White-Gandalf
Refugee
Hallo survivers!
The Release Version 2.3 brought some interesting twists. One of them is the "neverending story" of the horde nights. This resulted in experiences of about 1100 Zombies killed in the first and 1300 in the second horde night. Of course with an appropriate mass of loot bags. For which to loot it was absolutely appropriate to have the timestayafterdeath set to a real time hour.
Already in the previous 2.x versions, where we had fourth waves of 100 zombies, those gave an exceptional massive amount of loot bags (compared to previous versions). But the version 2.3 goes to new horizons by a factor of 10.
Is this really meant to be that way (two storage boxes full of loot at the first and second horde night)?
Or is this possibly a tiny little bit exaggerated?
By the way: I managed to kill those tremenduous amount of zombies with a simple spike base design that i have nearly identical since Alpha 15.
Since those zombie horde nights - obviousely - never posed a REAL challenge (now already over 7 Alphas), isn't it time to remove the horde nights completely from the game (like, for example water jars - which as well belonged to a problem that "never posed a real challenge" and were removed for exactly that very reason).
[rolling on the floor with laughter]
To go back from sarcasm to sincerity: The exaggeration of the last wave throws the balance "a little" off: On one hand, it gives a drastically exaggerated amount of loot, on the other hand, it requires an exaggerated amount of repair for the traps.
Take it just as a data point of user experience.
Another by the way: I really appreciate the fact that the zombie AI is tailored to first destroy traps before going to destroy load bearing structures. Without that, my base wouldn't have stayed. If i had done such shenanigans (1000 zombies in a base meant for just 150 with 5 fold reserve) in Alpha 16, the base would long have been gone with the last traps still standing.
The Release Version 2.3 brought some interesting twists. One of them is the "neverending story" of the horde nights. This resulted in experiences of about 1100 Zombies killed in the first and 1300 in the second horde night. Of course with an appropriate mass of loot bags. For which to loot it was absolutely appropriate to have the timestayafterdeath set to a real time hour.
Already in the previous 2.x versions, where we had fourth waves of 100 zombies, those gave an exceptional massive amount of loot bags (compared to previous versions). But the version 2.3 goes to new horizons by a factor of 10.
Is this really meant to be that way (two storage boxes full of loot at the first and second horde night)?
Or is this possibly a tiny little bit exaggerated?
By the way: I managed to kill those tremenduous amount of zombies with a simple spike base design that i have nearly identical since Alpha 15.
Since those zombie horde nights - obviousely - never posed a REAL challenge (now already over 7 Alphas), isn't it time to remove the horde nights completely from the game (like, for example water jars - which as well belonged to a problem that "never posed a real challenge" and were removed for exactly that very reason).
[rolling on the floor with laughter]
To go back from sarcasm to sincerity: The exaggeration of the last wave throws the balance "a little" off: On one hand, it gives a drastically exaggerated amount of loot, on the other hand, it requires an exaggerated amount of repair for the traps.
Take it just as a data point of user experience.
Another by the way: I really appreciate the fact that the zombie AI is tailored to first destroy traps before going to destroy load bearing structures. Without that, my base wouldn't have stayed. If i had done such shenanigans (1000 zombies in a base meant for just 150 with 5 fold reserve) in Alpha 16, the base would long have been gone with the last traps still standing.
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