PC Blood Moon Count Not Working Properly + Infinite horde 17.2

Rubelite

New member
So I was fiddling with the blood moon count and wasn't noticing much of a difference. Did a test during a Blood Moon (backed up my file) and didn't kill any zombies and let them come. I set the blood moon count back to default 8, and the first wave seemed normal. Counted 8 zombies. Literally before the 8 even got anywhere near me another 5 or so spawned in the distance and I watched this continue til I am assuming I hit the max zombie count.

I might be horribly confused about the setting, but I thought it was the size of the horde in total. Meaning no more than 8 on screen at any one point in time, but the other problem is that they spawn as fast as I can kill them with an smg and 5 auto turrets (which is almost instant). If there is a horde limit I thought it would wait for horde death or at least more than a few seconds before spawning another set.

If it really is just an infinite spawning horde that refreshes every few seconds then why even have a setting for blood moon count. There are so many zombies at day 147 that I can't shoot them through their own corpses, but they can still attack the iron bars.

I am really hoping this is a bug, because the only difference seems to be the initial startup (which ramps up so quick I would never notice). I have essentially infinite ammo and can't keep up with turret assisst. I went through and 3500 9mm and 300 7.62s and it wasn't enough to keep up. If this isn't a bug I have hit a point where I can no longer fight the horde on default settings (I finally figured out how to keep the auto turrets from glitching out too).

 
I have no idea what the 8 zombie means because in my experience once your gamestage gets high, you can and will get way more than 8 zombies, unless they fixed that since A16 but it sounds like they didn't.

Basically then setting the count lower, all it does is help you at lower gamestages, but not high gamestages.

 
So then the question is, is this working as intended, or a bug?

Honestly x64 does not seem more difficult than x8, at higher gamestages. The only real difficulty of x64 is at low gamestages.

 
Well I appreciate the input. I am glad it isn't just me. Which leads me to believe it is working as intended. The value set is most likely just a base value that the game multiplies out late game which renders it kind of unnecessary, and should instead just be merged with zombie difficulty.

I have spent an entire blood moon cycle collecting coal nitrate and lead, and building an entire perimeter of ceiling dart traps hooked up to a motion sensor. I guess this is just how late stage is now. I am not sure it is worth fighting at night anymore with the crazy resource costs. I might just ride my bike and do laps around one of the towns.

Thanks again.

 
Its how many zombies will attack your base at once. At 64 you'll get 64 guys all at once (provided your the only group on the server) at 8 you'll get zombies at once. One dies, another replaces it until the game stage count of zombies is satisfied. In theory it doesn't do much early game, but on the higher game stages where thousands of zombies could spawn it will make the game a lot harder.

 
I know I'm resurrecting a long dead thread, but I noticed that this is still occurring. I wanted to add my two cents on the topic and perhaps persuade anyone to add an option for none infinite zombies.

Anyway, I'm not going to sit here and say "infinite zombies are dumb" because it's not. By itself, it's an awesome idea that reminds me of tower defense and those Starcraft levels where I had to hold out until the ship was repaired and we could gtfo. It's fun to have to hold off hordes and fight for your very survival. When the zombies are at your doors it's fight or die.

So, why am I recommending disabling or at least having an option/setting for finite (but still numerous) zombies? It's all because 7D2D is about survival in a very open world with far more options and possibilities than a normal game with the goal of "fight or die". Not taking part at all is entirely an option. While I know the goal is to make it not optional, that is a extremely difficult if not impossible task. Is it the preferred solution? Absolutely, but until it's impossible for me to easily hide on a roof with no way for zombies to get up, there is simply no reason to fight them. What's the point right? Sure you might get some XP but you're much more likely to die. I can get XP once the nights up far more safely and easily. As a result this is exactly what happens. Bloodmoon starts and I bring up youtube for 15 minutes. The zombies can't get to me or break my base supports in one night. So I just wait till morning when I can actually kill them all.

What I'm suggesting is to give more incentive to actually fight the zombies. If I can kill them all and remove the threat, then I'll be much more likely to take part. I'd argue that even more incentive to fight Bloodmoon zombies should be added. Like double XP or far higher loot drop chances. At the very least, do this until it can be made impossible to avoid the fight. That way I can feel accomplished defending my base and feel like it was worth while to face the horde.

Anyway hopefully this feedback is helpful even if it comes from dusting off a super old thread.

 
It isn't infinite zombies until the sun comes up. There is a finite amount and if you burn through them quickly you can often be finished with your blood moon event by midnight or shortly after. in fact, Guppy created a mod that increases the number and makes it so the final wave doesn't trickle for the very reason that the number is finite and you can run out of zombies before morning.

At higher gamestages the count is a lot higher but it is still finite.

There is a bug where if you log out during the blood moon night and then log back in it starts over. If you are truly getting infinite then it probably is a bug of some kind.

 
Oh interesting, I was unaware. What are the approximate counts or formula for figuring out the general number of zombies? I killed at least 3 dozen seeing no change and decided to just book it to the roof. My game stage was around 60-70. It'd honestly be really interesting to know how many zombies are coming. Almost a challenge to try and get through them all. I guess just something to encourage actually fighting them off and wasting all my ammo and building a ton of traps. I tend to play in a self enforced hardcore mode where I delete the world if I die, so I often choose to not take risks unless it's somehow worth it.

 
Oh interesting, I was unaware. What are the approximate counts or formula for figuring out the general number of zombies? I killed at least 3 dozen seeing no change and decided to just book it to the roof. My game stage was around 60-70. It'd honestly be really interesting to know how many zombies are coming.
What zombies do you get and how many are defined in the gamestages.xml file. At a gamestage between 60 and 70 there are 3 waves of zombies, each with between 30 and 32 zombies. In total up to 96 zombies.

 
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