PC Horde Night is DEAD

Agree and to be honest I don't like the idea of "evolved" zombies with arcade-y abilities. Hopefully these green glowing bullet sponges will be gone someday too. Plus electricity failures for that extra horror effect can happen in other ways. Prefer your "acid rain" concept - would make the BM a much more overwhelming event.
I said before their implementation that they look stupid.

Sadly there was not as much of an outcry as there was with the burnt zombie (remember that cartoonish red chest in one of the preview videos? :D ) So they kept it. To this day I think they are glowing 10x more than they should! (a little is fine!)

And them beeing bulletsponges: they arent! They just heal very very fast! Which I can totally see. Like some ultra healing flesh that fixes muscles bones and skin in no time. Only deadly hits or a radremover are viable. And I love seeing that glowing feral die to my sneakattack rifle with radremover in 2 shots. They are more challenging at hordenight (as they should be) and kinda make sense.

The only thing I dislike is their cartoonish glow.

http://66.media.tumblr.com/8345ae2b38176820642ed1ed081d2077/tumblr_nkvq1zvNAw1ta6qcfo1_1280.png

and here the discussion about the flaming zombie that can more or less be ported 1:1 towards the green glowing cartoons known as "radiated"

https://7daystodie.com/forums/showthread.php?24406-The-new-quot-fantasy-flaming-zombie-quot-is-completely-stupid

 
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Agree and to be honest I don't like the idea of "evolved" zombies with arcade-y abilities. Hopefully these green glowing bullet sponges will be gone someday too. Plus electricity failures for that extra horror effect can happen in other ways. Prefer your "acid rain" concept - would make the BM a much more overwhelming event.
I'll try to work on it when A18 releases. I'd have to learn the SDX stuff, I presume. I can't do it right now. I don't have the benefit of working with an entire development team. Everything I do at work I have to do myself... coding in Java, SQL, Ruby, Ruby on Rails, HTML, javascript, Ajax, XML, json, while syncing data with other software. On top of that it's a server-client scenario where the server is Linux and the clients are Linux and Windows. Even the security I have to do myself, all the certificates and encryption, the system to deploy updates, the mounting of network drives, automatic backups of all the databases, authentication of users, remote users with sensitive medical documents, keeping everything HIPAA compliant, making sure physicians who sign those documents have valid licensing with Medicare and Medicaid in the states that the users reside via government API datasets that are updated monthly... *deep breath... parsing spreadsheets with updates in ICD-10 codes, Medicare Fee Schedules, DME allowable pricing, connecting to geolocation APIs to generate maps for the delivery guys to distribute goods, establishing optimal round-trip routes for those deliveries, systems for inventory, logging calls, logging faxes, logging incoming merchandise, keeping track of renewals, monitoring the status of invoices... *falls to the floor ... generation of PDF documents with automatically filled in fields, logging access of employees to sensitive files, their viewing and printing of those files, oh yeah, and of course everything has to look nice. I have nightmares of code. No joke. *dead

 
Agree and to be honest I don't like the idea of "evolved" zombies with arcade-y abilities. Hopefully these green glowing bullet sponges will be gone someday too. Plus electricity failures for that extra horror effect can happen in other ways. Prefer your "acid rain" concept - would make the BM a much more overwhelming event.
its not fully arcade-y abilities , like what i said before having the screamers in game was a way to prevent the players from farming forges early game , and nobody can complain its a special zombie and its cool. this is other than TFB say right of the back " hay you cant have more than one forge " or " if you have two heat sources on a large roaming horde will smack your base " , if you got it right , its a more convenient way to hold you from doing something that wont look like TFB dont want you to do .

on the other hand adding too much of those will be game breaking because this will shut every single door you have it open .

for sake of fun , i thought of a painful idea for the vehicles to escape the BM. like a super sonic birds that dont see but hear the loud noises like motors , your only way for salvation is to have a roof on top of you always , if you are going to use a gun , its more likely you would have a roof too , the acid rain idea some players would say it must damage zombies too.

 
its not fully arcade-y abilities , like what i said before having the screamers in game was a way to prevent the players from farming forges early game , and nobody can complain its a special zombie and its cool.
True, screamers are nice. It's the "vomit" snipers that upset me mostly. :p

I said before their implementation that they look stupid.Sadly there was not as much of an outcry as there was with the burnt zombie (remember that cartoonish red chest in one of the preview videos? :D ) So they kept it. To this day I think they are glowing 10x more than they should! (a little is fine!)

And them beeing bulletsponges: they arent! They just heal very very fast! Which I can totally see. Like some ultra healing flesh that fixes muscles bones and skin in no time. Only deadly hits or a radremover are viable. And I love seeing that glowing feral die to my sneakattack rifle with radremover in 2 shots. They are more challenging at hordenight (as they should be) and kinda make sense.

The only thing I dislike is their cartoonish glow.
Yeah remember that one... >.<

They heal very fast yes - this is indeed the worst, but they also have ~x3 health and x2 pain resistance (didn't even know they had this), if you look at the entityclasses.xml.

Their appearance is a big part of why I don't like them but it's not the only one. I would be ok with a certain special zombie being a bullet sponge (plus other things), but - don't know if I can describe it well - every zombie "upgrading" to a generic stronger version of itself is somewhat "flat" - it is the game linearly upping the difficulty to respond to your increased damage. Also, when you level up a clever level scaling keeps sending you low level enemies so that you can feel the difference of power. 7DTD does this, but in the end you end up fighting a green horde.

My idea of difficulty is zombies behaving more randomly (not only in their pathing), the disease system working properly (they will fix it for A18), more lethal specials (with thematic/gory abilities like infectuous blood sprays, realistic vomit etc), which appear and increase in numbers as difficulty goes up (this already happens now more or less).

 
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oh dont get me wrong. I'm not a fan of them. I'm just saying I could see it somewhat beeing realistic (callback :D )

But you are obviously right. More differenciated zombies with less... otherworldly... abilities instead of a flat "this one is radiated and stronger now" is OBVIOUSLY better.

But I rather have radiated Z's than no challenge at all ^^

 
I gotta be honest, I'm not sure what the OP is about. My bases don't require massive repairs after horde night and I don't consider making a base with the AI in mind to be cheesing anything. I make use of traps, lots of them, especially barbed wire early on. The same I imagine I would if I were in a zombie apocalypse and took note of how the zombies behaved.

I make use of traps. A lot of them, including barbed wire early on. Anything to keep the zombies from getting to me and killing me. I kinda thought that was the whole point.

Personally, I think they game is a bit unbalanced toward the Zs right now. A16 was boring. You could get to night 70 with no real fear unless you just started the game. Now there is a challenge to it unless you are just riding a bike, advancing time, or leaving an MP server. At the end of the night you take stock and realize you don't have enough bullets for the next one and you can't just sit on your butt and build the whole time. Ya gotta get out there and loot or mine and craft.

The zeds could use a scaling system that actually scales and the pathing could be tweaked a bit. Other than that I'm pretty happy with where we are.

 
For some it's repairs, for some it's replacing/repairing tons of traps. Same difference to me because neither is worth the effort after a pointless horde night.

 
I gotta be honest, I'm not sure what the OP is about. My bases don't require massive repairs after horde night and I don't consider making a base with the AI in mind to be cheesing anything. I make use of traps, lots of them, especially barbed wire early on. The same I imagine I would if I were in a zombie apocalypse and took note of how the zombies behaved.
I make use of traps. A lot of them, including barbed wire early on. Anything to keep the zombies from getting to me and killing me. I kinda thought that was the whole point.

Personally, I think they game is a bit unbalanced toward the Zs right now. A16 was boring. You could get to night 70 with no real fear unless you just started the game. Now there is a challenge to it unless you are just riding a bike, advancing time, or leaving an MP server. At the end of the night you take stock and realize you don't have enough bullets for the next one and you can't just sit on your butt and build the whole time. Ya gotta get out there and loot or mine and craft.

The zeds could use a scaling system that actually scales and the pathing could be tweaked a bit. Other than that I'm pretty happy with where we are.
well??? , you didnt consider the amount of resources you spent making those traps than it all was destroyed + the time you spend repairing and replacing them?

the same goes for wall and blocks repairs , they prevent from zombies and they protect your soul , but they also get damaged and you also lose resources :)

the point isnt what is the method you use , the point is how you benefit from it and how you enjoy your experience , some say they do enjoy what they are doing . but at the end of the path its called exploiting .

like riding the bike all horde long ...

my view is that the game is missing some special zombies .. some that require special ways to fight other than " hit and run " method . i think the way i fight the spider zombie before and after A17 has changed,

he is now a little different , now i fight little more careful and wait for his jump or just spray him .

do you see where iam going ?

 
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Is this magical Blood Moon EMP going to disable the logout button as well?
Just what battery/electronics in the bicycle did it impair?

Especially as the game now supports disabling the Blood Moon Horde right there in the in-game menu options, why are you so worked up about what other people do during the Blood Moon? However they choose to disable it, they will, and there's no system TFP could (reasonably) put in place that will stop that.
Sure there is. They need to implement a system that integrates it into play. It would not even be that hard as a few of the ideas posted here would work. Disabling vehicles would work but many don't like the immersive impact that brings. I think specific AV zeds are the way to go. Then you can drive away from the horde but you will have a different challenge to face and one that could bring horde night back for those that are jaded with the TD aspect.

As you pointed out, there is an option to remove it now. All anyone is really asking for is those that CHOSE TO PLAY with the horde on have something that is not gimmicky or without challenge. If I have horde night enabled then it should be implemented in a way that makes them have real impact to game play.

- - - Updated - - -

What are you even saying? I know this. If the reward is something you require, then it solves both perspectives.
?

You have been arguing that HN needs a reward. I am stating that is not the case. It needs to be a part of game play that is integrated so that a reward is not the point.

 
You have been arguing that HN needs a reward. I am stating that is not the case. It needs to be a part of game play that is integrated so that a reward is not the point.
Yes, but we've established that survival can be its own reward if, like you just said in the previous post, it has that kind of impact.

 
As you pointed out, there is an option to remove it now. All anyone is really asking for is those that CHOSE TO PLAY with the horde on have something that is not gimmicky or without challenge. If I have horde night enabled then it should be implemented in a way that makes them have real impact to game play.
I've no objection to that at all, indeed, as someone who plays with the Horde on, I want it to be really meaningful and the "radiated rain/blood rain" sounds like a nice way of doing it, especially if it could be paired with a boss type high loot zombie as a reward for defeating the Horde.

But, let this conversation not obscure the fact that no system will prevent players from skipping Hordes even when they're configured, and from skipping it quite easily at that. What I think the thread ought to concentrate on (and seems to have been more or less over the last few pages), is working out ways that could make the BM Horde more interesting and more rewarding, and if that became the case, then people should care even less than they already should that some people skip the Horde.

 
Anybody ever see "The Rain" on Netflix? It just dawned on me that this is pretty similar. It's a post-apocalyptic series with the story that rain carries a virus that wiped out most of humanity. Second season should be coming this month.

Blood rain in real life is theorized to be red because it carries either microorganisms or spores.

Putting these together, and also to fit into the lore.... too much exposure to the blood rain could also have a chance of giving infection.

 
......
They should choose a server with less frequent blood moons, or play a team where at least someone will be present. How can anybody plan a game for the people who aren't playing?
Completely out of context and irrelevant.

To clarify, I was talking in relation to penalizing players logging off before Blood Moon for 'legit' reasons. Or the ideas about Zombies attacking bases 'offline'.

 
But, let this conversation not obscure the fact that no system will prevent players from skipping Hordes even when they're configured, and from skipping it quite easily at that. What I think the thread ought to concentrate on (and seems to have been more or less over the last few pages), is working out ways that could make the BM Horde more interesting and more rewarding, and if that became the case, then people should care even less than they already should that some people skip the Horde.
Your point is logical, however, as I see it, players being able to log out should not be accounted for at all, when it comes to deciding gameplay design.

I am not completely against BM rewards, however I disagree with a concept of a BM, that players want to participate, mainly because of rewards. I find that there is a logical fallacy in this concept, which is apparent, if you wonder what the purpose of any kind of reward is:

1) Players choose to voluntary participate in the BM in order to "get rewarded".

2) The purpose of any reward (item/perk) is survival.

3) BM is by far the most threatening event for your survival. *Return to 1) and loop until that makes sense.*

Unless we want the BM to be a "rewarding" event just for the sake of being rewarded, which is meaningless if you think how the above loop works, the BM must be a non-optional event, in which you just have to participate and defend successfully or lose something important. It's the only way.

To account for people who 1) choose to enable the BM and later 2) log out during the BM, doesn't make a lick of sense to me, while that option exists. Unless TFP plan to send some of their pimp goons to rough up people that log out, we should stop being concerned whether the BM can be skipped because people may decide to stop playing the game.

Completely out of context and irrelevant.
To clarify, I was talking in relation to penalizing players logging off before Blood Moon for 'legit' reasons. Or the ideas about Zombies attacking bases 'offline'.
Let's end this "what if people quit the game" madness, especially when the BM is already optional through menu options, and focus the discussion on something that is not completely asinine.

Anybody ever see "The Rain" on Netflix? It just dawned on me that this is pretty similar. It's a post-apocalyptic series with the story that rain carries a virus that wiped out most of humanity. Second season should be coming this month.
Blood rain in real life is theorized to be red because it carries either microorganisms or spores.

Putting these together, and also to fit into the lore.... too much exposure to the blood rain could also have a chance of giving infection.
It has 6.3 on imdb... Watching it happen in the game would probably be more entertaining. :p

 
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....

Let's end this "what if people quit the game" madness, especially when the BM is already optional through menu options, and focus the discussion on something that is not completely asinine.
No YOU should end this Punish madness :p

You still miss to point I was making, IT CAN'T BE DONE because.

 
No YOU should end this Punish madness :p
You still miss to point I was making, IT CAN'T BE DONE because.
Everyone must be punished! And I demand the spoilage acronym to be renamed from SBD (spoilage by decay) to S&M (spoilage & management)! (as a tribute to Metallica ofc what did you think)

 
we can discuss the theory of " zombie scaled with poi " and not scaled with level, and of course the loot is scaled with poi too, so the usual ranger station wont have the gunsafe any more ??

 
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