7 Days to Die

7 Days to Die

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Mugginns Aug 3, 2020 @ 6:43am
Barbed Wire Defence (Infinite Loop)
So, the last time I played was about a year ago and that's when I discovered you could use the barbed wire screen to cause an infinite knockback loop, which pretty much made any base near impenetrable (not so good against dogs and the like). I see they've taken that particular block away from us but I think I've improved on that old recipe.
Layout:
  • Block
  • Barbed Wire Fence
  • Space
  • Block

So, what I've found so far is that, again, since you can technically move through barbed wire the ai will try to jump the ground level block. For whatever reason, they can't get past and just slide back down but this time without the stun animation. I also found that boars can't jump through the gap either and will get stuck in a loop of trying to jump through to murder you. The extra odd thing is that when I removed the lower block to move through, I was also being stopped until I crouch my way through.

Just thought this was another interesting feature people might like to take advantage of before it gets taken away.
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Showing 1-15 of 26 comments
Subarc Aug 3, 2020 @ 2:32pm 
I hope they dont patch it out, im tired of the FP patching things out that should be a choice in game play. Pretty soon the Zombies are going to be able to breach anything put in front of them in record time. People like to call what you are describing as an exploit. I do not agree. Wanna talk exploits lets talk about the insane skills these zombies have, especially since A17. Genius parkour masters with fists of titanium. They can already run across blocks they shouldnt be able to, jump gaps they shouldnt be able to, find you with pinpoint precision no matter where you are, spawn inside your base if its too big, etc. I want A16 zombies back, they were more unpredictable and realistic, for a made up entity with mush for brains anyway.
Raithon Aug 3, 2020 @ 5:06pm 
Originally posted by Subarc:
I hope they dont patch it out, im tired of the FP patching things out that should be a choice in game play.
How exactly is fixing "exploiting a broken game mechanic" akin to "patching things that should be a choice"?

Also, you should have read some of the changes with the AI. They've been working on bandit AI and using it on the zeds since a17. Actual zed Ai will be like a16 but with more randomness and less chance of getting hung up in circles. The developer faatal has talked about this in depth in the dev diary.
dawnppelganger Aug 3, 2020 @ 5:29pm 
Originally posted by Mugginns:
So, the last time I played was about a year ago and that's when I discovered you could use the barbed wire screen to cause an infinite knockback loop, which pretty much made any base near impenetrable (not so good against dogs and the like). I see they've taken that particular block away from us but I think I've improved on that old recipe.
Layout:
  • Block
  • Barbed Wire Fence
  • Space
  • Block

So, what I've found so far is that, again, since you can technically move through barbed wire the ai will try to jump the ground level block. For whatever reason, they can't get past and just slide back down but this time without the stun animation. I also found that boars can't jump through the gap either and will get stuck in a loop of trying to jump through to murder you. The extra odd thing is that when I removed the lower block to move through, I was also being stopped until I crouch my way through.

Just thought this was another interesting feature people might like to take advantage of before it gets taken away.
I have been brainstorming and talking to my friends for ideas about having no barbed wire in A19, only wood barb wire fence that doesn't upgrade or stack or stick to walls, etc. So thank you for the idea of what you CAN do with wood barb wire fences.
RobbEJay Aug 3, 2020 @ 6:50pm 
Originally posted by linewalker:
Originally posted by Subarc:
I hope they dont patch it out, im tired of the FP patching things out that should be a choice in game play.
How exactly is fixing "exploiting a broken game mechanic" akin to "patching things that should be a choice"?

Also, you should have read some of the changes with the AI. They've been working on bandit AI and using it on the zeds since a17. Actual zed Ai will be like a16 but with more randomness and less chance of getting hung up in circles. The developer faatal has talked about this in depth in the dev diary.

Because most of the things they've 'fixed' weren't "broken" mechanics, they were functions of the game that worked as they were supposed to but used in unexpected or unintended ways. Its understandable that the devs would want to change things, but its not hard to see how some players would feel that they're trying to defeat the player either when creative ideas get squashed for working 'too well'.
FT Aug 3, 2020 @ 9:19pm 
I'm probably misunderstanding the build instructions, because this isn't working as described. Can you clarify the instructions a little more, or post a screenshot?

As for being an exploit, zombies bumping against or walking through the current barbed-wire fences degrades them until they disappear. A horde can knock a couple barbed fences out within a few seconds simply by brushing against them repeatedly. So I doubt this is ever going to be a foolproof setup unless the zombies are mostly kept away from even touching the barbed-wire altogether.. or if it can work with several several layers.
Last edited by FT; Aug 3, 2020 @ 9:22pm
SiEgE Aug 3, 2020 @ 11:09pm 
Originally posted by linewalker:
Originally posted by Subarc:
I hope they dont patch it out, im tired of the FP patching things out that should be a choice in game play.
How exactly is fixing "exploiting a broken game mechanic" akin to "patching things that should be a choice"?
He said "patch out", and I think he meant "removed completely". I would also hate to see a feature of stopping z's by slowing them down with a barbed wire being completely removed from the game. TFPs should definitely PATCH AROUND IT, just so zs will have more ways to penetrate such bases, and not just be glitched into an infinite loop.
Last edited by SiEgE; Aug 3, 2020 @ 11:11pm
FT Aug 3, 2020 @ 11:34pm 
Originally posted by SiEgE:
TFPs should definitely PATCH AROUND IT, just so zs will have more ways to penetrate such bases, and not just be glitched into an infinite loop.
The current barbed wire can't cause an infinite loop glitch because any time a zed interacts with the fence causes it to wear down. After a few dozen bounces the fence will disappear. They don't need to hit it or anything...just touch it or glitch off it.
Last edited by FT; Aug 3, 2020 @ 11:35pm
SiEgE Aug 4, 2020 @ 12:45am 
Originally posted by FT:
Originally posted by SiEgE:
TFPs should definitely PATCH AROUND IT, just so zs will have more ways to penetrate such bases, and not just be glitched into an infinite loop.
The current barbed wire can't cause an infinite loop glitch because any time a zed interacts with the fence causes it to wear down. After a few dozen bounces the fence will disappear. They don't need to hit it or anything...just touch it or glitch off it.
Depends on a resources:benefits rate, I guess. If restoring the fence costs you almost nothing, while zs are dying in packs, then it is definitely unbalanced.
RawCode Aug 4, 2020 @ 1:14am 
without usage of "exploits" zombies are just absurd, there are absolutely no reasons to make walls or anything, as zeds just chew anything, ever steel blocks, only reason to make some kind of base is funnel for killbox, but you can just dig 2 deep trenchest for superior results, as you will be able to move around freely and shoot freely.

SiEgE Aug 4, 2020 @ 1:51am 
Originally posted by RawCode:
without usage of "exploits" zombies are just absurd, there are absolutely no reasons to make walls or anything, as zeds just chew anything, ever steel blocks, only reason to make some kind of base is funnel for killbox, but you can just dig 2 deep trenchest for superior results, as you will be able to move around freely and shoot freely.
Just crank down that "zombie damage to blocks", and your bases with steel walls are now an impenetrable fortresses you can sit inside for the entire bloodmoon.

You still don't need a way to abuse AI and its abilities to just.
RawCode Aug 4, 2020 @ 7:44am 
Originally posted by SiEgE:
Originally posted by RawCode:
without usage of "exploits" zombies are just absurd, there are absolutely no reasons to make walls or anything, as zeds just chew anything, ever steel blocks, only reason to make some kind of base is funnel for killbox, but you can just dig 2 deep trenchest for superior results, as you will be able to move around freely and shoot freely.
Just crank down that "zombie damage to blocks", and your bases with steel walls are now an impenetrable fortresses you can sit inside for the entire bloodmoon.

You still don't need a way to abuse AI and its abilities to just.

what about disabling zombies and bloodmoons?
it should be valid solution by your "logic"?

currently game discourage building anything, because ever steel walls on 25% of damage will be broken eventually, you do not actually need bloodmoon for this.

on default settings no walls will protect you and this basically eliminate entire point of making walls.
SiEgE Aug 4, 2020 @ 8:50am 
Originally posted by RawCode:
Originally posted by SiEgE:
Just crank down that "zombie damage to blocks", and your bases with steel walls are now an impenetrable fortresses you can sit inside for the entire bloodmoon.

You still don't need a way to abuse AI and its abilities to just.

what about disabling zombies and bloodmoons?
it should be valid solution by your "logic"?

currently game discourage building anything, because ever steel walls on 25% of damage will be broken eventually, you do not actually need bloodmoon for this.

on default settings no walls will protect you and this basically eliminate entire point of making walls.
Abusing AI is as logicless, as, pretty much, disabling zombies, or making an impenetrable base.
Last edited by SiEgE; Aug 4, 2020 @ 8:50am
Mugginns Aug 5, 2020 @ 4:51am 
Originally posted by FT:
I'm probably misunderstanding the build instructions, because this isn't working as described. Can you clarify the instructions a little more, or post a screenshot?

As for being an exploit, zombies bumping against or walking through the current barbed-wire fences degrades them until they disappear. A horde can knock a couple barbed fences out within a few seconds simply by brushing against them repeatedly. So I doubt this is ever going to be a foolproof setup unless the zombies are mostly kept away from even touching the barbed-wire altogether.. or if it can work with several several layers.

Sorry for the delay, I just got up. I've not shared a screenshot before but I think this is correct(?):
https://steamcommunity.com/sharedfiles/filedetails/?id=2188149340

I would like to point out that it's not impenetrable, crawling zombie can end up breaking the lower block and get through which in turn lets in anything that isn't 2 block in height. I've also not seen how the leaping zombie interact with it, and the vultures can of course get over it.
JimmyIowa Aug 5, 2020 @ 5:08am 
Originally posted by RawCode:
currently game discourage building anything, because ever steel walls on 25% of damage will be broken eventually, you do not actually need bloodmoon for this.

It doesn't discourage you from building in general. You can build structures that funnel zombies where you want them, structures that slow down zombies and line them up single file for 1 at a time melee killing, structures that allow you to stay out of reach of zombies when you need to heal or used ranged, etc. Not everything has to be a basic wall type barrier. If you can't build something that helps you on horde night that is strictly your limitation, not the game's. There's more to building than 'square box'.
Last edited by JimmyIowa; Aug 5, 2020 @ 5:09am
dawnppelganger Aug 5, 2020 @ 3:20pm 
Originally posted by Mugginns:
Originally posted by FT:
I'm probably misunderstanding the build instructions, because this isn't working as described. Can you clarify the instructions a little more, or post a screenshot?

As for being an exploit, zombies bumping against or walking through the current barbed-wire fences degrades them until they disappear. A horde can knock a couple barbed fences out within a few seconds simply by brushing against them repeatedly. So I doubt this is ever going to be a foolproof setup unless the zombies are mostly kept away from even touching the barbed-wire altogether.. or if it can work with several several layers.

Sorry for the delay, I just got up. I've not shared a screenshot before but I think this is correct(?):
https://steamcommunity.com/sharedfiles/filedetails/?id=2188149340

I would like to point out that it's not impenetrable, crawling zombie can end up breaking the lower block and get through which in turn lets in anything that isn't 2 block in height. I've also not seen how the leaping zombie interact with it, and the vultures can of course get over it.
thank you for the photo, shared it with friends and they asked how it works on vultures?
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Date Posted: Aug 3, 2020 @ 6:43am
Posts: 26