You've hear'd terrible wrong.I haven’t played since A16 due to hearing how unviable base building became in A17, so I wanted to know if that’s changed in A18. Please let me know your thoughts. Thanks.
It will be different from A17 and A16. Whether it is viable must be decided by each individual.I haven’t played since A16 due to hearing how unviable base building became in A17, so I wanted to know if that’s changed in A18. Please let me know your thoughts. Thanks.
This is probably a fair statement. I feel this was probably one of my main goals when I played. I wanted to build a super base that could dominate the zombies (as long as it was challenging, but feasible). Figuring out optimal base designs that became nearly impregnable was enjoyable for me.If I am reading between the lines of your post, I am hearing "can I make an impenetrable base in A18"
Definitely doable in A17. I have a base like that currently. Working on cleaning up my electrical on blade traps and such, but it's relatively zombie proof.This is probably a fair statement. I feel this was probably one of my main goals when I played. I wanted to build a super base that could dominate the zombies (as long as it was challenging, but feasible). Figuring out optimal base designs that became nearly impregnable was enjoyable for me.
When I watched that vid the first time, I felt as though he was reading my mind.For those who honestly don't know what some people dislike about A17 basebuilding, G4K lays it out quite adequately here:
Yes, this. Exactly this.For those who honestly don't know what some people dislike about A17 basebuilding, G4K lays it out quite adequately here:
From what I've seen so far, there will be a greater variation in zombie behavior. Some will run straight towards you while others will follow the optimal path. However, these "stupid" zombies are not comparable to those of A16 because they have the destruction mode. If they don't reach you then they will start destroying the blocks in the area. Stilts bases and kill towers are therefore no longer as effective as they used to be.Like G4K, I think I want the base zombies to be dumb and just follow me around and not bee-line for the weakest point of my base. I want the special zombies to attack the weak points of my base and the dumb zombies to take advantage of any openings they make. That's my preferred zombie AI I believe.
If you like the new AI, that's certainly good for you. Some, I dare say "many", dislike it, and G4K, undeniably both an enthusiast and a veteran, eloquently explains why.G4K says in his video he wants a dynamic hordenight. For me this translates into "I want to run around, shoot zombies, throw grenades and Molotov cocktails". Basically the same what you do in a zombie shooter.
I'm not a fan of this kind of defense because base building doesn't matter here. You can also stand on the roof of a stable POI and punch some holes in the roof to shoot at the zombies. There is no real strategy behind it.
For me base building means that you have a strategy. It is more than building a concrete box and placing a bunch of spikes. In discussions the comparison with medieval castles is often made. These were far more than just a few towers and massive walls. Schadiversity has made a good video on the principles and strategies behind certain castle design: