Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
...Regardless your pathway to your Horde Base from your house should have some gaps to jump over or at least a couple Hatches that act like a draw bridge and you open them when you're in your base so it's impossible to count that as a pathing for them and then maybe leave a door from your house leading to your base open so their only pathing to you, even from spawning in/around your house, is through your defenses.
I get what you're saying about AI Pathing though, it's always been a problem in every change with it and I don't think there ever will be a perfect AI Pathing for a game like this, it'll never please or be okay for everyone.
So they spawned just over a hill from my fortified tower, with my house/base behind me (my tower between the hill they spawn on and my house). They walked right past my fortified tower (started walking towards it, stopped a few blocks short of the spike traps, then turned and kept going) to completely ignore me and walk another 20 blocks further to my house. It's possible that one or two might have spawned on the far side of my house instead, but that doesn't explain why the majority completely bypassed my tower before there were any holes in my house. There is a dirt basement in my house, but none of them spawned there (I have it fully lit with torches and sealed off from the rest of the house, I checked afterwards and there was no damage to it and no zombies down there).
Next time I might try doing the drawbridge thing, or breaking some of the walkway blocks after I get to my tower so that there's no direct connection from my house to my fortified tower. Unfortunately that doesn't fix the issue that the pathing is way too intelligent for zombies, going dozens of blocks out of their way and knowing what the exact path of least resistance is even if it's through en entirely different building.
I understand if you disagree, that unfortunately doesn't change the fact that it literally happened even if you haven't experienced it yourself. And as such I respectfully disagree that "the zombies are clearly more stupid in this release" given how intelligently they seem to pathfind around traps and obstacles. Definitely way more intelligent than Alpha 16 or 17, which I think is the last release I played. Then they would always shortest-path through traps even if you have clear lanes through them, so you could make rows of spike traps with staggered gaps and the zombies would just shortest-path straight through.
I was going to do the same, as I used to hop from building to building in a city this way at night, connecting the buildings with basically bridges made out of wooden blocks. But you must remember the heat map...all of your furnaces etc attract zombies. And they are smart, these aren't "resident evil" mutants, these zombies are triggered by the blood moon. We have yet to see the story behind this. We only know that humanity has been wiped out and once a week the sky turns red and these zombies KNOW where we are and actively hunt us down. Maybe demonic? Controlled by something sentient, aliens? We don't know. We only know that we gotta board ourselves up and try to survive, and each week we lose more and more of whats left of our humanity as our population dwindles down to extinction. For this reason I build 2 bases, as you did...one for storage, crafting and sleeping, another to fend off and fight these creatures when the sky turns red.
You can just use those wooden box frames as staircases and bridges, going up and over your traps, walls, holes, trenches, moats, fences, etc. And when the bloodmoon approaches, use them to maneuver into your fort, walking backwards and picking them up as you go. Leaving no path to you, except through your gauntlet.
Layers;
trench, spikes, barbed wire, wall, trench, spikes, barbed wire, wall, electric fence, walls, iron spikes, pits with spikes in them, tower...auto turrets, and you.
My thoughts, and anyone who has seen me post here before knows this, is to go back to A16 AI. The game was better back then, the zombies were much more unpredictable. they would come from all directions and beat through your walls. Pathing them to a certain spot by making blocks weaker or giving them a path that they could not traverse but thought they could, did not work, ever. Since A17 this game has been easy mode. If they hadnt added the new guns and vehicles since then i would still be playing A16.4
Next step is to add an extra layer of wall all the way round which increases the above-ground footprint to 7x7x4 and to add some bars placed "on face" right at the edge of the top. This allows standing over zombies and shooting them. Note: at this point there IS NO ENTRANCE to this stone box other than the hatch in the roof. The jumpy guys could get to that but they don't spawn till higher levels generally. Player access is with recoverable building blocks.
This can suffice for a couple of nights if necessary but ideally progressing to the near final build is preferred.
Next step is to add four columns on the (now 7x7) roof which are three tall. These four columns are all recessed one block from the edge, leaving a one cobble block wide path around them. Next is a roof that will be one block larger than the floor under it, so 9x9. The 1 wide horizontal and the two high vertical gaps are then covered with bars (except for the entrance area).
At this point the main entrance is still the hatch in the roof and the only way in is parkour jump or blocks. Next step adds an actual "front door." Depending on how many players you are and how good you are, this could be accomplished in just a matter of days, but I find I'm putting the finishing touches on the door(s) (there are actually two of them) and the "entrance ramp."
The door is placed right at the edge of the 7x7 roof and in the middle of one side. The 9x9 roof will overhang this and effectlvey the door is 4 blocks up off the ground. The roof will get extended so that there is a 2 high roof that extends out at least 2 blocks from the door in every direction. Zombies have a tendency to "get stacked" on top of one another if they are not in a restricted vertical space and then if they get on your roof that can be bad.
This final step needs to be accomplished in good time so that nothing is half done: build one block projection out under the door by two blocks then corner this walkway to one side by two blocks then angle it down (a ramp). Two blocks above ground near the end of the ramp place another door (enclosed in a stone door frame). This bottom door can be wood but it might wind up taking some damage so some upgraded wood is advisable or even iron. This door is left open and is effectively the "lure door," and yes it works. The zombies see this door and their pathiing also sees the other two actual doors (iron or higher and well-upgraded) and that is their preferred route.
Later on I add a cage on the roof too so that birds cannot moles while farming and of course slowly upgrade everything from wood to iron and by first horde night all of the walls and floor should be cobble.
One last point: there are small 'balconies" with a 1 block gap between them and the entry walkway. If all you want to do is shoot them then you can enclose both sides in bars but if you want to hurl grenades or melee them you need an opening. Best to place a small "column" along the edge of every 1x1 opening so that the chance dogs or spider dudes jump through is minimized.
Also, some of the AI behavior is meant to be used for living antagonists when they get introduced; the zombies are just placeholders for them at this stage of the alpha.
With the AI currently, i always build one base. The zombies are easy to control or force into any direction you want them to go to be worried about losing all your stuff. Now if you are just using walls to keep them out with no initial apparent path for them to get to you, yeah, i wouldnt do that. That is a recipe for disaster.
Where did you see this information? Please link. Because introducing live being hordes doesnt make sense after years of it being zombies. It also doesnt make sense because the FP's are implementing HD models of the zombies as we speak, why would they do that if they were just going to replace them with humans later? But hell, what do i know, im not the dev.
Where did you see this information though? Ive watched all the dev videos and read all the info i could find from the devs on the games development. Its an interesting idea, i would like to know more.
Since he hadnt played since a16, it makes sense to me that he wouldnt see these zombies as dumbed down. A16 zombies was mindless lumps. i do agree tho that since they introduced different pathing for various zombies they do act really stupid at times but pathing is hugely different compared to a16
My opinion is that the pathing ruined the game. They were mindless pre-A17, but in a more realistic way, they were more unpredictable. They had no pathing pre-A17, they just came and destroyed. Of course you could build a pit and let them drop in etc, but at least you couldnt just make one block weaker and funnel them into a tight area by doing so. Im just tired of always being forced into the same play style, same base style because zombies know the health of all the blocks. It makes some traps useless, spikes for one are near useless now. They plow through one row and all the zombies take that path leaving the other spikes alone. That makes it so you have to force them into a bottleneck or down a certain path to utilize some traps. I have put a lot of hours into this game, and in my opinion, the only good thing they have done since A16 has been adding new vehicles, zombie types, and weapons to the game. If i could mod the vehicles, guns, and zombies into A16.4 i would do it and never look back.