PC is building pointless now?

I think what OP is referring to is Building and crafting slave to the group Yields little XP for character developement or fun - it felt like you drew the short straw well the rest of the gang gets their Murder Hobo on and have fun thinking they are actually contributing... which they are not, want to contribute here a pick axe mine me some ore.

A lot of the focus is on looting and killing for gear and XP now. Building a thankless job - we use to get great XP crafting, building and upgrading almost as good as mining but that's nerfed now. Last 3 runs with my group I been telling them I don't want to build anymore (the bases they build were awful btw). And they are right Looting and killing Zeds is fun, I NEVER KNEW !

Last 17.4 run I did build but I made the Admin (who in our group) set the shared XP to 1000 meters, and I built the base center near 3 towns and 2 Traders so I can actually get XP.

 
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I think what OP is referring to is Building and crafting slave to the group Yields little XP for character developement or fun - it felt like you drew the short straw well the rest of the gang gets their Murder Hobo on and have fun thinking they are actually contributing... which they are not, want to contribute here a pick axe mine me some ore.
A lot of the focus is on looting and killing for gear and XP now. Building a thankless job - we use to get great XP crafting, building and upgrading almost as good as mining but that's nerfed now. Last 3 runs with my group I been telling them I don't want to build anymore (the bases they build were awful btw). And they are right Looting and killing Zeds is fun, I NEVER KNEW !

Last 17.4 run I did build but I made the Admin (who in our group) set the shared XP to 1000 meters, and I built the base center near 3 towns and 2 Traders so I can actually get XP.
If you put the perks in the spots where you would use them for building and crafting, you actually get quite a bit of exp for it. I can level as fast as, or faster than my other team mates that are out exploring. (In one recent playthrough, it was almost double.)

 
Genuine question, is it pointless now to build huge bases other than cosmetics? Havnt found a purpose other then XP which is nothing compared to shooting hordes of zombies
If the new demolition zombie can bypass traps, which i find extremly cheap, one reason

for building a huge base could be to have enough blocks to live with the loss of some.

However, imo, there never been an actual need to build a HUGE base in this game, it have normally

been something we do to kill some time.

 
Genuine question, is it pointless now to build huge bases other than cosmetics? Havnt found a purpose other then XP which is nothing compared to shooting hordes of zombies
I have players that build big or build small. It's a playstyle choice.

 
After playing through a few times, base building has gotten much worse in general, and its all because of the AI and gamestage. This will be a little long, but hear me out. In previous alphas I was a builder/grinder. As I got better at the game (strategy wise), I would increase the difficulty. My experience lead me to find the red Firehouse POI and use as my loot base (all steel walls) until I was far enough along to build my 'house'. Always built a horde base separate. First week, I would wander until I found the big book store, to get as many schematics as I could. This is strategy. And luck. My play style was to outpace the gamestage, to make sure my horde base was strong enough to beat them back.

Not an more.

Sadly, the new AI is easy to fake out. The kill-corridor is super easy to build and just works. They are not smarter. Just more predictable. I could live with this during the rest of the week, but when a hundred zeds are beating down the walls in all four directions, this is the real excitement. I used to experiment heavily with all the different traps. Fence posts, blade traps, dart traps, turrets. I would build defences that required more to be added on as the gamestage got to the point where green cops and wights were everywhere, and had random location and behaviour. Now, most traps and techniques for building are pointless. The kill-corridor and a sea of iron spikes are all you actually need, with a rad-remover AK. I keep reading how people think the game is won by day 30. You obviously havent played a gamestage 5000 horde. Thats end-game.

Not only has the strategy been stale-mated to the point where all the cool traps are useless, but the new level gating also is poorly unbalanced. This keeps you out of touch with the pace of the gamestage tremendously. By the time you get enough equipment to handle regular sleeper zeds, every POI is filled with ferals. By the time you equip to handle those, they are now all radiated. It would not be so bad if the player level was not added to the crafting (only) perks. Then you could chose perking your character strength OR making better equipment/armor/weapons. Right now, you have to be level 70 to make steel tools. Thats rediculous.

And quite frankly, you can loot better tools weapons so easily before you get the chance to make them. This ruins the progression. It used to be fun to finally find that last auger piece, or that rare schematic. It used to be fun to finally make a machette or a steel pickaxe at the highest quality because you earned it. The level gating in previous alphas worked well with the game, now its so out of proportion.

So yeah. Its difficult to be creative to see how to build a base now when the "cheap" way is so effective.

But for giggles, I did build one other base that handled well for gamestage 3000. Build a 8 x 8 tower 5 blocks tall using only 1/4 blocks. You need to arrange them so they 'stick together' at the corners. When your finished, it will appear to be full blocks that are floating in the air. All steel. The zeds could destroy more than half the blocks and it will not fall down. Make an iron bar cage up top, that overhangs slightly. Now shoot away from every direction. 100+ explosive crossbow bolts. The quarter blocks gives you visibility from every direction, and you can shoot through the spaces with the bolts in any direction. It alot of fun.

 
I forgot to mention one other thing:

Probably the biggest problem with this game right now is how it appears the changes are trying to balance single player vs multiplayer. When it comes to experience and perk system, there cannot be a balance between SP and MP if they follow the same rules. But during the A17.E to A17.3 versions, it was painfully obvious that the rules were going back and forth because SP was too difficult, and MP was too easy.

 
But for giggles, I did build one other base that handled well for gamestage 3000. Build a 8 x 8 tower 5 blocks tall using only 1/4 blocks. You need to arrange them so they 'stick together' at the corners. When your finished, it will appear to be full blocks that are floating in the air. All steel. The zeds could destroy more than half the blocks and it will not fall down. Make an iron bar cage up top, that overhangs slightly. Now shoot away from every direction. 100+ explosive crossbow bolts. The quarter blocks gives you visibility from every direction, and you can shoot through the spaces with the bolts in any direction. It alot of fun.
This is not the result of the new AI. In 16.4 this tower would have been as easy and zombiesafe. If you got the ammo, no zombiehorde is a problem. IF you got the ammo

 
This is not the result of the new AI. In 16.4 this tower would have been as easy and zombiesafe. If you got the ammo, no zombiehorde is a problem. IF you got the ammo
You are correct, this particular build would do good in both alphas. The only reason I brought it up is because it is a build that does not rely on tricking the pathing in A17. In A16, the horde would beat down from every direction, and not focus on a single point. This was actually more hectic. You didnt build bases to be 5 blocks thick in every direction. But in A17, once there is a weak point started, they all go running to it, making all your traps useless unless you fake out AI. And once you start faking out the AI, you quickly realize, the corridor trick is the most efficient. There is no reason to do anything more complicated. You could just sit there and kill only spiders and vultures and let the rest of them run around like lemmings until daylight, your perfectly safe. If you built that corridor in A16, you would not be able to keep them from destroying the platform your standing on in this design.

So the build I came up with was something different that has no reliance on AI pathing.

 
You are correct, this particular build would do good in both alphas. The only reason I brought it up is because it is a build that does not rely on tricking the pathing in A17. In A16, the horde would beat down from every direction, and not focus on a single point. This was actually more hectic. You didnt build bases to be 5 blocks thick in every direction. But in A17, once there is a weak point started, they all go running to it, making all your traps useless unless you fake out AI. And once you start faking out the AI, you quickly realize, the corridor trick is the most efficient. There is no reason to do anything more complicated. You could just sit there and kill only spiders and vultures and let the rest of them run around like lemmings until daylight, your perfectly safe. If you built that corridor in A16, you would not be able to keep them from destroying the platform your standing on in this design.
So the build I came up with was something different that has no reliance on AI pathing.
Right. But I do remember that in A16 the zombies were mostly/always coming from one direction only. They did spread out more than in A17 but they only hit one side really.

Also you can prevent zombies in A17 to make weak routes through your spike walls if you put them level with the ground, see CraterCreator's avatar for a hint. I used concentric rings of spike traps and concrete blocks for my last horde base and the zombies have not just made a path, they attacked in a wide formation and at the end of the nights lots of spikes in a wide angle were used up.

 
Right. But I do remember that in A16 the zombies were mostly/always coming from one direction only. They did spread out more than in A17 but they only hit one side really.
Also you can prevent zombies in A17 to make weak routes through your spike walls if you put them level with the ground, see CraterCreator's avatar for a hint. I used concentric rings of spike traps and concrete blocks for my last horde base and the zombies have not just made a path, they attacked in a wide formation and at the end of the nights lots of spikes in a wide angle were used up.
I’ve actually changed from digging a pit for my spikes to making a surrounding retaining wall for them. I place two rows of spikes above ground two levels high and then build a wall two blocks high around them with a single block ring around that. Works just as well and chopping trees feels faster to me than digging ditches.

 
I’ve actually changed from digging a pit for my spikes to making a surrounding retaining wall for them. I place two rows of spikes above ground two levels high and then build a wall two blocks high around them with a single block ring around that. Works just as well and chopping trees feels faster to me than digging ditches.
My rings are above ground as well, I even added 45 degree ramps at the border (for handicapped and senior zombies obviously). But your solution really sounds like an upgrade, will try it on my next horde base.

 
I know I've bitched about them being in horde nights, maybe they finally changed it and I just never caught on. :)

 
My current play through (horde every night) I build a 'pool' of spikes for them to run around in. With wedge/tip walls so that they dont have anything to beat on. I go through 110 wood spikes every day. They only last the first 30 minutes though.

Once I get an auger, that will turn into 110 iron spikes a day.

 
Greetings

Well if real building actually was useful once these "New Demolisher zombie.

Rigged with explosives he will plow through spike traps and explode when he reaches your walls. Shoot him in the flashing sweet spot to detonate him before he gets too close." arrives it'll be the final nail in the coffin for actual base builders. The only ones that don't build with cheesing of the AI intent. :crushed:

 
I'm gonna take this zombie to my lab and study him thoroughly. I can't imagine that the only way to stop this zombie is to let him explode.

 
@Sparks. Please stop posting in light gray. It’s extremely hard to read on mobile.

Also, you act as if the demolisher taking out your wall is inevitable. There is a way posted in the description you quoted to prevent your wall from getting destroyed. Actively participate in the defense of your base and you’ll always have a good chance of keeping your wall.

 
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final nail in the coffin for actual base builders. The only ones that don't build with cheesing of the AI intent. [/color] :crushed:
*eyeroll*

Oh good, well at least we know who the "real" base builders are, and that literally everyone else cheeses the AI.

Lord, people are so extra.

 
Is building pointless now? That's hard to say, before you had to build since the horde was coming in seven days. Prepared or not, on that seventh day you were going to have zombies out of the ass wanting to beat down your door. Now, you can choose when to have blood moon nights or if you even want enemies on the map. You mix that in with zombies no longer dropping loot, I believe that the scale on which you need to build isn't a massive scale as it use to be, considering zombies gave you things in return that was a return in your investment on the base upkeep.

I still build myself, just not on the same mold as other versions. The EXP gain from a horde night just makes my game stage shoot up higher than it needs to be, and I like to be able to take my time and not worry about running into radiated zombies, or other ferals so early in the game.

If the Fun Pimps do something more worth while with zombies or at least mix newly infected zombies that could be the markers for loot drops. Building might take more of a secondary objective compared to how it use to be in the past.

 
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