7 Days to Die

7 Days to Die

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SinisterPoem Jul 3, 2020 @ 12:27pm
why even bother about Blood Moon?
I nerf the blood moon heavily in settings and even like that I can hardly be bothered to not just die and skip to next morning.
Zombies gives the same amount of exp, run like maniacs, always know where you are and just keep coming til 2 am (with my nerfed settings, at least). It's a massive resource drain, too, if you're trying to fight back with guns.
The only drawback to dying is you lose some progress to next level, as far as I can tell. And I'd argue even that is made up with the night skip so you can go explore and do quests, and not sit through the night doing miscellanous stuff in your base for about 10/15 minutes, or however night is long .

Someone care to explain to me if I'm missing some fun gimmick about blood moons? They're just a drag for me.
Originally posted by Kuromiya:
Originally posted by SinisterPoem:
Ho boy, is this community lively. Was expecting something like 6 replies after 2 days, not this.
Anyway.
Things we learned thus far:
* you can change a lot in the settings, which is nice
* BM horde is massive EXP (I don't think any particular zombie is worth more EXP during blood moon though? even though they run (or whatever you allow them to in settings) straight at you, through the path of least resistance. So how is this massive EXP any different from going into random shamway factory or whatever and just plunging yourself into the horde trapped inside? except the fact running into shamway happens when YOU choose to do it)


I guess I formulated the problem in the wrong way. Let me start again.
I'm a pragmatist. I don't like doing ♥♥♥♥ if it doesn't provide me any form of reward.
Bare minimum for me would be +% to exp for killing BM horde. Or improved loot drop chance (which is 3% on zombie kill, afaik).

Even without %exp, the amount of exp you get for actively killing stuff during a Bloodmoon is massive, especially if you crank up the number of spawns. I can go a whole week without leveling once, then when a hoard hits, go up three to six levels in one night.

The key is volume. Clearing out Shamway is nice, but you're getting maybe four or five zombies at a time, every few minutes. Clearing out a BM is like fifteen to thirty zombies, every single minute.

I don't really like BMs, as I'm a builder/explorer, not a tower defense kind of player. But it's the only practical way to grind levels, especially later in the game.

-edit- Plus, you can use %exp consumables during a BM and get even MORE exp. It's not uncommon to see exp popups get to 10,000+ before they get a chance to expire.
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Showing 1-15 of 74 comments
Triggerhappy Jul 3, 2020 @ 12:36pm 
If you build a base that can manage them and are able to gather enough ammunition per week, then they're super easy xp. If you want you can join in my game and I can show you a really simple yet very effective horde base design.
Vod Jul 3, 2020 @ 12:55pm 
You can turn off blood moon if you hate it so much.

On A18, you could also just find one of the brick buildings and knock out the stairs and throw molotovs down on the zombies at the bottom of the stairwell. I haven't tried it on experimental yet.
Floss Jul 3, 2020 @ 12:57pm 
my day 7 and 14 were over before 1am......
[MNI] Kisune Jul 3, 2020 @ 1:37pm 
Well the Blood moons are just that
A horde style event that just has you defend ageinst a mass of zombies

as for wheter it is a "good" part of the game
well i like it its a massive exp boost gives some loot tests your design ageinst zombies

Sure it drains Matterials but when are you ever gonna use them otherwise?
i mean since you seem to be somebody that likes quests well most quests have like 120 buckshot 150 magnum rounds etc as a rewards (atleast very commonly and thats even reffering to tier 1)
thats clearing a house maybe 10 to 20 bullets and you get 6 times as much in addition to all the loot in the house and additional money so you can buy a couple hundred extra rounds
As for Normal base defense Well its rare to even have zombies attacking you outside of this event so yhea no need to build any walls at all otherwise

Running is just a default on night and if you dislike it just turn it off (there is a seperate setting for bloodmon and normal night speed)
Them knowing where you are yhea well i guess that (and their number) is a disadvantage but frankly not a huge concern as long as you would have stamina not get cornered or just not have them run

Only Drawback to dying is you loose some progress to the next level
yhea well that is litteraly how death works in here?
i mean people cure wounds bye suiciding so being able to pass a whole horde night is always gonna be worth it (if you want to) unless they majorly rework death and from what i saw the communitie generaly speaking aint the type to go for hardcore survival or very difficult games
so i dont think realy punishing the player for death should be added
Tux Jul 3, 2020 @ 1:50pm 
so basically way back in the day the real main attraction to this game for most people if not the vast majority of people was the Tower Defense aspect of the game. If you look at all the building blocks in this game like spikes, darts etc, it should become fairly obvious that base building in this game is not supposed to be The Sims, no its focused on Tower Defense.

So..if the game has gotten to a point which 'why have blood moon, or 'just turn it off bro' is a reasonable statement then its good evidence the game as strayed.

I dont think it has strayed in the respect of blood moon specifically but I do think its strayed away from crafting and building in general
Last edited by Tux; Jul 3, 2020 @ 1:51pm
Lady MacBeth Jul 3, 2020 @ 1:57pm 
My only grip has been blood hound zombies automatically finding the path of least resistance. Not a huge fan of when they made that particular change, but it is what it is.
cellF11 Jul 3, 2020 @ 2:26pm 
I likely restart early horde by relog(for xp). Maybe look at another TD games like Sanctum and reconsider your tactics,for example simply take over premade buildings and gate-ing entrance to 2F would work well at early, choke point and crowed control. Shotguns and molotovs are good AoE weapon for that.
Homing zombie means you can bait them too, just hop away onto another end of box wall and make them reroute while you fix doors at this side.

However mining&base building can be really time consuming in recent version for solo player.for that case you can look through progression.xml and increase bonus from mining perks.
Most of time I dig all blue sheet blocks come across and buy all cobble at trader so not much problem with vanilla game.

Same for night you can walk around once you got AK and headlight.Have some good armor too since new injure system can do really nasty.

Voilodion Jul 3, 2020 @ 2:41pm 
Originally posted by SinisterPoem:
Someone care to explain to me if I'm missing some fun gimmick about blood moons? They're just a drag for me.
The practical benefits to fighting bloodmoon hordes are getting a lot of kill xp in a short period of time and bag loot proportional to those kills.

The less quantifiable benefits are the excitement and sense of accomplishment from a drawn-out and frantic battle and seeing your defensive plans and base designs succeed, particularly as the hordes get stronger each time.

These benefits will matter more to some players than others, which is fine. Being able to engage or avoid the bloodmoon horde using settings or in-game features (hide on a roof, drive around all night) is one of the game's strengths, in my opinion. Make it the game you want it to be.
Tux Jul 3, 2020 @ 2:42pm 
Originally posted by cellF11:
I likely restart early horde by relog(for xp). Maybe look at another TD games like Sanctum and reconsider your tactics,for example simply take over premade buildings and gate-ing entrance to 2F would work well at early, choke point and crowed control. Shotguns and molotovs are good AoE weapon for that.
Homing zombie means you can bait them too, just hop away onto another end of box wall and make them reroute while you fix doors at this side.

However mining&base building can be really time consuming in recent version for solo player.for that case you can look through progression.xml and increase bonus from mining perks.
Most of time I dig all blue sheet blocks come across and buy all cobble at trader so not much problem with vanilla game.

Same for night you can walk around once you got AK and headlight.Have some good armor too since new injure system can do really nasty.

as a single player my main objective is to get a base up and running sooner rather then later, its how I perfer to play. So what I would do as a single player is put points into lucky looter because I didnt want to waste points on things like Forge, bike parts or whatever etc. Then I would start to put points into building and a bicycle. That almost always left me with nothing points wise, so I would find myself hammering stone with a Q(whatever I was able to find) pickaxe for a loooong time. until I gave up eventually.

maybe I was 'playing it wrong' but to be honest all I was trying to do was to play the game how I liked to play and how I did years before. I just wanted to get a base up and running, but it turned into a whole new thing...didnt like that.

changing a game from 'you can' to 'you cant unless you get the right perks in the right place' is not a fun experience for me
Last edited by Tux; Jul 3, 2020 @ 2:44pm
[MNI] Kisune Jul 3, 2020 @ 4:19pm 
Yhea thats the one drawback with the Current implementation of the perk system
you basicaly get a class like you would in killing floor
one has explosives and heavy weapons the other has turrets and semi cc etc
Problem is breaking stuff crafting looting breaking stuff hunting and farming are all in seperate skill trees meaning even if you only do half of whats there you always have to take like 3 seperate attributes at once making any specialisation or progress very slow
or accept that you suck at something and stay away from it
cellF11 Jul 3, 2020 @ 4:22pm 
Originally posted by Tux:
as a single player my main objective is to get a base up and running sooner rather then later, its how I perfer to play. So what I would do as a single player is put points into lucky looter because I didnt want to waste points on things like Forge, bike parts or whatever etc. Then I would start to put points into building and a bicycle. That almost always left me with nothing points wise, so I would find myself hammering stone with a Q(whatever I was able to find) pickaxe for a loooong time. until I gave up eventually.

maybe I was 'playing it wrong' but to be honest all I was trying to do was to play the game how I liked to play and how I did years before. I just wanted to get a base up and running, but it turned into a whole new thing...didnt like that.

changing a game from 'you can' to 'you cant unless you get the right perks in the right place' is not a fun experience for me

yeah,I don't think recent version designed to build things very early(to use POI for temporal base instead) that can be bit lazy for classic sandbox builder from old times...maybe it could have more primitive tier blocks of old version and cheaper protection like rope fence?

But if it was RTS raid and scout is always needed early so I can take current one as modern balance.
cellF11 Jul 3, 2020 @ 4:29pm 
Originally posted by MNI Kísune:
Yhea thats the one drawback with the Current implementation of the perk system
you basicaly get a class like you would in killing floor
one has explosives and heavy weapons the other has turrets and semi cc etc
Problem is breaking stuff crafting looting breaking stuff hunting and farming are all in seperate skill trees meaning even if you only do half of whats there you always have to take like 3 seperate attributes at once making any specialisation or progress very slow
or accept that you suck at something and stay away from it

yep,I'm thinking 3x skillpoint is normal difficulty for soloplay tbh. I'm just on test/challenge myself for default setting.
MagnusGrey Jul 3, 2020 @ 4:32pm 
I mean you honestly don't need that many perk points on crafting stuff. The recipies for pretty much everything (along with the thing itself) are found across the game and at the trader. You can eaisly get a workbench, bicycle, etc without spend a single point to do so.
MagnusGrey Jul 3, 2020 @ 4:34pm 
Oh and my early bloodmoons seem a lot weaker than before, like 20-30 zombies tops and end by like 1 am, so not sure how you are getting them to last all night.
Tux Jul 3, 2020 @ 4:34pm 
Originally posted by cellF11:
Originally posted by MNI Kísune:
Yhea thats the one drawback with the Current implementation of the perk system
you basicaly get a class like you would in killing floor
one has explosives and heavy weapons the other has turrets and semi cc etc
Problem is breaking stuff crafting looting breaking stuff hunting and farming are all in seperate skill trees meaning even if you only do half of whats there you always have to take like 3 seperate attributes at once making any specialisation or progress very slow
or accept that you suck at something and stay away from it

yep,I'm thinking 3x skillpoint is normal difficulty for soloplay tbh. I'm just on test/challenge myself for default setting.

that does have a cost though, which is gamestage.

If one wants a solo game play that is easier then the lowest setting for 'difficulty' and they want to have many unlocks they are going to have to adjust the gamestage multipler or give themselves extra Perk Points.
possible, for sure but it would involve digging in the XML file which also affects all your saves as well so best not forget the change
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Date Posted: Jul 3, 2020 @ 12:27pm
Posts: 74