Challenge Mode Overhaul


Recommended Posts

So I know that challenges are a deliberate alternative to the long haul of survival mode, but I can't help but think there could be more done to make them viable for a long term run. I think that a lot of players complain about the end game in survival and the challenges could fill that niche if they lasted longer. If they were expanded to be indefinite then challenges could be more entertaining.


Here are my suggestions for overall tweaks. Afterward I have a few ideas for entirely new challenges:

- IMO the beginning of survival is the best. I think there could be more of a delay as to when the challenge can kick in. For certain challenges like As the dead sleep there wouldn't need to be a change but Whiteout and Hunted could delay a large, unknown number of days before the bear or storm is revealed. Make it a sudden divergence in difficulty. Less about hitting quota or just making it to the trappers cabin. 

- I like the optimization of difficulty they have now but if they wanted to slap on interloper mechanics and make that an option for some of the challenges that would be cool. Maybe a kind of "ascension mode" where each time you beat a challenge the weather could get harsher. I'm not sure how they are optimized now but being able to keep the mission and customize difficulty would be nice. 

- Some challenges could be structured so the mission repeats indefinitely, with more difficulty. I imagine Whiteout where the storm comes back every 30 days and forces you to survive it through or a Nomad gauntlet where you first pass 1 day in all locations, then 2, then 3, etc. Insane but like why not. 


New Challenge modes all together:


Olympic Torch - Needs to exist in some capacity, possibly as an event. You only have one match and no other fire starters. Survive as long as possible. I think a unique change to keep this going would be to significantly expand how long embers last for any fire. Potentially progressing down in temp until it hits zero. 

Timberwolf Migration - This was suggested for traditional survival, but I think it makes more sense as a challenge. After some number of days, Timberwolves start to show up in other regions, to some limit. Ammo spawns need to account for this but it could make for an exciting game mode. 

Radio Tower Engineer - After finding and reading journals with their instructions, make repairs to the radio towers to initiate a random event (positive or negative). Could cause a storm, could cause wolves to swarm, could unlock a hidden cache. Something with a random event initiated by the player within a normal survival game. Could be a good mod. 


Let me know what you think. I don't play a ton of challenges so if you're a fan of them please tell and comment. 


Edited by philthechamp
  • Like 1
Link to comment
Share on other sites

On 4/1/2021 at 10:24 AM, SpanishMoss said:

Ignore the weird spoiler tags idk what they are doing, they are both for the hunted part 2.


I made a similar suggestion a while ago that didn't get any attention. Instead of new challenges, there would be additional difficulty's for each challenge 

Link to comment
Share on other sites

On 4/1/2021 at 10:21 AM, SpanishMoss said:

Once you complete a challenge, there isn't much motivation to do it again. I propose that once you complete a challenge, more challenges based off of the the original challenge, let me explain.

For example, if you complete Hopeless Rescue for the first time, you will get the badge, but also unlock conditional challenges, such as complete Hopeless Rescue, but without using guns, or complete Hopeless Rescue, but the dam is locked, meaning you cant use it to get to Pleasant Valley, etc.

This would apply to all challenges, and there would be 2-3 types modifications to the original challenge. 

Badges: The first badge will remain the same, completing the challenge for the first time. But there will be another badge called <challenge name> mastery badge, (Hopeless Rescue Mastery Badge, for example). This badge would be acquired by completing all of the different conditional challenges for that category.

This means there will now be 2 badges for each challenge, one for first completion, and one for completing all of the sub-challenges in that category.

As for what each of the conditions for the challenges are I will leave that up to you, comment below what conditions that could be added to each challenge to make it harder. (2-3 sub challenges for each challenge)

Here are the ones I would like to see

  • Hopeless Rescue
    • Guns do not spawn, and the flare gun case only has one shell in it (which you have to use at the end)
    • The door to the dam is locked, and the winding river cave (on both ends) is blocked, meaning you will have to go through Costal Highway.
  • Nomad
    • There are 3 more locations to visit, and they are in far off regions
    • You must stay 4 days at each location, and only have 70 days to complete the challenge (4 days x 15 locations = 60 days, + 10 for moving in between)
  • Whiteout
    • You will only have 25 days to complete it, and loot spawns 5% less frequently
  • Escape the Dark Walker
    • Campfires do not have loot next to them (except for the page and glyph spray) they last half as long, and are half as warm.
    • Fog appears 15% faster, the dark walker moves 10% faster, and glyphs have a 15% shorter duration
  • Hunted Part One
    • The flare gun does not spawn (yes it is possible)
    • The Winding river entrance is blocked (meaning you have to go to coastal highway, then the ravine)
  • The Hunted Part Two (spoilers)
      Reveal hidden contents

    Wolves are not scared of the bear at all, and you get less ammo for the gun

  Reveal hidden contents

All interior locations are blocked and inaccessible (except for the trappers place)


  •  You have a time limit (idk how long)
  • Guns do not spawn, and all loot it 15% less frequent 

As the Dead Sleep

  • The stim does not spawn (Have fun with that)

Oops wrong post. Here's the right one

  • Upvote 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now