PC Bloodmoon becoming way to easy

How does life at the base relate to the Blood Moon?
I have two bases. The first is in the forest, where I have a warehouse, workbenches, a garden, and other things. The second base is in the wasteland, and it only has an ammo crate, anti-aircraft turrets, and a stun gun. It's at the second base that I encounter the Blood Moon.
Well a couple of guys were say that a base in other biomes beside the forest will bring out more high level zeds. I meant in real life would someone live in the deep snow, desert, wasteland or burnt forest rather than a beautiful forest surrounded by trees. I would not.

I was just making an excuse for building my base in the forest. Every base I have made since v16.4 has been in the forest because it is, I guess, prettier.
 
Last edited:
Well a couple of guys were say that a base in other biomes beside the forest will bring out more high level zeds. I meant in real life would someone live in the deep snow, desert, wasteland or burnt forest rather than a beautiful forest surrounded by trees. I would not.

I was just making an excuse for building my base in the forest. Every base I have made since v16.4 has been in the forest because it is, I guess, prettier.
Yeah, forcing players to build bases in other biomes is a pretty bad solution and clearly not for everyone. The forest is simply more pleasant to be in, and constantly moving between bases isn’t great gameplay. Traversal in this game isn’t exactly enjoyable even with vehicles. Between limited object draw distance, random junk spawning right in front of you, and vehicles instantly stopping on invisible or half-buried objects, fast travel often feels more frustrating than fun. Add occasional lag or rubberbanding at high speed, and it’s hard to call biome-hopping a good answer to difficulty.
 
Traversal in this game isn’t exactly enjoyable even with vehicles. Between limited object draw distance, random junk spawning right in front of you, and vehicles instantly stopping on invisible or half-buried objects, fast travel often feels more frustrating than fun. Add occasional lag or rubberbanding at high speed, and it’s hard to call biome-hopping a good answer to difficulty.
Use an autogyro. I use two vehicles: a motorcycle for short trips and an autogyro for longer flights.
 
Use an autogyro. I use two vehicles: a motorcycle for short trips and an autogyro for longer flights.
The problem is that progression is currently designed in a way where once you reach the gyrocopter, you’ve effectively finished the game. Either that, or you rushed Intellect, which has been overpowered in pretty much every version anyway
 
The problem is that progression is currently designed in a way where once you reach the gyrocopter, you’ve effectively finished the game. Either that, or you rushed Intellect, which has been overpowered in pretty much every version anyway
Not necessarily. You can visit all known merchants every three days and buy magazines. You can search cars; it's often found in them. You can also deliberately rob gas stations and auto repair shops; you can find it there too.

Alternatively, you can simply choose a convenient location for your base. For example, my main base and the Blood Moon base are about 500 meters apart. One is located in the forest, and the other in the wasteland.
 
Thank you for checking this, but I am unfortunately playing version 1.4 not a current 2.0 or up.
Yeh, I'd have posted 1.4 versions if I had em. I kinda posted those as an example; you can check yours, following the same idea.
Gamestage (470) => pick the closest smaller grouping from gamestages.xml => check what's in those groups in entitygroups.xml.
 
The point is not to “break” the player, but to give players a legitimate, in-world option to consciously raise Blood Moon difficulty instead of relying on global knobs.

Given that players can design a base that makes it impossible for zombies to be a threat, and place that base in the forest to make extra sure they are 100% safe on blood moons, there's not much TFP can do beyond changing the game so that blood moon bases can't be 100% safe.

Historically the 7days community does not like it when TFP does that. They want to build their cheese bases, and they want those cheese bases to keep on working.

Personally, I can't relate to that desire, but I can accept that there is a large and\or vocal segment of the community that Is Having Fun with cheese bases. It's a game, people should get to have fun. The best solution, then, is for players who are not enjoying the blood moon base they have to change their blood moon base in a way that makes it Fun.
 
Thank you guys for the replies and pardon my terrible English.

I did not want to alter my game difficulty settings to keep the game default settings just out of pride by keeping the game the same as day 1, but I think I am going to go ahead and up the amount of zeds per wave to the highest setting - I think it's 24 instead of 8 - and hope my intel i7 14700k can keep up with it.

The issue is not the difficulty per say it is the idea that my bloodmoons at day 175 (25) should not have less high tier zeds than that of 100 days before.

Thank you again for the replies.
I have a theory why high level enemies seem to have become less common as your gamestage has gone up.

Low gamestage hordes only spawn a few enemies at one time, usually fewer than 24. Any waves with fewer than 24 will get some zombies 'level' increased to be more powerful zombie types.

As your GS has gone up, you're getting 'bigger' hordes so they come at default difficulty for the individual zombies because the basic horde template now has 24 or more zombies in a wave.

This is pure theory on my part, but is a plausible explanation as to why you're getter fewer high grade zombies in your waves.

Try sticking your max horder to 64 (the maximum) which will majorly increase the difficulty of individual zombies, as the actual maximum that can be in game is 30. You're guranteed to get a 34 point level pushup (I'm not sure precisely what that does to zombie types, but it makes them harder!)
 
Given that players can design a base that makes it impossible for zombies to be a threat, and place that base in the forest to make extra sure they are 100% safe on blood moons, there's not much TFP can do beyond changing the game so that blood moon bases can't be 100% safe.

Historically the 7days community does not like it when TFP does that. They want to build their cheese bases, and they want those cheese bases to keep on working.

Personally, I can't relate to that desire, but I can accept that there is a large and\or vocal segment of the community that Is Having Fun with cheese bases. It's a game, people should get to have fun. The best solution, then, is for players who are not enjoying the blood moon base they have to change their blood moon base in a way that makes it Fun.
I think we’re talking past each other. I’m not asking TFP to break or invalidate cheese bases, and I’m not saying players shouldn’t be allowed to use them. If people enjoy cheese, that’s fine. My point is that right now the only way to get a challenging Blood Moon is to deliberately play worse or redesign your base to be less effective. What I’m asking for is an optional, explicit system that lets players opt into harder Blood Moons while keeping their base intact. This isn’t about forcing anyone to change how they play, it’s about giving players who want more challenge a supported way to do that.
 
I think we’re talking past each other. I’m not asking TFP to break or invalidate cheese bases, and I’m not saying players shouldn’t be allowed to use them. If people enjoy cheese, that’s fine. My point is that right now the only way to get a challenging Blood Moon is to deliberately play worse or redesign your base to be less effective. What I’m asking for is an optional, explicit system that lets players opt into harder Blood Moons while keeping their base intact. This isn’t about forcing anyone to change how they play, it’s about giving players who want more challenge a supported way to do that.

"only way..."? I would assume simply increasing block damage and health of zombies in the options would make Blood Moon more difficult. I remember early A17 (or was it A18?) where zombies could destroy blocks a lot faster at default settings and it was a noticable different blood moon.
 
You're guranteed to get a 34 point level pushup (I'm not sure precisely what that does to zombie types, but it makes them harder!)
That's a way to put it, but a simpler way exists: "It will double your GS".
64/30 * GS to be precise. That increase is the max you can get, and it'll first happen at GS 210. Grouping up the first wave of each horde (195 vs 426), and just counting things by their "type", we get the following "split":

195:
5.4 normals, 6.05 ferals (including RARE Chucks), 1.63 radiateds, 0.5 infernals, 0.5 chargeds
426
4.7 normals, 2 ferals, 6.6 radiateds, 3 infernals, 2 charged (and potential demos in this one)

Which shifts the bulk from ferals to rads, and the stronger ones become more numerous than the normals.
 
"only way..."? I would assume simply increasing block damage and health of zombies in the options would make Blood Moon more difficult. I remember early A17 (or was it A18?) where zombies could destroy blocks a lot faster at default settings and it was a noticable different blood moon.
That’s exactly my point. Changing global sliders is not an in-game risk/reward system, it’s just a workaround. You have to restart a world or rebalance the entire game, not just Blood Moons, and there’s no real choice or tradeoff involved. I’m talking about an optional, built-in way to make Blood Moons harder on purpose, without touching global settings
 
That's a way to put it, but a simpler way exists: "It will double your GS".
64/30 * GS to be precise. That increase is the max you can get, and it'll first happen at GS 210. Grouping up the first wave of each horde (195 vs 426), and just counting things by their "type", we get the following "split":

195:
5.4 normals, 6.05 ferals (including RARE Chucks), 1.63 radiateds, 0.5 infernals, 0.5 chargeds
426
4.7 normals, 2 ferals, 6.6 radiateds, 3 infernals, 2 charged (and potential demos in this one)

Which shifts the bulk from ferals to rads, and the stronger ones become more numerous than the normals.

TIL, that the "zombie horde size" impacts the Horde makeup not just the number.
 
TIL, that the "zombie horde size" impacts the Horde makeup not just the number.
It didn't used to. They fairly recently capped the number of zombies you could have spawn on horde night at 30, so now if you set the horde size bigger than that, it increases the difficulty of the horde instead of the number of spawned zombies.
 
Back
Top