PC One step forward two steps back

As of about 3-4 weeks ago, horde night death loop was still a thing on Darkness Falls Mod. Always have to have a retreat plan.  Mine is to have a bridge to a solid building from my hoard base where I can just cheese out the rest of the night being unreachable on the roof.
mods can break/change mechanic

in vanilla A19 they lose tracking when you die

but if any zombie detect you by seeing you or getting shot blood moon will return to normal giving you choice to hide or return to battle

 
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I feel like the issue with the Death Penalty/Reward isn't that makes Critical Ailments pointless and their remedies redundant... but rather the ailments are too long, so players do find trading the minimal XP penalty (and the teleport can be a boon or flaw) for a cure-all a profitable trade. Now, one could just retain the ailments after death and just deny the trade, but then death becomes rather annoying (and if you can't recover or get multiple status effects before death... because crit-chains appear to be a thing it might playing unenjoyable) which could lead to them just not playing the game. It has be a careful balance.

Instead they could make the trade more unfavorable towards death (either reduce annoyance of ailments or increase the death penalty), or they could go Rogue-Like and make dying a feature, and instead having survival be sort of a challenge mode. By the way... how you die could also be used to determine a respawn penalty (ie. die by thirst or hunger... stamina penalty, die by fall damage... stealth/movement penalty, combat damage... reduced damage, etc.)

 
they definitely need  to stay through they are punishment for mistake ...  but not severely crippling

death is supposed to be punishment  ... not reward or intentional behavior

for lenght .. each of them have multiple ways to cure them by common consumables  raid any popnpills and you  have  5-10  items to cure each one on day  1 even withou pharmacies ... all of them are extremely common in loot  (recipe for vitamins would be nice tho)

1-2  hours isnt that much ... especially considering there is  perk that drastically  reduce this duration ...

yes that perk used by 0% people who whine about crits on forum

sadly nothing can help people who refuse to use mechanics they have to counter crits .. and then go complain on forum about crits thats same as using wrench for combat and complaining how weak it is

btw heavy armor counter them easily ... with maxed one  i  die  2-3 times on average before getting debuff iam sorry  but if  you get  300-450  damage so often  it bothers you then you need to adress gameplay to start with ( not to mention many people  abuse padded  armor  with bugged negative stealth penalty and 0 stamina penalty  and thats literaly asking for all ailments in game )

problem with  7 days is extremely accesible healing

passive heal .. food heal painkillers even single aloe heals 30hp  in a18  you could go through  thousands of hp per poi and just spam easily obtainable items to counter it ...  A19  discourage people from getting too many hits by small chance of crit and thats definitely positive change

not to mention lacerations have very small impact and concussion is more annoying than impactfull

 
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meganoth said:
I agree, but maybe new players don't have good ideas how to proceed in such a situation. So here are a few hints:

Obviously you need to be more careful. In essence lose some time and efficiency to play it safer.

1) Always have a path in view to exit the POI at signs of danger. Even slowed you are faster than basic zombies and can run away from them around the house without failing the quest. Shooting them with a bow outside the POI is always easier than inside the POI

2) Block doors. You can put a wood frame into a door (and upgrade it) before shooting at anything inside. Makes it possible to use the bow even on approaching zombies.

3) Block doors with spike traps. Even better, you might also damage them. 

4) Add ladders to high walls, with the lowest two rungs missing. This gives you a defensible position. Lure zombies to this room, kill them from above.

5) Do you already have a turret but only use it on special occasions or never. Well, this is such a special occasion
My approach has been to focus on survival in early game, investing in strength, health, stamina.  I try to get the best scrap (heavy) armor I can find.  I tend to favor investing in clubs for early melee before I find guns.  About level 30 I start working to my combat specialization(s) ( int, str, agi, or mixed).  I might switch to light armor then before investing in any heavy armor perk.

Your list is excellent tactics, and especially to plan a fallback position.  I try to prepare for the rush every time I open a door.  My wife and 2 boys are more the "kick down the door and unload the shotty until nothing is moving" which becomes a problem later when many sprinting, irradiated specials don't die very quickly.  I try to keep bandages on me always, then splints, vitamins, & antibiotics in my vehicle storage.

 
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