Jenshae
New member
=================Wow, okay. So all the people struggling with horde nights thinking of modding things like demos out could easily just lower the number to what feels right for them can do so? That's probably what I would do...��
OP:
Day 29 after the 4th horde.

Day 36 after the 5th horde.

We went from a pretty regular horde on Day 28, with some cops to 90% radioactives + cops + demolition zombies on Day 35.
Hordes 1, 2, 3 and 4 all progressed in increasing difficulty, such that we could build, improve and cope with what was coming.
I don't know what triggered such a huge leap in horde difficulty but there is no way that we could have prepared for that without using creative mode, cheats and or server mods.
We were role focused, I have some agility for hunting, loads of intelligence for crafting.
My friend is strength with mining and does the upgrading.
Another of us does houses, looting and has skills to talk with traders.
We all have 4-5/5 skills in looting.
We hadn't even unlocked electricity yet. Loot tables were against us.
We have the odd QL6 item that we found, some blues but mostly we are on yellows and greens. Mixed armour, different weapons to split out the ammo types.
We simply can't find enough food, produce enough resources, defend the base from screamers and upgrade fast enough to build against such a jump in difficulty.
As a result, I will be waiting with the /killall command to see what happens in the next horde and I have resorted to cheating the base back in to what it was at least.
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Testing the next horde
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===================So, I cheated in a base.
Day 42
Me
Level: 54
Game Stage: 159
Friend
Level: 48
Game Stage: 153
Deduct the 4-5 levels we gained this night.
We beat the horde but it has two cheats:
1) Down the East and West side there are arrow slits that the zombies don't want to walk over.
2) On the South and North side there are "infinite bridges" where the zombies can't cross the steep slopes and keep climbing.
(I would have survived the night if my friend hadn't mistaken me for a zombie and shot me when I was out on the bridge trying to reload the turrets.)
Further, we made some game setting changes:
1) Blood Moon zombies only Jog (ferals still run at Nightmare speeds)
2) Zombie block damage was down to 50%
We barely made it through the night, as you can see from the second image, the bridge was nearing collapse and they would have started super bashing the core of the base after that.
At this point in our game progression, this game stage, unless from Day 1 we were building toward this exact base, knowing the cheats and developing this, I am not even sure we could have built it well enough to survive this horde.
I think the (horde <--> game stage) progression curve is too steep.
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I agree that the zombie AI could be better, the zombie abilities more interesting and that zombie AI + further optimisation is probably what the game needs the most.
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That part of it never really bothered me. I would be fine with the max 64 alive. The limitations are real, and I accept that... but they should too. There are a few special zombies, but the vast majority of them are the same. They attack your base the same.Ideally, I would want a variety of attacking and a variety of possible defenses that focus on those. I have hard time explaining these thoughts so maybe listing all the things will help describe the kind of TD I would expect from the game...
I wish...
- that turrets had settings that prioritize targets within range (choose from closest, furthest, weakest strongest)
- to place 9mm turrets to handle bunches of fast but weak zombies.
- for a turret or weapon that might not damage zombies much, but disperses them as crowd control to handle the group zombie damage bonus they get.
- for another turret that is a step up from the one above that does the damage as well with a very slow rate of fire and requires some thought for the prefect placement.
- for ranged defenses to help take out the zombies with ranged attacks (the spitters) also slow rate of fire, requires nice placement.
- for some zombies to climb walls... and not just because that's the shortest path. They might decide to take an alternative route to the roof and then smash down to get me.
- for defenses to prevent said wall crawlers from doing that.
- for a trap that dismembers again.
- for spider zombies to have an attack while in the air.
- for blocks that make it hard for zombies to jump off of.
- for blocks that are good at explosion defense, but weak for direct zombie attacks.
- for blocks that are good at zombie attacks, but weak for explosions.
- for some zombies to fit through 1 meter holes.
- for demolishers to be super slow (it's only fair for the damage they do) so you have a chance to at least snipe them.
- that I could shoot the demolisher's button twice for an instant explosion
- that blade traps could be placed to safely hit a demolisher's head again
- for zombies to try something else and not loop
- for an advanced barbed wire that also causes bleed
- that the mines had noticeable radius differences
- that each of the not-so-special had different tower-attacking behavior, forcing me to place all mentioned defenses in strategic ways. Perhaps one tends to always attack supports, another is bothered by the turrets and targets them, another targets traps, another always wants shortest path to player.
- for at least one zombie immune to electric fence, but weak against other things
- for some zombies to be especially good at withstanding explosives, but weak against other things
- for survival reward that matches the upkeep
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