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A16 - Gnamod

Could sb tell me wtf am I doing wrong with horde edition? I cannot survive 1st night... Tested almost every setup in MP server... with blood moon 4 and lowest diff setting and I still got raped like hell... 400+ zombies on 1st night is kinda OP for me...
That sounds like the mod is working as intended, as frustrating as that may be :)

 
Could sb tell me wtf am I doing wrong with horde edition? I cannot survive 1st night... Tested almost every setup in MP server... with blood moon 4 and lowest diff setting and I still got raped like hell... 400+ zombies on 1st night is kinda OP for me...
I dont know, I rarely get 400 zombies at night one with the 1.0 version. But perhaps you play on 120 minute days? The amount of spawns build up during the day and continue until the morning comes. The longer the nights are the more amount of zombies you will get.

I played a tested the mod for 30 minute days, but there are a lot of things that can increase the average amount of spawns. But 400, not likely in any case, 64 alive at once is the maximum the game allows. But over time, maybe if you play extremely long days, which is currently not really recommended.

In multiplayer, with more than 1 beacon in place, then stuff will go crazy fast, it is currently only really balanced for 1 beacon at once. 2 beacons maybe with a group of 4. I will be making a multiplayer version with a prefab beacon rather than a placed one and a slightly different horde buildup, but that takes a bit more time as I currently first want all documentation done. I will add it pretty soon as it is next on the list after that and will replace the current older 0.91 version thats still on the launcher.

- - - Updated - - -

That sounds like the mod is working as intended, as frustrating as that may be :)
Haha, well yeah its a challenge mode so if it were easy it wouldn't be fun right. Still its possible to survive for at least 14 days solo, Max Fox proved that. But then again, Max is quite good at this game :)

 
With loot% I mean the game setting, you can set it between 25 to 200% in the game menu, and I suspect it affects the stock of the vendors too, so if you set it lower for example you might not get the amount of stuff that you may be needing.

I will check the paper, I thought I added most raw materials, but it may have slipped.

As for cheesy base defenses, I cannot check against everything without ruining it for others that dont use them. The current zombies can damage players almost everywhere and will wreck most bases eventually and the beacon needing support makes it hard to just hide away from up high up, eventually they will get to the beacon. This mode is a war of attrition, eventually they will probably get almost every base, and if people do find something to stay alive, good for them. But many designs will be hard to pull off in the settings the mod is supposed to be played at, 30 min days. And if people are having fun using a more cheesy design, by all means. Same as people having fun using the AdminLauncher in creative, its there for just that reason :D

 
With loot% I mean the game setting, you can set it between 25 to 200% in the game menu, and I suspect it affects the stock of the vendors too, so if you set it lower for example you might not get the amount of stuff that you may be needing.
Oh i see. No, i never changed it, so completely forgot that setting even exist.

At the start it is enough materials, but after day 2 or 3, when production starts - not even nearly enough.

Of course it's for solo play. Multiplayer is slightly different.

By the way, in multiplayer, every player has different secret stash for every beacon. I'm not sure, but common stuff is shared among all, right? If that is, then secret stash is something crazy!

Like with 4 guys they will get 16 secret stashes in total, well it's 32 if count both vendor types :)

Oh, that's why you are going to make prefab beacon for multiplayer i guess.

Is it possible with prefab to place like rabbit or chicken inside a transparent box, from glass maybe... and place it below the beacon. And then zombies will try to kill it and as a result - blow up the beacon :)

 
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Problem is that Ive played like 20 new games and there is no rule on zombie spawn... Once Ive had conc mix and was able to survive with ~100 zombies on day 1 and they came over daytime also. In 90% cases my new game is without conc mix so im dead (thx RNG GOD). There is no way that you can survive 40 zombies comming to your base every 30s with lower materials. On that game Ive had yesterday Ive played on 120min but after ive had 301 zombies killed I gave up... In first 5min they destroyed 6 rows of wood spikes, 3 rows of barbed wire and 2 rows of lv2 flagstone blocks and 1 row of lv2 conc mix block... Best is that it was ~106min from 120min day1.

dead.jpg

p.s. ... and yes Im noob to 7dtd with 1000+ hours played...

 
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Problem is that Ive played like 20 new games and there is no rule on zombie spawn... Once Ive had conc mix and was able to survive with ~100 zombies on day 1 and they came over daytime also.
p.s. ... and yes Im noob to 7dtd with 1000+ hours played...
Don't want to hurt anybody, but hours played is not everything. They may tell nothing sometimes.

One guy will RTFM and watch tutorials and remember everything during 1 day, then will play another day for practice and he's pretty good in the game already.

Other guy can just play for pleasure and don't bother with any studying or hardcore challenges.

It's a matter of playing style.

You say there is no rule on zombie spawn, but there are rules and they are strict.

In this mod (Horde Mode v1.0+) during day game trying to spawn scouts but they turned off for day, so they all just waiting for the night.

Once night hits, all those scouts are running to your base. Once survived first few waves, then there will be not many zombies coming, like 2-4 every 5 seconds or so.

First waves player should meet with either exlosives or do like Max Fox does, run around forcing zombies chasing you... but running is not rly good in solo play :)

So for the first night there should be enough like 25 pipe bombs (or exploding crossbow bolts/arrows), this of course if you have fences for example to slow zombies and force them to group up. Playing this without explosives doesn't stand a chance i guess...

During day there will be several biome zombies that spawn but after killing them - no more will spawn. Also there is wandering horde coming - one for each day.

That's it. So days are pretty calm and relaxing... comparing to nights.

Also if you think there are too many zombies during night - you can simply go hunting zombies at day 1 and then you will get less zombies at night. It's not because you kill them, it's because when you are far from your base, scouts will not spawn... so the more you spend day time out of base, the easier will be at night.

But don't worry. Have you seen last Max Fox + Kickz video? They died on night 1 too :)

But still, it's doable for sure.

Good Luck.

 
Yeah it is really hard, but daylength really matters as the scouts indeed cue up over time, thats why long days are not recommended, the amount of material available currently is enough to make a small base where you mostly will have to do the killing yourself. If you level up during the first day, which probably should happen when the first biome zombies spawn in, you can buy the first level of Vendoneer, which is locked at level 2. This will reset your secret stashes as well, so you can take advantage of this mechanic and probably get some extra stuff to add to your base.

I will revisit the balance of it for the singleplayer variant as well when I do the multiplayer variant (yeah you are right Adruin, the secret stashes multiply like that, but so does the heat of the beacons). The singleplayer variant might get some more supplies in it, while the multiplayer probably will not need this at all, with the secret stashes.

No matter what I try the explosives indeed always are going to be needed, though with 30 min days the first day you will probably only need a few or if you set up enough spikes probably can do with your gun. But I have not tried 120 min days solo, it just ups the zombie count x4 and the initial horde at night also is 4 times bigger. Longer days may seem like they add a bonus because you can build more, but you also need to fight longer.

 
I will revisit the balance of it for the singleplayer variant as well when I do the multiplayer variant (yeah you are right Adruin, the secret stashes multiply like that, but so does the heat of the beacons). The singleplayer variant might get some more supplies in it, while the multiplayer probably will not need this at all, with the secret stashes.
Actually it's not quite equal i think. Because of quadratic dependence of secret stashes. 4 players will have zombie count x4 at night. But they have x16 secret stashes. So zombies against stuff is 1:4. And with each new player it's more and more. Like 25 for 5 players, now it's 1:5.

While in solo it's always 1:1.

Well it doesn't give much help to survive night 1 in MP, but if they survive, then it's will become more and more easy. With good teamplay of course.

Like if you look in 4 stashes for explosive, you have x4 chances to find it. With like 8 players - no explosives crafting will be ever needed. 2 guys standing on each side of a base and constant throw explosives whole night :)

Too bad that there are no 7d2d 8-players parties on youtube. That would be awesome!

So right now solo sometimes is like in old USSR - you have money, you go in shop, and they tell you that you can't buy dairy butter because you don't have a coupon or because there is no butter left. And they tell you to come back next month :)

Oh and i think i know why i had too much spare money, i didn't use wood spikes or log spikes (only wire fences) and killed pretty much all zombies that came by myself. Thus more xp and more money.

Well next try i will have loot and no quest so it will not matter who kills the zombie, i will still get the money. Then a base with 10-20 shotgun turrets and a sea of log spikes will be real thing i guess...

 
Problem is that If you aim for 30 min day your mod wont be popular. Aiming for few ppl is not good in my opinion. There should be option for begginers to learn this mod. 120min i not so huge If you're not profesional player (like Kickz or Fox) and you want to explore this mod. Many of my friends deleted this mod after 1st day bcz its hard and they couldnt learn how to play it - and thats sad :( Overall this mod is epic - its something new for this game. The only thing Im missing is option to change diff and zombie spawn for newbies...

Ive played like 500h on starvation mod, 100 on vallmod and like 200h on ravenhast mod so I dont think Im bad at building... As for RNG in vendor if you roll no concreete mix on day 1 with no explosives = ure dead. I dont think that Kickz is a noob but when he dies on day 1 then something with diff in this mod is wrong.

 
Ive played like 500h on starvation mod, 100 on vallmod and like 200h on ravenhast mod so I dont think Im bad at building... As for RNG in vendor if you roll no concreete mix on day 1 with no explosives = ure dead. I dont think that Kickz is a noob but when he dies on day 1 then something with diff in this mod is wrong.
No concrete - no problem. I never buy it from start. Using bricks. Rebar frames + concrete mix = pretty expensive, you know.

No explosives - not good of course but they are rare so it's ok. Just buy nitrate and coal and workbench at the start of the day. Set up gun powder production. Then before night get powder and make 15 pipe bombs or so. No workbench too - make gun powder by hands.

It's a challenge mod, it should be hardcore.

For newbies - they can always re-enter the game right before the night and there will be no huge waves at night start at all. Just few zombies will run at you from time to time.

It's for learning only, because no zombies = no xp and no money in the morning.

Just try those explosives man. They rly solve the problem.

I've just survived 11th night, spent about 100 explosive crossbow bolts and 50 high explosive pipe bomb. Earned 160k dukes, and it's without loot. When i will loot all those bags, it will be at least 200k for this night. Sometimes in the bag there are rocket launcer, shotgun and ammo for them. Selling for 25k or more.

By the way, disassembling weapon and selling by parts gives 2 times more money. Cheater detected :)

But there is just not enough time for that. I have 400k dukes in box and no time to spend. Restoring my defenses takes pretty much all time. And it's with 60 min setting.

Oh, and petercobra, there is a video on youtube of Max + Kickz - "7 Days to Die Coop with Games4Kickz! Gnamod Horde Mode - Episode 7 (The Finale!)" - that's the name of it. At video start you can see defense with pole there. I've modified it a bit and it works rly good. It takes long time for zombies to break through. And it's easy to throw explosives between those pillars.

 
Few notes...

1. During 14th night i've did this: started repair of my deagle and right after that i've read the quest note to restart it.

And yeah, my poor deagle is gone. Disappeared. And i remember i lost AK in my first try too, just thought i scrapped it or dropped or whatever. But no, that is apparently the quest fault.

So guys, just don't do what i did.

2. Usually you can shoot through iron bars... but not if they are on fire :)

Like those fire puke zombies do their job and when i'm trying to kill them through burning iron bars, it's just not working. I don't know if i hurt iron bars or bullets just disappear...

Beware!

Also throwing pipe bomb against puking fire, flying at you - not a good idea :)

3. Lag. It's real. I'm experiencing lags from night 11. I guess it would be great to turn numbers into quality. Simply instead of huge horde, keep the numbers same as on night 10 lest say, and just faster decrease probability of weak zombies and increase probability of strong zombies. On 14th night i saw only few radiated zombies. And still a lot of weak ones. I just not sure if this will help. Strong zombies harder to kill and in result they can still reach max limit.

Well considering my money i can start game right before the night and feel ok. But then it will take too long for zombies to kill me.

Also guys, use shotgun turrets carefully. When shoot, they produce a lot of heat and thus spawn a lot of additional zombies to a horde. I have 3 turrets protecting back of my base, but because of that i have to deal with more zombies at front.

And Haidrgna, i've increased base materials count by alot but it still not enough... it's crazy how much 4 forges + 2 cement mixers + 3 chemistry stations eat... and this amount of stations is the least needed to survive.

Or well another way is to increase high quality materials count instead and then avoid crafting. This will help, especially if economy will be like now when i have 30x25k dukes in a box. And this after buying all necessary stuff each day.

Also right now there is no way to craft steel blocks right. At late stages it hits hard. Waiting for concrete to dry is a pain. Plus how to have all blocks shapes we need then. With rebar frames it's not rly possible.

Maybe making steel blocks in forge and then turn them into any shapes we need?

 
1. During 14th night i've did this: started repair of my deagle and right after that i've read the quest note to restart it. And yeah, my poor deagle is gone. Disappeared. And i remember i lost AK in my first try too, just thought i scrapped it or dropped or whatever. But no, that is apparently the quest fault.

So guys, just don't do what i did.

2. Usually you can shoot through iron bars... but not if they are on fire :)

Like those fire puke zombies do their job and when i'm trying to kill them through burning iron bars, it's just not working. I don't know if i hurt iron bars or bullets just disappear...

Beware!

Also throwing pipe bomb against puking fire, flying at you - not a good idea :)

3. Lag. It's real. I'm experiencing lags from night 11. I guess it would be great to turn numbers into quality. Simply instead of huge horde, keep the numbers same as on night 10 lest say, and just faster decrease probability of weak zombies and increase probability of strong zombies. On 14th night i saw only few radiated zombies. And still a lot of weak ones. I just not sure if this will help. Strong zombies harder to kill and in result they can still reach max limit.

Well considering my money i can start game right before the night and feel ok. But then it will take too long for zombies to kill me.

Also guys, use shotgun turrets carefully. When shoot, they produce a lot of heat and thus spawn a lot of additional zombies to a horde. I have 3 turrets protecting back of my base, but because of that i have to deal with more zombies at front.

And Haidrgna, i've increased base materials count by alot but it still not enough... it's crazy how much 4 forges + 2 cement mixers + 3 chemistry stations eat... and this amount of stations is the least needed to survive.

Or well another way is to increase high quality materials count instead and then avoid crafting. This will help, especially if economy will be like now when i have 30x25k dukes in a box. And this after buying all necessary stuff each day.

Also right now there is no way to craft steel blocks right. At late stages it hits hard. Waiting for concrete to dry is a pain. Plus how to have all blocks shapes we need then. With rebar frames it's not rly possible.

Maybe making steel blocks in forge and then turn them into any shapes we need?
The way of building, the progression that is, is going to change in some version of Gnamod, I already have some ideas of how and this will include having all shapes available for the blocks that can be craft. It will likely result in the removal of Frames and make many of the block tiers directly craftable instead. The current system is mostly a placeholder based on Vanilla. But with A17 close I am not sure I want to spend the time, and neither want to do this halfway. Craftable steel blocks will likely be among this, as well as that the blocks made from stone and metal will both exist in the later tiers as options rather than it always going to steel.

Well with so many killable zombies and loot bags the amount of dukes eventually is going to rise, probably the later stages of Vendoneer need their counts upped really bad, but then may also need additional lists that have better chances of getting the materials that matter at high level rather than last the whole game.

The zombies already turn into more radiated and more bosses over time, the quanity of zombies probably can be slightly lowered on later stages as at some point it will max out anyway. The radiated are probably causing more lag though.

I have seen 1. happen as well, this is a bug in vanilla I am afraid, dont craft when you read the quest :) . 2. I did not notice yet, I wonder whats up, perhaps the fire is colliding with bullets, I know projectiles and thrown items collide.

 
This is about as minor a gripe as it gets but you may want to check out some of the climbers' melee range when you have some time. Many are quite reasonable, but some seem to hit way beyond what you would expect. It's only annoying because of their guaranteed sprain-on-hit ability.

 
This is about as minor a gripe as it gets but you may want to check out some of the climbers' melee range when you have some time. Many are quite reasonable, but some seem to hit way beyond what you would expect. It's only annoying because of their guaranteed sprain-on-hit ability.
It is not guaranteed, it is 27%, but probably will feel that way if they hit you often. On servers the range may feel longer than it is. I am going to reduce the range of all zombies slightly so that they should not hit you from much further then expected. But it could also be that the attack animation of the climbers is a bit out of sync with the animation, which I will look at.

 
On servers the range may feel longer than it is.
Yep, in youtube videos of multiplayer, guys suffer from this a lot. In solo play there is no such problem.

Looks like they do not put much work in multiplayer for now.

But sometimes animations do not sync with real hits, yes. Some zombies hit and animation goes like 1 second later.

All those HoldTypes and WalkTypes are nice, but sometimes it feels not very good.

Like those strafe-dancing zombies, i think they called Haters. Right name, we all hate them i guess :) Not mentioning their zigzags, their head seems is not where it should be, it's slightly below and to the right from what we see...

By the way, i've changed blood moon count from 24 to 64 but seems it changed nothing. Same night with same amount of zombies. I guess with maxed numbers it doesn't matter already. So for me, except day 7, blood moon nights are easier, i think it's because they all see me and run close to me and i can kill more of them with 1 explosive. While during normal nights they hit base defences from each side.

Maybe blood moon hordes should mostly consist of strong zombies... it should be always harder than usual nights, right.

 
Yep, in youtube videos of multiplayer, guys suffer from this a lot. In solo play there is no such problem.Looks like they do not put much work in multiplayer for now.

But sometimes animations do not sync with real hits, yes. Some zombies hit and animation goes like 1 second later.

All those HoldTypes and WalkTypes are nice, but sometimes it feels not very good.

Like those strafe-dancing zombies, i think they called Haters. Right name, we all hate them i guess :) Not mentioning their zigzags, their head seems is not where it should be, it's slightly below and to the right from what we see...

By the way, i've changed blood moon count from 24 to 64 but seems it changed nothing. Same night with same amount of zombies. I guess with maxed numbers it doesn't matter already. So for me, except day 7, blood moon nights are easier, i think it's because they all see me and run close to me and i can kill more of them with 1 explosive. While during normal nights they hit base defences from each side.

Maybe blood moon hordes should mostly consist of strong zombies... it should be always harder than usual nights, right.
Blood Moon count (unlike almost everyone seems to think) only affect Blood Moon zombies, nothing else. Not Wandering Hordes, Not Biome zombies and not Scouts. Horde Mode summons mostly Scouts. Since the player can set the Blood Moon its always going to be easier than the other hordes. They only come from 1 side and they scale with game stages. They already always consist of a far more badass list, the first 7 day horde is on a harder list than the regular hordes during that week, while the second currently will be equal strength (as you need to pass stage 500 to get to a harder horde, which I will change to 250).

The Haters use the walktype of the Behemoth zombie, so its not entirely intended for the Normal Zombies and has some buggy features. But I like how they run crazy and slam with a double fist attack. Still its not optimal and if I wanted to get this right 100% I would need to make a special hand specifically for each walktype and then the same for all the special zombies that have unique hand, only to properly sync the variations in animations. I hope the A17 system that syncs animations of guns with xml changes will also apply to zombies.

 
Gnamod 1.02 Release

Ok Here we go, I am releasing Gnamod 1.02

Here are the highlights of what is being changed:

Base

- Windowplug blocks are cheaper to craft and return some wood upon breaking.

- Wood Spikes are cheaper to make (10 wood now).

- Slight rebalance of car breakdown loot (increase of Mechanical Parts, removal of mistakes made when I changed stuff).

- Water now properly puts out the flames of heavy molotovs and other similar flame effects.

- Adjusted Gamestages and Spawning to allow some breathing room in the early game.

- Adjusted the range of all zombie attacks slightly.

- Faster crafting with clay and stone in the forge.

- Iron Fragments should now give a total price when bought and can be sold.

- Various Localization fixes and additions for new things (such as Vendoneer).

- Loot fixes to add new items to existing lists and change to type of ammo found with certain weapons previously changed.

- Starting Kit balance for all modes that use them.

- Improved the base loot of Fridges, Big Fridges now take 6 seconds base time to open rather than 8.

- Blunderbuss no longer requires a workbench, this so it can actually fill its role as early cheap firearm.

Horde

- Vendoneer rebalance: Progressing in it will require some more levels for the higher stages.

- Two versions exist now: Singleplayer (like before, suitable for up to 3 players) and Multiplayer (for 4+ Players)

- In SP version the Beacon is now inside a box you need to open, so there is 1 beacon in the world to place.

- In MP version there is a pre-placed beacon POI, this allowed a more complex yet similar size Beacon with 4 vendors of each type. The vendors in this version have smaller stock, but with Secret Stashes will have a lot of stock in a group.

- Loot Bags are now less likely to die (if they fall, and zombies should mostly ignore them). They are only damaged by melee and explosions.

- Railgun now properly has a price set.

- Starting quest no longer requires beacon placement, as soon as you place your bag you can begin killing zombies for cash.

- World is now a lot more flat so that the center city will spawn far more reliably. If the Beacon or Chest does not show up in a seed let me know, but most seeds should look the same way now in the center.

- Done some rebalancing to the Vendors, they will sell certain raw materials always in max stacks now. If the Vendor sells a powerbank of some kind it will always at least come with 1 item to add to it (so a Generator Bank is in stock it will also sell 1 engine at least). Lot of tweaks here on probabilities and stack sizes.

- Making Concrete Mix no longer requires a perk. Perk unlocks making of cement. This means that if cement is sold and you have a cement mixer you can start mixing right away.

Nomad

- Increased the amount of Ammunition in the starter pack.

- Greatly upped the amount of treasure and many different variations in the Nomad Trail quest.

- Nomad Trail quest now can be completed by crafting a new one, for 5 paper. Treasure has the tendency to spawn in unreachable locations. This way you can skip it, or get the next trail when you are ready for it. You can also use it to reset your trail if it leads you in a direction you do not wish to go. It will not generate a treasure until you come very close to the marker.

- Some rebalance done on Game Stages and Spawning. The night spawns are no longer mostly repeating spawns, but can actually be cleared mostly. This means that if you pick a fight at night you can actually defeat the horde and no longer will be fighting all night long. This should help make the game more suitable for longer days. I am probably changing recommended daytime to up to 60 minutes. Longer might mean a lot of thumb twiddling at night once the horde is down or if you manage to hide from the zombies. The running roaming hordes will also come a bit later in game stages, still be on the lookout as they are extremely dangerous.

Necropolis

- Great rebalance of Game Stages and Spawning. This means the early game is slightly easier now if you are struggling, it will send the weaker hordes rather than a lot of running ferals. The world population is also spawned slightly differently, they will not respawn as fast as in other versions of Gnamod during the day, which means you can keep an area clear of zombies for a while. Scouts are also slightly less brutal and will not summon large numbers on lower game stages.

This version will first become available on the launcher. A download here will be added later.

 
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Blood Moon count (unlike almost everyone seems to think) only affect Blood Moon zombies, nothing else. Not Wandering Hordes, Not Biome zombies and not Scouts.
Sure, i know. And i was talking about blood moon nights against normal nights. With blood moon count set to max = 64. And it still was not harder than normal night. And because they all can see me - even easier.

Now about the reason of this:

normal nights 13-15 are set to Stage4 group, and with 316 gamestage (player lvl 113) on 14th night, blood moon is set to Stage5 group. Not big of a difference. That's why it's easier. While should be harder.

Horde Mode summons mostly Scouts. Since the player can set the Blood Moon its always going to be easier than the other hordes. They only come from 1 side and they scale with game stages. They already always consist of a far more badass list, the first 7 day horde is on a harder list than the regular hordes during that week, while the second currently will be equal strength (as you need to pass stage 500 to get to a harder horde, which I will change to 250).
Yes, decreasing gamestage needed is good. But during blood moon we have scouts coming, biome also come (at least at start). And blood moon zombies spawn one by one with 1 second delay. Unlike scouts. So to make blood moon harder than usual night, pretty much all blood moon zombies should be rly tough.

Even if it would be gamestage 500+, Stage6 zombies still not enough. There are lots of weak zombies there. It just will not make a difference.

I've checked. Set Stage10 blood moon zombies for 14 night. And there was no scouts or wandering. About 40% of them are still weak zombies. Well i didn't turn off biomes so maybe some of them are...

With scouts it would be about 70% of weak ones.

Maybe the right thing to do is to make separate groups for blood moon? Counts could be less than usual nights, what really matters is to add tough zombies during blood moon.

Right now only if i will set Stage7-Stage8 group on night 14, it will make a difference. Well that will do the trick too. Stage8 at 14 night and Stage9 at 21 and Stage10 at 28, something like that. It's for solo of course. Not sure how gamestage with few ppl will change...

I doubt someone could stay alive beyond day 28. Not in near future at least.

It seems like you designed BloodMoonHorde in gamestages as if only those zombies will come during blood moon night. Then decreasing gamestage needed 4 times could help. But they are not alone there, scouts still spawning and mess up the balance :)

Turning off scouts for blood moon nights could help to balance. But then it will too much rely on client settings.

Also it would be fun if to make first group lets say Stage6, next Stage7 and next Stage8. For same gamestage. Now you have 6 same groups everywhere. With different ones, it will be like... the more and faster you kill them - the tougher it becomes :)

 
Sure, i know. And i was talking about blood moon nights against normal nights. With blood moon count set to max = 64. And it still was not harder than normal night. And because they all can see me - even easier.
Now about the reason of this:

normal nights 13-15 are set to Stage4 group, and with 316 gamestage (player lvl 113) on 14th night, blood moon is set to Stage5 group. Not big of a difference. That's why it's easier. While should be harder.

Yes, decreasing gamestage needed is good. But during blood moon we have scouts coming, biome also come (at least at start). And blood moon zombies spawn one by one with 1 second delay. Unlike scouts. So to make blood moon harder than usual night, pretty much all blood moon zombies should be rly tough.

Even if it would be gamestage 500+, Stage6 zombies still not enough. There are lots of weak zombies there. It just will not make a difference.

I've checked. Set Stage10 blood moon zombies for 14 night. And there was no scouts or wandering. About 40% of them are still weak zombies. Well i didn't turn off biomes so maybe some of them are...

With scouts it would be about 70% of weak ones.

Maybe the right thing to do is to make separate groups for blood moon? Counts could be less than usual nights, what really matters is to add tough zombies during blood moon.

Right now only if i will set Stage7-Stage8 group on night 14, it will make a difference. Well that will do the trick too. Stage8 at 14 night and Stage9 at 21 and Stage10 at 28, something like that. It's for solo of course. Not sure how gamestage with few ppl will change...

I doubt someone could stay alive beyond day 28. Not in near future at least.

It seems like you designed BloodMoonHorde in gamestages as if only those zombies will come during blood moon night. Then decreasing gamestage needed 4 times could help. But they are not alone there, scouts still spawning and mess up the balance :)

Turning off scouts for blood moon nights could help to balance. But then it will too much rely on client settings.

Also it would be fun if to make first group lets say Stage6, next Stage7 and next Stage8. For same gamestage. Now you have 6 same groups everywhere. With different ones, it will be like... the more and faster you kill them - the tougher it becomes :)
I Think enough people will have issues with the night 7 and 14 horde as it is right now. But making the stage go up during the night could work for some higher nights. Probably should also make a super badass list for this, then can throw that out once in a while. But making these list is not a hobby of mine, take a lot of time.

Edit: Come to think of it, I already have some Badass lists I could use. Shutting off the scouts for horde nights is not easy, means also the night before it will have no zombies most of the time. Only way would be to have that be the same stage as the expected night, which is easier for solo to calculate, but not for multiplayer.

 
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