PC Stairs, barbed wire, and zombie pathing.

You need to build a path on all sides.so no matter which way they come, they got your run. Second thing is lose the door, if the zombie AI see's no way to get to you they will create one.

I built mine doing this way and have 8 dart traps and barbed wire paths. It's a reinforced concrete maze. This way you only replace darts and barbed wire and the every so often dart trap or motion sensor. Hell my friend told me to not put so much darts in so they can get some kills.

 
@Auner: thanks! might have to give this one a try and give up on my dreams of a modest 'sorta-maze'

@ravend: It seems like doors still attract them. For example, I was in the trailer park poi where the walls are 300HP, and one block thick, but inevitably the zombies inside went for the 2500hp door. But maybe the other variables are messing with that too.

This way you only replace darts and barbed wire and the every so often dart trap or motion sensor. Hell my friend told me to not put so much darts in so they can get some kills.
If I can get this thing to work and any of my friends say that, I will tell them they're free to go melee.
 
It seems they just go the weakest point. If you really want to prove some door attraction, have the door stronger than the walls.
Did you miss the extra zero on the end of the hitpoints he posted for the door? ;)

 
Did you miss the extra zero on the end of the hitpoints he posted for the door? ;)
As far as I know doors are only rated 75% of their HP anyway so the zombies still go to the doors even if the walls were weaker.

 
@ktr In case you haven’t heard of him, JaWoodle on YouTube does a ton of testing and cool builds. A great watch, and pretty informative most times.

 
JaWoodle on YouTube does a ton of testing and cool builds
So does Capoo. He updated most of his a16 tests to a17.2. Be careful that half JaWoodle's video are on 17.1 (he also updated most to 17.2; but its easy to confuse both).

 
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Exactly. This must have been a oversight in the first place. I believe they will definitely change that in the future.
From what I've read of the Dev posts the current AI is meant for bandits. They will tune it down for the zombies later on. Bandits should be smart enough to avoid traps.

 
From what I've read of the Dev posts the current AI is meant for bandits. They will tune it down for the zombies later on. Bandits should be smart enough to avoid traps.
They have already started tuning it down. A17.2 has introduced random stupid zombies that give up on their pathway and go into destruction mode on nearby blocks.

 
Thanks for the additional suggestions!

Now, for something a little strange.

I wanted to test the doors a bit more. So, I made rings of walls, two blocks apart with each wall made of stronger materials going towards the centers. The outer ring was reinforced wood, next wall was the 1000hp iron, concrete next, then reinforced concrete, and finally steel. There does seem to be some preference given to doors as long as the door isn't substantially stronger than the wall material. Zombies would target a 2500hp door in the reinforced wood wall, but totally ignored the vault door and went through the wall right next to it. Not unexpected, but here's the weird part.

When they got to the concrete layer, they seemed to ignore the door except for one lone Arlene who valiantly tried to beat down the vault door alone. However, the rest didn't just beat down a section of wall and come through. Instead, they made a loop around the entire wall and took out every other second block up. Once they took out one block, they would skip the next block (some minor damage) and then move to the next and tear it out - rinse and repeat.

 
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