PC How does TFP want us to get into our own bases?

Ah, that's what you meant.

In is just putting frames, jumping in and picking frames(therefore 4 blocks high, to easily get in through frames), out I have stairs which I use to get higher and just jump out, the anti vulture ceiling isn't covering all the top, just what it needs to make it vulture proof, I could use ladder instead, but I like stairs.

 
Always drawbridges. I don't build a structure until I have enough junk to cobble one together.

No ground access at your base. Build the opening for the drawbridge 8 or more blocks high (just my preference). Build a platform with ramps on either side. The drawbridge will open perpendicular to the ramps and meet the platform. This allows you to drive vehicles up one ramp, stop on the platform for unloading and drive straight ahead down the other ramp when leaving. Don't use the actual "ramp" blocks. Use the wedge blocks to create a less steep slope. The will help with vehicles clipping the ramp when driving off the level ground.

... _____DB_____

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-Morloc

 
Skill into the Parkour Perk and place hatches onto your basewalls that you can open/close but only reach if you have lvl 3 or lvl 5 of the perk.

 
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It pains me to see this conversation even being had in 7D2D...plz just go back to the old AI, seeing devs use typical sploits is the final facepalm in this shambles.

To be honestly, none of that stuff matters, you don't even need a base, just learn how to kite and manage stamina and ammo.
I cant even begin to tell you how dismissive of a real issue this is. The 'git gud' arguement doesnt work in a game where not everybody has built their character to maximize stamina, thats even IF theyre high level. Most of us quit playing before day 15.

That arguement is even more invalid if youre playing single player and need other vital things to get the game going; cooking, forge, some extra carry weight etc, thats already like...15 levels of stuff you need to play properly. Telling people to manage stamina better and kite is just insulting. What if im a melee character, do you consider that people might not play like you play? I prefer melee, and in this game iv gotten screwed over the most.

If the devs and community response is 'git gud' and 'use meta and exploits', then i feel justified in quitting 7D2D, because your vision of this game has become skewed from the rest of us.

 
This is a serious question. The most obvious answer, doors, is out. Any door placed on ground level, will immediately get targeted and shredded by the physic group think zombies. It does not matter how strong the door is.
Ladders. You cannot use ladders, zombies will group think and immediately climb any ladder.

You can't use hatches because zombies will group think and immediately break into any hatch.

Before, we could use a simple 2 block jump to get into our bases, it was a little silly, but wasn't completely immersion breaking.

Sure, we can still jump into toothie design bases, but if you don't create some alternate maze/cheese/mouse zombie pathing shenanigans, the zombies will chew through the toothie, and use internal ladder.

The fact is, if you want to get into your base safely, you have to nerd pole, meticulously manipulate zombie pathing using maze/cheese so they do not target your entrance, use half block shenanigans or other ridiculous means. So I ask again, how do you want us to get into our bases? Is this your intended game design??

The fact is, right now, we currently only have two base meta's. Standing on a tall structure with spikes around you, or manipulating zombie pathing perfectly and with those meta's there is no standard way to get into your base. Gazz, one of the fun pimp stuff proudly posted his base. It's a cool base, but is this how we're expected to get into our bases?

https://i.imgur.com/m5WAlP1.jpg

Clarification on this issue would be fantastic.
Respectfully, your facts aren't actually based on facts.

I think you could improve your success rate if you think through the tactics with a more open mind. For example, you say "doors, is out. Any door placed on ground level, will immediately get targeted and shredded by the physic group think zombies. It does not matter how strong the door is."

So you have a potential tactic (doors as a barrier) and potential problem with the tactic (zombies will break through the barrier quickly), but instead of trying to improve the tactic you have given up at the first hurdle.

I use doors successfully - here's how I've made them work. I have a simple house which I built one story up. There are stairs leading up to it and it has a walled inner garden. Around the house I built a simple wall which has a walkway which hangs over the edge. At the front of the wall I built an entrance chamber which has an outer and inner door - the chamber has bars on the roof. In total I have 3 doors leading to the house. On horde night I put a ring of barbed-wire fences around the door - this is to slow down the zombies and spread them out so they don't all reach the door at once. Then I wait above the entrance chamber and make sure I take out the zombies as fast as possible - targeting the heavy hitters first. Sometimes I manage to jump off the roof and pick up a few bags mid fight - doing this means that the door will take a lot of damage and will possibly break so I then fall back to the inner chamber.

For each horde night I think about the improvements I need to make, which includes making sure I have the right fire-power

So far I've defended this base up to level 90. It's a very active defense and you need to do a lot of the work taking the zombies out but it's a lot of fun for those who like that style of playing.

 
It pains me to see this conversation even being had in 7D2D...plz just go back to the old AI, seeing devs use typical sploits is the final facepalm in this shambles.


I cant even begin to tell you how dismissive of a real issue this is. The 'git gud' arguement doesnt work in a game where not everybody has built their character to maximize stamina, thats even IF theyre high level. Most of us quit playing before day 15.

That arguement is even more invalid if youre playing single player and need other vital things to get the game going; cooking, forge, some extra carry weight etc, thats already like...15 levels of stuff you need to play properly. Telling people to manage stamina better and kite is just insulting. What if im a melee character, do you consider that people might not play like you play? I prefer melee, and in this game iv gotten screwed over the most.

If the devs and community response is 'git gud' and 'use meta and exploits', then i feel justified in quitting 7D2D, because your vision of this game has become skewed from the rest of us.

What do you mean by "melee character"? Does that mean that you have only specced melee and not guns? If that's the case then you can still use guns without putting many points in to them as that is what I've been doing. I use melee for looting and have put most of my points into crafting and encumbrance.

Staying melee for horde night will always be challenging depending on how actively you have to defend. What tactics have you tried? Maybe there's room for improvement somewhere?

 
Respectfully, your facts aren't actually based on facts.
I think you could improve your success rate if you think through the tactics with a more open mind. For example, you say "doors, is out. Any door placed on ground level, will immediately get targeted and shredded by the physic group think zombies. It does not matter how strong the door is."

So you have a potential tactic (doors as a barrier) and potential problem with the tactic (zombies will break through the barrier quickly), but instead of trying to improve the tactic you have given up at the first hurdle.

I use doors successfully - here's how I've made them work. I have a simple house which I built one story up. There are stairs leading up to it and it has a walled inner garden. Around the house I built a simple wall which has a walkway which hangs over the edge. At the front of the wall I built an entrance chamber which has an outer and inner door - the chamber has bars on the roof. In total I have 3 doors leading to the house. On horde night I put a ring of barbed-wire fences around the door - this is to slow down the zombies and spread them out so they don't all reach the door at once. Then I wait above the entrance chamber and make sure I take out the zombies as fast as possible - targeting the heavy hitters first. Sometimes I manage to jump off the roof and pick up a few bags mid fight - doing this means that the door will take a lot of damage and will possibly break so I then fall back to the inner chamber.

For each horde night I think about the improvements I need to make, which includes making sure I have the right fire-power

So far I've defended this base up to level 90. It's a very active defense and you need to do a lot of the work taking the zombies out but it's a lot of fun for those who like that style of playing.
Why does everyone always try and 1up.... My OP wasn't a call to help. I know how zombie pathing works right now. I've spent at least 20 hours in creative worlds, building, watching and studying how the AI paths. I can basically make the zombies dance by moving a few frames around. That's not the point. The point is, the conventional means which your average player would seek to get into their base, don't work and are basically noob traps. What I want to know, is this the intended game design by TFP? I ask because I have a serious suspicious that even if TFP wanted to answer my question, they couldn't because they themselves don't know.

 
What I want to know, is this the intended game design by TFP? I ask because I have a serious suspicious that even if TFP wanted to answer my question, they couldn't because they themselves don't know.
It is intended game design that every playstyle/base design/action carry with it some risk. You want a standard door as an entrance into your base (which wouldn't even work in a real zombie apocalypse)? That's going to have some risk. You want a ladder up a building? That's going to have some risk. The simple answer then is "yes."

"Noob traps"? Lol. What does that even mean? When I first started learning to play, I had to learn aspects of the game that resulted in my death. These noobs can learn about the dangers inherent to doors and ladders the same way I did.

 
Building in 7d2d has always been dynamic, to the point where that is the primary focus for some players. Part of the charm of building is finding ways to outsmart zombies (which shouldnt be that hard). Fixing bugs like invisible blocks is fine but there should also be ways to build that are optimal. If someone doesn't want a near impenetrable base, dont build one. But allow people who do the option to play the game and build the way they want.

 
Why does everyone always try and 1up.... My OP wasn't a call to help. I know how zombie pathing works right now. I've spent at least 20 hours in creative worlds, building, watching and studying how the AI paths. I can basically make the zombies dance by moving a few frames around. That's not the point. The point is, the conventional means which your average player would seek to get into their base, don't work and are basically noob traps. What I want to know, is this the intended game design by TFP? I ask because I have a serious suspicious that even if TFP wanted to answer my question, they couldn't because they themselves don't know.
Nobody's is trying to one up you but there are errors in your OP and people have been trying to demonstrate that. I made one of the most simple base designs anyone could think of - basically a house with a wall with a couple doors and a bit of active defense - no "cheese", no exploits - it works well and it's fun to defend. I thought I would share so other's reading will see that there are people who are using these types of design successfully. Royal Deluxe also has some good examples too.

Also I'm pretty sure that TFP's have said somewhere that the AI isn't finished yet?

 
I make one entrance for myself (Iron Door+) and one entrance for the zeds (open path, welcome sign, ...).

With a nice open path, the zeds ignore the door.

The zed entrance doesn't need to be fancy, or even long. Just put something in there that will slow them down/damage them, so you'll notice they're there (They make noise when damaged) and can defend your base.

Cutting off all access is a mistake, as that leads the zeds to beating on any different portion of your base... messy.

Early game: Use some other structure as your BMH defense (or fight them in the streets, it's not hard).

Late game: A few of the right traps at the zed entrance and your base is secure...

 
Building in 7d2d has always been dynamic, to the point where that is the primary focus for some players. Part of the charm of building is finding ways to outsmart zombies (which shouldnt be that hard). Fixing bugs like invisible blocks is fine but there should also be ways to build that are optimal. If someone doesn't want a near impenetrable base, dont build one. But allow people who do the option to play the game and build the way they want.
You can mod the game to go all out Minecraft if you want but the vanilla game will have physics and zombies will have a way to destroy blocks and get to you.

I built this with physics on. It's just very boring.



 
There is no L2P or Gitgud issue here. You misunderstand the purpose of the post. Why do people insist on trying to 1up every time you have a legitimate concern. Goodness. My concern here, to be clear, is that traditional means of getting into ones base (eg a door, a ladder, a hatch) no longer exist. If you want to get into your base, you must as I clearly said in my OP, specifically manipulate zombie pathing or use other such shenanigans.
Drawbridge? Or is that not in A17, I really don't know as Shenanigans is my middle name!

-Aldranon Shenanigans Hooligan III, Esquire.

 
You people are extremely overcomplicating your builds here you know.25 blocks long, 5 blocks wide(so there is 3 blocks wide corridor), 4 blocks high U shaped construct with quick escape route and anti vulture ceiling is all that's needed, sprinkle spikes mixed with barb wire and you're set, later on replace with electrics and maybe add a turret if you feel generous.
Have you done this in A17.1 yet? I'm finding that in a tunnel or corridor the zombies just beat on the side walls instead of going down the open corridor. Well, not all the zombies but enough to start breaking my walls down.

 
Here's my entrance.

Relativity-escher-1024x963.jpg


 
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I guess the reason I'm personally interested in this question is that if TFP wants natural buildings with door entries, then the whole building a base to escape zombie pathing will be beat down by game design.

And if this is the direction, then should we all start working on base design's with doors on the ground? I assume at that point you'd kind of need a draw bridge to cross beds of spike traps and what not. Right? To keep Zombie's away from the base all together.

Which would also make more game play sense to have zombies coming at you from one direction primarily too. Area of a base would likely grow to the point that it'd be hard for especially a SP to defend their, essentially paper base from all sides.

How TFP envisions base usage and design I think is important to really understand during the Alpha phase so as TFP pushes towards killing base design's that don't fit that vision, we can add in suggestions and ideas as to how to help improve game play along the lines of their vision.

 
I know I would like to be able to make a realistic type base with doors, gates,etc. It's a tough balancing act for sure but I hope that TFP will be able to find a solution.

 
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