I miss Bloodmoon's with a defined horde population vs all night long

And when the game did cut off blood moons early, the game sucked because of it. It wasn't enjoyable. That's why they changed it.
Shockingly, this is just your preference. It's not necessarily the truth.

And it turns out @warmer's problem is actually that he doesn't play blood moons for the kills, he plays them to "endure" them. He's playing the game completely differently than most players are, and differently than the game is intended.
Again, this is just your preference. It's a survival game, the point is to survive. It's not to farm xp.

The reason the zombie AI attacks walls instead of just following the catwalk is because the devs have to keep disrupting players' cheese horde bases. Because if the player is at no risk while they just farm exp, the game becomes un-fun. Every blood moon just becomes "stand and shoot for free exp and loot with no chance of ever losing".

Or even "sit in your base while your traps do it for you".
And yet, if you know what you're doing, you can 100% be at no risk and let your traps do all the killing for you, without using cheese.

7DTD isn't Orcs Must Die, and it's not Factorio. You're supposed to actively participate in the game. Screamers spawn at your base because you were just sitting in your base harvesting crops or boiling water or letting your resources go up. The game comes along to snap you out of just sitting still.
Only if you want it to. Orcs Must Die requires way more player engagement that blood moons do (well, I haven't really played 3.)

Screamers aren't really a threat, and a few simple spike traps make them a non-issue, at least until they're rads (at which point you can have automated turrets to take care of them.)
 
And yet, if you know what you're doing, you can 100% be at no risk and let your traps do all the killing for you, without using cheese.
What is your definition of cheese, then? Because if you're using a strategy that has a 0% failure chance...
Screamers aren't really a threat, and a few simple spike traps make them a non-issue, at least until they're rads (at which point you can have automated turrets to take care of them.)
Yeah I don't use traps. Just my preference to actually play the game.
 
What is your definition of cheese, then? Because if you're using a strategy that has a 0% failure chance...
Doing something abnormal to cause the game to act in an unintuitive way.

You can just set up a straight hallway, dig a couple block deep trench around your base, and it will funnel all the zombies into that hallway. Fill it with traps, and all you really have to do is repair them occasionally, and everything dies without you ever having to look at a zombie.

Hell, you can just double wall your base, single wall a spot at the end of the hallway, and skip the trench.
 
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