1319609812
For anyone curious-
http://steamcommunity.com/sharedfiles/filedetails/?id=1319610012
Regardless I don't see how it ruins the mode, or makes it "a lie"... I think Endless sounds better than 255 waves. Without being an expert doesn't everything programmed like this "have" to end at some point? If it took 33+ hours solo, can you imagine it being done in MP with no pausing?
If you try out wave 100 you'll see that lots of the zeds in each wave are now replaced with large zeds. If you then try wave 200, you'll find that more than half of the zeds are replaced with large zeds. For multiplayer matches the zed count per wave also becomes very large, with wave 100 or 200 (I can't remember exactly) giving 400 zeds in the wave for only 3 or 4 people. It doesn't make it harder in a fun way. It becomes slow and lacks variety when you're constantly killing the same tanky zeds.
Another issue is that the maximum amount of zeds alive at a time doesn't scale, so in later waves you get scrake trains and small clumps of lesser zeds that you kill and another clump spawns. This reduces the effective spawn rate massively.
Something to note is that a lot of the difficulty scaling is currently bugged. I believe zed health and zed damage scale is not working as intended (if at all).
it was foreseeable