how is that the opposite, maybe i worded it wrong. what I mean is that as the game progresses, players may receive missions or objectives that are very difficult to achieve, they might require a lot of preparation, such as reclaiming a set of buildings or a lab or something from the infected. once the area is cleared then significantly more zombies start to spawn outside of the cleared buildings, making escape back to the safety of the trees dangerous. Later game players would experience much higher levels of zombies in the server after completing objectives. I don't think creating a kill count or scoreboard will help. who keeps count when you are just surviving. But if you were forced out of the safety of the trees and the hills by the promise of gear only obtainable by completing objectives set in game and defeating what would essentially be a large horde of zombies, then the risk reward aspect of the game would continue to a higher level. Things like radio communication, GPS, satellite Phones, Working vehicles, Safety deposits, Store rooms for food etc etc. What I was trying to say was Nobody would want to stay in the hills eating goats for the rest of their lives. what they want is to get back to normality. That should be an ongoing challenge for late game players and the rewards should be fitting to the huge risk the player takes.