But the problem is, that they are TOO avoiding. So now you can simply put spikes around the house except for one entrypoint and they will get funneled... which is the same, just more illigical and easier to manipulate (since they DONT avoid bladetraps and electric fences!)*snip*
So, I am hoping the lunging zombie attacks will cause more "accidents" for the zombies and the spikes.I actually think that they should not avoid traps with the exception of the spikes because of how large and visible they are. If those spikes were blocks, which visually they essentially are, the zombies would likely walk around. If they have enough sense not to walk right into trees or walls, they should not walk into a spike trap. Exceptions should be, and are, that they will walk over them or walk into them if they need to make an open path.
However, I do think that zombie movements need some adjustments that would make the spikes more effective.
For one, zombies should bump each other more when close together. This way you could make narrow spike paths to disperse groups. They would bump each other into spikes. (they do this a little right now, but not as much as they should)
Second, zombies that run should have some momentum in the direction they are running. If they are running and need to turn to their left, momentum should bring them to their right some... and vice versa... with the amount of drift depending on run speed. Placing spikes strategically where running zombies are likely to be carried into would give an extra element of having to think about placement.
I'm trying to dig at my current base with a 4 block deep with spikes. I hope the zombies will run around the trench so I don't have to repair the spikes all the time.One of the funniest things i noticed at the beginning of A17 is when you make a 1 block deep ditch around the house and fill it with spikes, wandering hordes will "wander" through the ditch, many of them dying on the way. Dunno if it is still plausible.
I did that once, but won't do it again. If they break downwards enough, then you end up with them not being able to get out, so they start digging at the wall and it's a mess to repair. (especially if it's more than 2 blocks down because you can't easily get to the holes) What I do now is dig one down and place spikes and either place more spikes on top or barbed wire.I'm trying to dig at my current base with a 4 block deep with spikes. I hope the zombies will run around the trench so I don't have to repair the spikes all the time.
I've got several ways for the zombies to get out of the trench. Even if all spikes are broken, the zombies shouldn't do any damage.I did that once, but won't do it again. If they break downwards enough, then you end up with them not being able to get out, so they start digging at the wall and it's a mess to repair. (especially if it's more than 2 blocks down because you can't easily get to the holes) What I do now is dig one down and place spikes and either place more spikes on top or barbed wire.
You can always keep spike on your toolbelt and toss them right under the zed's feet, leaving them no way to move around them, takes some practice but easily doable.But the problem is, that they are TOO avoiding. So now you can simply put spikes around the house except for one entrypoint and they will get funneled... which is the same, just more illigical and easier to manipulate (since they DONT avoid bladetraps and electric fences!)
Base building for me is extremely boring for single player/PVE as within an irl day I'm already where I need to be and don't have any need to do anything else but expand, except, I cannot expand anymore since the 1 claim block mechanic was made live, which was a serious game killer for me, a LOT of very good players stopped playing when that went live, dumbest thing TFP ever did.if I were to cheese the A.I. and kite them on hordenight, sure. But I like the base building/defending part of 7d2d. So that isnt really an issue ^^