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1. Visibility - I don't honestly think this matters as if they couldn't see you personally they would still see the walls even if you were in a different location. Though I am not sure if the cannibals react to walls but I do know for a fact when I am inside my walls the cannibals still act as if they can see me even though there is no direct line of sight to me. I do not know if they can see through the walls or if it is the walls themself that give away my position but it is because of this that I do not think it matters. I think if you want to avoid cannibals alltogether then you need to build in a spot without any patrols or use the command to stop them from spawning.
2. Hill building - Use custom foundations instead of prebuilt cabins or custom flooring. This will level out the floor or structures you place on the foundation. You already mentioned you were thinking about doing this in your original post it and I have to say it really seems like the only way to keep structures level on hilly surfaces.
3. Cost of building - I agree when playing with few people it seems grindy. However if you have 8 people and 8 log sleds then that is 88 logs per trip. I think maybe they could scale the resouce requirements to the number of players in game to make it more equal in time spent gathering. Unfortunatly, as it is now, if you want to build faster you need more people working. You can also blow down groups of trees with dynamite instead of cutting down each tree which saves a lot of time especially if you have a lot of people to pick up all the logs and haul them back. Regrow was also added for this reason. If you find you are traveling to far during resource runs then regrow the trees and you can basically start all over and still have the base.
4. Cannibals destorying walls - Put defensive spikes infront of the walls in the direction cannibals come from. I have not had a wall destroyed since.
5. Safe base - If you want a safe base then just build in a spot that has little to no patrols. However you may find the game boring after you compete your base and no cannibals come to fight you there and you always have to walk somewhere to get in a fight. I personally like building in patrol areas because it is an endless supply of bones and they come to you so you do not have to transport bodies to a fire or build a new fire just to burn them in the location you traveled to.
The small native camp on top of the hill is a very popular spot for cannibal attacks, it has a lot of totems there that respawn. I like to make a combat camp there specifically for farming bones sometimes. Probably not a good spot to make your main base if you enjoy peace, there is a lot of activity there.
Build your walls out of rocks, theyre stronger and as far as I remember, can't be destroyed like wooden walls unless that has changed. Only your wooden gates will be vulnerable then, which you can use as a defensive choke point.
I'd recommend heading a but south of there, there is a village with tonnes of cloth spawns, nearby herbs, a pond next to one of the village huts for washing off blood and fishing, the cave entrance in one of the huts there has a really good booze stash, there's luggage spawn around the village campfire, deer spawns and red paint at one of the huts a way away from the centre of the camp, berry bushes nearby too. Everything you need really except for a pot. You still get good amount of action there but not as constant as the one you are at.
One day, they might teach the AI not to venture into deep water. lol
Dangerous base = build near a village or cannibal route. They have a few routes they use a lot! One is over by the cockpit, the shallow water there, they ALWAYS run across one side to the other.
But as JMTA says, u need an area with easy access to logs and all the other necessities. So building in the middle of the forest some where can be "easiest" in terms of building fast. Study the map and look for safe areas, it even marks some out at https://theforestmap.com
I'm pretty sure visibility matters. From what I gather from reading, they react to things like fire (from pretty far away) and being able to visibly see you. They don't always turn hostile, though.
The patrols, which go directly alongside our base, sees our walls and some of our build stuff, and depending on where they are, they can easily look into our base and see both our fire and ourselves. That's when they really come to investigate and sometimes charge our walls.
I think, by reading these replies, the location is fine.
We have the tail end spawn some items, there's suitcases right in front of the tail end on the cliff (which is the middle of our walled off section now), the cannibal huts themselves don't seem to spawn any cannibals, there's a tiny pond of water on the bottom of the cliff and there's fish in there, though we haven't walled that part off or made any sort of way to get down there.
I'm thinking of making a custom foundation platform that levels out roughly evenly with the cliff topside, hovering in the air, then building defensive walls along the cliff edge. Aside from the walls that will go on the platform, it should minimize the walls that we need to build on the hilly terrain.
The supply of bones is nice. We could experiment with traps!
The cost of building still sucks. It would be nicer if a cheap wall required not as much wood, and a strong sturdy wall would require grinding. That justifies the grinding, regardless of the amount of players. As in, even if you have a big group, building the cheap walls is still an option if you only care about concealment and want to have some quick walls up, I guess.
http://steamcommunity.com/app/242760/discussions/0/522728269274822084/
It doesn't quite clearly answer the question, though.
Is it the fire object itself, is it the light? And if it's the light, even walling it in won't do much since for some reason it will light up the outside of walls, as well.
Sorry I may have not been clear enough and it seems you misunderstood me. I did not mean that there is no visibility. You are attempting to hide a base in a patrol area and that is what I am responding to, not visbility overall. I am saying I think in this situation they are going to see you pretty much no matter what you do to make it so your base is not visible hence why I don't think it matters (though I could be wrong as I am just going from my experience). As the cannibals cannot see over my walls and I can sit in the pitch black (crouched) and they still scream and charge as if they can see me. So they either see me through the walls, can smell me, or it is just simply my base that gives me away (I don't honestly know which). But my base could be in more of a danger zone than your base. Anyway, from my own experience, it don't matter how dark and hard to see my base is. Unless I build in a safe area without cannibal patrols the cannibals come and attack my base every night regardless of how visible my base or I am.
I can't believe the difference that makes. In building ♥♥♥♥, in fighting off cannibals and heavy mutants.
Which is also what irks me with the game. Those are the things that kind of force you to play with a certain minimum amount of players, because there's no balanced/plausible solution for when you're playing solo or with just two people.
Heck, you could just have one of each type (one wall instead of different types) and have resources like logs, reinforced planks, stones as a more and more grindy progression that as a reward offers much more durability and protection.
It would still allow a coop party to dump down cheap walls if they want to focus on somethign else - accepting the consequence of having cheap walls, and it also allows solo or two man teams to go for more grinding to upgrade their ♥♥♥♥.
It's a simple design elemnt that devs need to make decisions on and to my opinion, most devs tend to take a route that ends up being more annoying than interesting. With games where there's base building.
Right now everything costs a ♥♥♥♥♥♥♥ of resources, you can't haul much of it, there are serious consequences to grinding that many resources and in the end after all that work, it's not even really worth it because the cheap walls get destroyed too easily and the tough ones cost much much more.
Heck, it would be nice if we could upgrade things as well, or replace things with not as much a loss of materials.
The loss of materials, as it is now, is not the right way to balance the lack of durability (by age/weather/anything but direct damage). It just creates more frustration.