Zombie hord nights are pointless and noisome :(

user122964

Refugee
On horde night you can simply die and there will be no zombie after you. Maybe there should be a "protect your base" and zombies are forced to attack your base so defend it at day 30 or higher. Thats the spice. Perhaps also when you die you have 20 in game minutes to get your bearing straight before they come for you. Also we need to tame animals that would be crazy. Chicken coop. Horse stall to ride horses. RV as a portable mini house. I mean there is a huge list I can think of and does this just not get devs hot? Keep it simple....
 
Yeah, if you don't like doing horde night, just disable it. Most people enjoy horde night, so that's not going to go away just because you don't like it.
 
If that bothers you, simply log out and back in again if you die. Horde will continue then.

I don´t think we will see anything added to the game that isn´t already on the roadmap. It´s been nearly 12 years of development now and they planned the last big update for the end of this year. Now they were behind 6 months with the latest update, so we probably now talk about mid 2026 for the end of development. Very low chances that they put something in that they didn´t plan.

There is a mod for chicken coops. Not sure if it´s already updated for V2 though.
 
...Maybe there should be a "protect your base" and zombies are forced to attack your base so defend it at day 30 or higher....



(old post)

This change would provide the motivation for defending a base. Positive and negative reinforcement.

You can build structures, forts, etc. anywhere you want. You can escape hordes with a vehicle. Once you install a Colony block however (similar to a LCB), you've designated this spot a colony.

What happens...

1) Your colony block attracts NPCs.

2) The cap on colonists would be based either on your level, or a perk, but the total would increase very slowly to reach that cap. Quests might include rescuing people that would then become colonists.

3) Depending on TFP's abilities and desires, NPCs would either not be able to defend themselves, or perhaps have limited capabilities to run or melee.

4) The NPCs would provide passive abilities and benefits which might include auto-farming, running forges, or giving certain bonuses or perks to the player just by being in his colony.

5) Special NPCs would exist which might provide extended or unique abilities. For example, if you have a colonist with the "Well Digger" ability, he or she will provide you with a well kit which will allow you to make an unlimited water source (not necessarily fresh) within your base. A good cook might give you a stamina bonus. A doctor might quickly patch up your wounds or remove most debuffs. You might even be fortunate enough to attract your own Trader!

6) On Bloodmoon nights the zombies will beeline for your COLONY, not you. They'll attack you, your base, and your colonists if you let them.

There's a TON of incentive to defend your base. You'd even need/want to design it differently, and much more seriously if colonists' lives were at stake. If TFP could implement a combat capable NPC colonist, BOY would that be fun. Nothing would be stopping you from abandoning the people you swore to protect to save your own skin, but your people would be very dead and much of your colony structure decimated. All your bonuses gone, and the unique ones probably gone for good in that game. This would definitely add some RPG zing to the game for those who like that, and a set of special perks to earn and protect for more spartan gamers. It's sort of how FO4 was supposed to do settlements (but with some actual lethal danger to the NPCs).

I'd suggest that the zombies would attack and eventually destroy your Colony block and then just wander the site until morning. Until then, your chests full of goodies might be lost, but I'm not suggesting the zombies would actually seek them out either.

-Morloc
 
Maybe there should be a "protect your base" and zombies are forced to attack your base so defend it at day 30 or higher.

Thing is, the game world is too big to be keeping simming an area the player isn't in. So players could just weather the blood moon far from any of their bases. And you end up in the exact boat you're in right now.

As it stands, the objective of blood moons is to not get killed. Once you've died that blood moon is done for you. You failed it. You've got 7 days to prepare for the next one and try not to fail it, too.
 
Sure you can die, but then you miss all the exp and loot you would have gotten from horde night. I buiild a separate blood moon base. That way if I die I can respawn on my other base's sleeping bag.

The first three or four horde nights are noticeably easier to give you a chance to prepare for the harder nights.

Blood moon nights are what it's all about. Try different base designs, different weapons and traps and see what works best for you. It can be a whole lot of fun!
 
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I think what's been missed (and I could be wrong), is the lack of consequence for death. I suspect what the OP is getting at, is a continued attack of your horde base until 4am if you're dead, i.e horde attention changes to location rather than person.

I don't think they're insinuating they aren't interested in horde night, how it could be achieved or if it's even possible I have no idea, but looking at the response, I'm not sure what is being answered is actually what was being asked.

Regards
 
I think what's been missed (and I could be wrong), is the lack of consequence for death. I suspect what the OP is getting at, is a continued attack of your horde base until 4am if you're dead, i.e horde attention changes to location rather than person.

I don't think they're insinuating they aren't interested in horde night, how it could be achieved or if it's even possible I have no idea, but looking at the response, I'm not sure what is being answered is actually what was being asked.

Regards

Unfortunately, the OP decided to cheat / CM end game stuff into their character so it is hard to say what the actual experience of the bloodmoon horde night is for them. In another post, they talked about rushing the game because they were bored. When that happens, you don't learn the ins and outs of all the defenses and items, and settings for the game.

I am approaching day 70 horde and haven't died yet. I done the horde base in the pine forest, burnt forest, snow biome, and now in the wasteland. You learn over time, just have to be patient - for me dying during horde night is game over.

There are death consequences setup in the game already - permadeath which means game over, injury which means you die but keep those debuffs you had racked up before your death. On death, you can have all your belongings on you delete so even if you get back to the location, you won't have anything other than items in storage or workstations.

Regarding other settings, you can adjust how often the bm occurs, you can make it variable, you can change the notification to be much later in the game.

You can also make your main base and horde base the same, so if you die and they overwhelm your base, you could potentially lose a lot of your stuff.
 
I appreciate these points and am familiar with the options available, I wasn't aware of the OPs other posts and potential pre-context to this. However, this aside, I do feel potentially there is a valid point here for an extra option of game mechanic induced risk, rather than it being introduced by the gamer?

Regards
 
I think that having the zombies switch their target from you to your base would definitely have to be an option that could be toggled. I'd be up for trying such a thing once but I'm not sure it's something I would want to have enabled forever. As others have mentioned, you can return to your horde base, log off and then log back on, and then horde night will start up again. They will still target you but since you are back in your base it will sort of be like they are targeting that too.

Having the zombies actively target your actual base, destroying your containers, destroying your workstations and vehicles....that's a pretty scary proposition. Maybe a cool challenge sometimes but I wouldn't play it that way every time-- not with how fast they can destroy when grouped together.
 
No need to logoff. Its a deathloop prevention. If you die on bloodmoon. Respawn, get your act together again and attack 1 zombie. That will re-engange bm again. Killing a zombie is the trigger.
 
I think that having the zombies switch their target from you to your base would definitely have to be an option that could be toggled. I'd be up for trying such a thing once but I'm not sure it's something I would want to have enabled forever. As others have mentioned, you can return to your horde base, log off and then log back on, and then horde night will start up again. They will still target you but since you are back in your base it will sort of be like they are targeting that too.

Having the zombies actively target your actual base, destroying your containers, destroying your workstations and vehicles....that's a pretty scary proposition. Maybe a cool challenge sometimes but I wouldn't play it that way every time-- not with how fast they can destroy when grouped together.
Couldn't agree more, the notion that it would be a standard game mechanic, doesn't sit well with me! A toggle feature, which can depend on how stupid I'm feeling.... I'd be up for! :ROFLMAO:

Regards
 
Disable the horde because its just monotonous and repetitive.

Instead, turn on Feral Sense at night.

Have fun!
 
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