VulpesHilarianu
New member
One of the things I've noticed running a single man random gen world with two hour days, default block hardness, and sixteen zombie horde nights, is by day forty nine things start becoming a bit too strong. By that time I'm usually around GameStage one thousand, have upgraded the rifle skill to at least three, have at least fifty skill with the bow, and have at least a level five hundred compound bow and hunting rifle. At that point I'm getting ferals pretty regularly as sleepers, with a few radiated zombies giving me a nice surprise. Challenging, but still something I can deal with even on horde night.
But by day sixty three when I'm usually close to GameStage fifteen hundred it becomes a slog to play. The recent day sixty three bloodmoon horde tore through my non-reinforced steel exterior wall that was two thick before I had managed to thin them out. In about a minute and a half they were inside and using eachother as fodder to get over the spikes while the last line of defense shotgun turrets shot at them. That's just ridiculous AI block DPS to deal with for single player. What's even worse is when you're going around looting (both in singleplayer and multiplayer), and getting entire houses full of just radiated feral wights, radiated fat cops, biker zombies, and military zombies. All for a freakin' kitchen full of metal cans and empty jars.
I believe the sleeper system needs to be adjusted to work with your GameStage and location so that high-level special zombies like that only appear in places like Vick Garrison's pawn shop, the hotel, Shotgun Messiah, Working Stiffs, the multistory Crack A Book, and office buildings. Places where there's a lot of POI-specific loot containers with mid or end-game loot. Going into a random adobe house and seeing two radiated fat cops that are bound to explode and destroy all the cabinets and dressers around them makes it a non-viable strategy to bring anything other than the AK-47 or exploding crossbow bolts. All because your GameStage is high, and completely disregarding the current POI type.
It irks me, because POI-specific spawns are a thing. Zombie nurses and hazardous workers in the hospitals for example, construction workers in the oil refinery, and zombie bikers and zombie strippers in the Boobie Trap. To have these radiated feral wights or radiated feral spider zombies spawn in basic structures like the log cabin or trailer home is a big flaw to me. For new players joining or those that haven't logged in in a while this spawn system is just unfair to them, because they go in looking for clothes or some water and end up wasting ammunition that's far more valuable. That is if they're not killed outright because they weren't able to prepare to deal with the high threat level.
For stealth characters who use silent weapons like the compound bow and the crossbow it becomes a question of whether you're lucky and can land those two or three consecutive headshots fast enough without the zombie screwing it up when they stand and rotate like a music box figurine to face you. Because otherwise they start running after you swinging wildly, and it becomes nearly impossible to deal with them without waking up the others and causing a rush.
In summary by late game looting's more luck than skill, and base defense becomes a question of whether or not you've got enough active defenses because block health doesn't matter.
But by day sixty three when I'm usually close to GameStage fifteen hundred it becomes a slog to play. The recent day sixty three bloodmoon horde tore through my non-reinforced steel exterior wall that was two thick before I had managed to thin them out. In about a minute and a half they were inside and using eachother as fodder to get over the spikes while the last line of defense shotgun turrets shot at them. That's just ridiculous AI block DPS to deal with for single player. What's even worse is when you're going around looting (both in singleplayer and multiplayer), and getting entire houses full of just radiated feral wights, radiated fat cops, biker zombies, and military zombies. All for a freakin' kitchen full of metal cans and empty jars.
I believe the sleeper system needs to be adjusted to work with your GameStage and location so that high-level special zombies like that only appear in places like Vick Garrison's pawn shop, the hotel, Shotgun Messiah, Working Stiffs, the multistory Crack A Book, and office buildings. Places where there's a lot of POI-specific loot containers with mid or end-game loot. Going into a random adobe house and seeing two radiated fat cops that are bound to explode and destroy all the cabinets and dressers around them makes it a non-viable strategy to bring anything other than the AK-47 or exploding crossbow bolts. All because your GameStage is high, and completely disregarding the current POI type.
It irks me, because POI-specific spawns are a thing. Zombie nurses and hazardous workers in the hospitals for example, construction workers in the oil refinery, and zombie bikers and zombie strippers in the Boobie Trap. To have these radiated feral wights or radiated feral spider zombies spawn in basic structures like the log cabin or trailer home is a big flaw to me. For new players joining or those that haven't logged in in a while this spawn system is just unfair to them, because they go in looking for clothes or some water and end up wasting ammunition that's far more valuable. That is if they're not killed outright because they weren't able to prepare to deal with the high threat level.
For stealth characters who use silent weapons like the compound bow and the crossbow it becomes a question of whether you're lucky and can land those two or three consecutive headshots fast enough without the zombie screwing it up when they stand and rotate like a music box figurine to face you. Because otherwise they start running after you swinging wildly, and it becomes nearly impossible to deal with them without waking up the others and causing a rush.
In summary by late game looting's more luck than skill, and base defense becomes a question of whether or not you've got enough active defenses because block health doesn't matter.
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