pApA^LeGBa
Well-known member
Edit: And i read that totally wrong and thought it was about slowing down the player progression when it was about blood moon difficulty. Don´t mind that comment.
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In other words it seemed so impossible to play at A12, that it was not enjoyable or fun in any way. I will say A16 was great but A12 to me was a joke that the developers seemed to make so impossible there was no point in playing.
I can see what you're wanting, though I think that it would generally not be what most players want, so is unlikely to happen. But have you tried lowering XP? Progression is tied to XP gain. You'll level more slowly but the zombies will also not get as difficult as quickly. That will slow down all progression and not just blood moon but might be what you're looking for. Give it a try and you might like it. And I'd still recommend trying longer days. Just know that with longer days, you'll level more in 7 days than otherwise and so will the zombies, so they'll be harder each blood moon than on the same blood moon with shorter days but you'll have far more time to repair and explore.I really do appreciate these tips (seriously no sarcasm). I play with a friend and he prefers to google all kinds of vids on YouTube that explain how to take advantage of AI , pathing, etc. I know pushing zombies around into pits and tricking them isn't always exploiting pathing per se, but I just wanted to point out that we do know how to build tower bases that allow us to conserve ammo. Again I do appreciate you taking the time to share strategies. I do still enjoy the game over all, my point was just that I think the devs need to tone down the speed at which horde nights progress ... just a tad and this is in-line with the OPs original points because it will allow people to focus more on the horror/survival aspect of the game for a bit longer. I do think horde nights should progress , just quite a bit slower, and eventually become insane, but both the OP and I share the same view in that we should be able to play a survival game longer before all that happens .
One thing I thought of since making these replies is that the devs might be trying to appease the random/public multiplayer community by making the game 'more accelerated'. I play other survival games online and most people don't plan on playing on a pub more than a day or two, so people would of course want to progress fast. I get it , but maybe there should be a game mode specifically for that type of game play and for people who enjoy the tower defense aspect of the game more.
For example, there just simply isn't any time to say pack up a whole bunch of food and go explore that military installation a couple hundred miles away from your main city because you need to use every last minute preparing/repairing your horde base, replenishing ammo, etc. I know most of you have 1000's of hours playing the game and so you know those POIs inside and out, but try to think of someone just learning/exploring the game and their world and just wanting to have fun surviving.
The game was called 7 Days to Die long before the blood moon was added to the game and the weekly horde night was ever a thing. If it could be called 7 Days to Die with no blood moon horde at all, then it certainly can still be called 7 Days to Die with a blood moon that only happens once every 30 days if that is how impactful you want the event to be in the game.
And I'd still recommend trying longer days.
FYI I'm aware of all these settings, I just feel that downgrading them is kind of like a handicap compared to what the devs feel is the norm for the game.
I hate the newer Iron spikes. I use them on a temp base because they work but they take way longer to repair because it is hard to find the right spot on them to point your hammer to repair them.Iron spike traps around the entire base will slow zombies down and kill many of them and can allow you to kill any that aren't killed directly by the traps before they can damage the base
Also: there are mods that let you go lower than 25%. Personally, i found that 10% was "loot is so scarce, that early game its almost pointless to loot, unless you are hiding in a place at night". This changes the dynamic so you start mining/harvesting/crafting a lot instead of looting. Of course, the trader "ruins" this with the abundance, so nerfing the traders would likely also be needed to make it a "difficult way to get stuff".For those finding loot is to abundant, I would suggest trying out a playthrough with loot set to 25% and no respawn
I usually don't even bother repairing them as they aren't a serious consideration for defense of my bases and are just there simply because they are cheap. But if I do repair them, I normally don't have any problems. Occasionally it will try to repair the ground instead but that isn't too common.I hate the newer Iron spikes. I use them on a temp base because they work but they take way longer to repair because it is hard to find the right spot on them to point your hammer to repair them.
Is it just me or are the iron spikes incredibly difficult to repair with the stone axe, hammer, nailgun?
I really miss wood log spikes as they were a perfect defense and were easy to repair.
What challenge?Roland said:I feel like the challenge of the early game has fluctuated over time.
It has more options for play style than a lot of games out there. And more friendly to modding too. I think of how Skyrim is and see this game getting to that point.What challenge?
Sorry, couldn't resist.
I'm also one of those that can't play on defaults any more. So far though, I has been very happy that vanilla options exist to do e.g. permadeath run, no traders, 50% loot, random blood-moon etc. I perfectly understand that I'm in minority there, and I *want* devs to focus on income and audience so *I* get more of what I want in future releases.
What I would like to see is more of such options in vanilla itself, and implemented better. Reducing loot is far from ideal, due to loot calculations (e.g. you need zillion nests to find 2 eggs etc, I don't know whether a21 fixes this), or stuff that you can get only from traders, etc. Sometimes I fiddle with XMLs myself, but it's far from ideal. It's rare that I have time to do it, including finding out imbalances for my own settings in the first place.
Just keeping at least some focus on open-style play, is probably what I'm trying to state as my wish. Not saying it's easy, though.