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.
 
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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.
 
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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.
 
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

Got it. You want sort of "infested blood moons", i.e. a player choosing a harder blood moon for more rewards when he feels like it. It is a nice idea.

There is no in-game mechanism for this currently though. You can't add a quest to choose the infested blood moon, you have nowhere where you accept the blood moon, the blood moon simply happens like a storm. The best I could come up with would be placing something similar to a land claim block, say a "smelling meat block" in your horde base that would bait harder zombies. Without any change to loot this would also increase the chance for better loot bags dropping. If that isn't enough motivation then an infested chest would have to spawn (though that would be hard to accept for players who want better immersion).

Though why isn't going into another biome already such an in-game risk/reward system? Not sure how well it is communicated in the game, but going into a different biome makes harder zombies spawn that drop more valuable loot. My co-op players used to change to a wasteland horde base for exactly this reason. And the zombies are actually harder for normal players, I don't think there are many players who view demolishers as just another easy zombie.

You also don't need to restart worlds or the entire game if you use global options. The block setting for example can be changed at any time with zero risk to your gamesave, and even if you keep it increased the effect outside bloodmoons is very small.
The effect of the zombie health setting is big, but changing it is still absolutely fine without any need to restart a world.
 
I got an idea to use thanks to the replies here. I think I will up to 32 and add block damage and hit points for zombies higher. Just for bloodmoon as you can imagine that bloodmoon zombies would be far more dangerous on bloodmoon. The go back to defaults to keep the game the way I intended.

Got it at:
Bloodmoon count: 32 Enemies (only 32 to see if my PC can handle it)
AI bloodmoon block damage: 200%

As far as cheese bases, I am somewhat guilty. I have a tower system with 6 electrical traps between all of them and then I add small walls to funnel them to my next set of 6 electric fences. I have less protection around the funnel area so they will get through easier but go through all the traps first. It is my main base and horde base like all the others I have built so I need to somehow protect It I guess.

Way more to it than that. I will upload some screenshots.

Screen 1.jpgScreen 2.jpgScreen 3.jpgScreen 4.jpg

As far as I can see any person in a real life zombie apocalypse will use all the tools available to stay alive. To say "well that seems too easy, I will just let them in anywhere and make it fair". Not too likely. I realize I am going against the idea of a easy bloodmoon like I first posted, But I really just wanted high level zeds to come at me after so may bloodmoons into the game.

Tonight as you can see it is bloodmoon, So I am going to record to see the effects of the new settings.
 
And the zombies are actually harder for normal players, I don't think there are many players who view demolishers as just another easy zombie.
I used to think the Demonolisher was a very serious opponent, but not anymore. Its explosions used to destroy a concrete block, but now it doesn't explode that hard. It used to have the most health of all the others, but now the orange zombies have more health. I also used to think the policeman was very dangerous; it would only spit when it saw you, and 5-6 of its spits would break a concrete block. Now they spit much less often; sometimes it reaches you without spitting, and their damage has decreased.
In my opinion, Chuck is the most dangerous now. Throws often and strongly. And the orange Chuck is just terrifying.
 
I got an idea to use thanks to the replies here. I think I will up to 32 and add block damage and hit points for zombies higher. Just for bloodmoon as you can imagine that bloodmoon zombies would be far more dangerous on bloodmoon. The go back to defaults to keep the game the way I intended.

Got it at:
Bloodmoon count: 32 Enemies (only 32 to see if my PC can handle it)
AI bloodmoon block damage: 200%

64 Enemies shouldn't have any more PC impact than 32, as only 30 zombies will actually ever spawn.
 
I used to think the Demonolisher was a very serious opponent, but not anymore. Its explosions used to destroy a concrete block, but now it doesn't explode that hard. It used to have the most health of all the others, but now the orange zombies have more health. I also used to think the policeman was very dangerous; it would only spit when it saw you, and 5-6 of its spits would break a concrete block. Now they spit much less often; sometimes it reaches you without spitting, and their damage has decreased.
In my opinion, Chuck is the most dangerous now. Throws often and strongly. And the orange Chuck is just terrifying.

I made a claim about most players, not all.

Also I would guess that most players use ranged combat on horde night and construct their base so zombies can't get to them. This makes the HP of zombies less important than their block damage. Only block damage can ultimately break up the setup of a correctly built base and give the zombies a chance to reach you. So I would rate the demo still as the most dangerous zombie out there.

I wasn't aware the demo's block damage was changed, does anyone have the facts?
 
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