How far an encounter reaches
The radius of encounters in the map's three threat tiers – and the biggest single dial for server load.
What does this setting do?
The island is divided into three threat tiers: LTZ for low, MTZ for mid and HTZ for high threat. Low threat zones are the villages and open countryside; high threat sits at military grounds, bunkers and restricted areas.
These three multipliers change the radius of encounters in their tier – the area across which an encounter's enemies are spread. The developers warn explicitly on all three that they apply to all newly created encounters in that tier.
A larger radius does not mean more enemies but the same number over more ground. In practice: you meet them earlier, they come from more directions, and a place is harder to hold from one position. That makes fights more sprawling and less predictable without raising the count.
The price is performance. A larger radius means more area the server has to keep awake, and area grows with the square: twice the radius is four times the area. That is why these three values count as delicate and why increases belong in small steps.
If you only want to turn one dial, take high threat. Encounters there are the most dangerous anyway, the locations smallest and the player counts lowest – an increase acts strongly and costs comparatively little.
All values at a glance
| Zone | Radius |
|---|---|
| High threat zone (HTZ) | 1 |
| Low threat zone (LTZ) | 1 |
| Mid threat zone (MTZ) | 1 |
Which value suits my server?
Leave all three at 1.0 or lower them slightly. Larger radii overwhelm solo players.
Defaults.
High threat at 1.25 to 1.5, leave the other two at 1.0.
What to watch out for
Twice the radius is four times the area and roughly four times the load. Always change in small steps.
The radius spreads the same number wider. For more enemies, look at the amounts instead.
Existing encounters keep their radius. A change takes effect gradually.