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As for bases, plan them out so you can later add defenses (spikes, turrets, blades, etc.) The only parts of the base that are covered by the durability bonus are what you choose in options.
This game is very flexible, and you can always change stuff in options.
As for a base, I'm not really much of a builder, I'll take over a small-ish house or building, ideally something with built-in defenses like a walled house or cemetery chapel and I'll fortify it. For blood moons, I'll often use a another poi with good visibility and vantage points where I can shoot or throw grenades/molotovs, also something with a wall around it that can be reinforced.
Ahh this is also something I didn't even think of doing or that I could do. Just use an already built structure as a base. Thanks for the suggestion.
You can clear w/e POI you want, you don't need a quest to do it, though it is more efficient to clear POI you have a quest for cause them quest rewards can be really good. Especially if you go into Intellect tree and get the skill that eventually lets you choose 2 quest rewards.
You can do either. Or mix and match both, whatever you feel like doing at the time. All POIs are open to you. Including the hardest ones, that will definitely kill a lower level player. Trader quests are the fastest way to gain money and resources and unlock better items at the trader, but they're not the only option. It's also worth noting that you have different reputation with traders with different names, so if you want to gain reputation with a specific trader you'll have to do jobs for a trader with that name.
If you have blood moons on, then yes. If you turn them off, then no. It's not so much about the size of the base as it is about its design and materials. Blood moon is completely different to normal play. It's arguably a different game.
It's also extremely common to make two bases if you play with blood moon on. One base as your actual base and a separate base as your horde base, the place where you fight blood moon hordes. That way the horde won't destroy your stuff if the base falls (or if the horde contains mobs that explode and/or have ranged attacks).
It will need to be big enough to fit your crafting tables in as well, not just storage. In the early game, it will also need to be somewhere you can hide at night. The top floor of an existing POI is a popular choice.
I've played hundreds of hours of Darkness Falls, in A19 and A20. I haven't played the A21 version yet (it's still in beta). It isn't just a matter of what it adds. It's an overhaul mod and a very thorough one at that. It significantly changes the whole game. It is good, but I wouldn't recommend it for a new player. It's much harder than vanilla and the difficulty scales much higher during a game. You'll end up facing giant enemies that have explosive ranged attacks that set you on fire and which have far more HP than anything in vanilla and which regenerate HP so fast that many weapons are useless against them because they regen to full while you reload. Some of them fly as well. Darkness Falls makes vanilla look like a gentle holiday in a quiet place. It was deliberately made that way. It's not the hardest overhaul mod IMO, but it's way harder than vanilla.
As a rule of thumb, I'd recommend vanilla for a new player to start with. If nothing else, playing vanilla will give you a much better idea of what you'd like to be different about the game.
The intended progression is to survive; locate water, build a shelter, hunt food, scavenge supplies, and explore ... then do the missions.
Everyone responding to you did this years ago, and do mission spam now because they cant let the game go. This is a fun azz game if you dont get rushed to what is basically the current "end game." We have 1000 hrs plus gameplay because we all did this, long ago.
To you. Not to everyone.
I have never made a horde base. I have never played with the tower defence minigame turned on. Because it's not what I like. It's what you like. You claim to speak for everyone, but you don't.
There is nothing wrong in different people liking different things in 7DTD.
Yeah. I'm already starting to miss Undead Legacies crafting and the change to inventory. I'll keep playing Vanilla though. Thanks for all the advice in your post. I'm also currently making a big base to make sure I have enough room... in fact I might be making it a little too big lol. I decided to leave blood moon on as well. After all, I've never done one so I should experience it to see if I like it or not.
That being said, I dont build a base anymore either. But I played several hundred hours when I did, and have so much practice now that I can fight the max horde, bare fisted in pajamas. Consider our experience with the game.
The ridiculous echo chamber does get old. I can only respond by saying, no ♥♥♥♥.
I'm playing DF no hordenight, insane difficulty, morning jog speed, with wandering horde size maxed at 60, and minimum time between wandering hordes to 12 hours (iirc).
What happens is every single day, if I'm unlucky, I get a horde or two that ranges from 30 to 60 which is always a step above current gamestage due to it being DF mod.
This is not a casual experience at all. I'd be willing to argue it's even worse than having horde night since these come out of nowhere and at anytime. It tests your game knowledge a lot more than just building a horde base with only one entrance.
Just let people enjoy things, your opinion isn't fact.
That said, by that time, I have to have a forge set up for forged iron, salvage tools for a wrench and a workbench (you can't always get a cheap AK from a trader). Unfortunately, to get the skill books, randomly or at a trader, you have to have sufficient skill to have that type of book occur in loot or traders. So, at first, you need to make your way to a mid-size or large city and play the magazine lottery - go through the residential section and loot every mailbox. Even bookstores don't drop as many magazines as mailboxes in the beginning. I typically go for Str 5 and Pack Mule 5 ASAP, for carrying capacity and axe damage, then 2 in Lucky Looter and Better Barter.
Then find a temp base, clear it out, and put down your land claim block to prevent respawns in the radius.
Start working on Miner 49er and other prerequisite skills (see the magazine tab in the Skills screen). Don't go out at night until you at least have a helmet light (and a helmet to mount it on). Torches don't allow you to see very far at night, and attract more undead than headlamps (which you do NOT want early on, especially large wolves and packs of small dogs, which can quickly kill you without sufficient armor). Once you have the helmet light, prioritize book stores and news stand boxes along the city streets.
Soon enough, you'll have enough magazines for the basics, and you'll be able to customize your character to what you want. You'll need a campfire with a pot to boil water (which you should gather from every toilet, sink, etc), which will be necessary for food, glue (duct tape and mods), etc. You'll need a forge to create necessities like forged iron (iron tools, repair kits, etc). You'll need a workbench to create any vehicle (including bicycles), and for creating weapons, mods and other workstations.
If you stick to the basics, you should have all of the above within day 5, and be able to do trader missions for ammo and money (to buy more ammo). I recommend the buried treasure missions, because you can run a short distance away from your dig site and be able to dodge and kill the inevitable zombies that show up, especially if you put two points into Treasure Hunter to make digging quicker. You might get lucky and be able to buy a level 2 AK47 and some ammo by day 5 as well.
For the first week, save all your ammo for horde night. Learn your bow well, as it will be you primary weapon until you get a fireaxe - once you have an axe, most zombies stagger on one hit, go down on two hits, and die on three hits, some even less than that, if you aim for the head. Don't aim for the legs, TFP decided to mess with the players and have zombies doing pro football moves to dance into hit radius and stun you, and sometimes make them run even when you have all zombies set to walk at all times. Always take a split second longer and aim for the head - it has less HP, and once it pops, the zombie is done (unlike with arms and legs...for some reason, arm and legs being hacked off and losing all a zombie's blood doesn't kill them, they keep coming).
Once you get past horde night, the game stage is high enough that better items will appear in loot, and raising Lucky Looter and Better Barter will raise that chance even higher. At that point, since there's no endgame yet, you can start working on perfecting your character.
And no, you don't have to make a defendable base. There are several multi-story buildings that make great horde night bases, where the zombies can tear stuff up and you don't have to fix anything...just find another building if the zombies make horde night problematic. If I could remember their names, I'd tell you, but there's too many POIs to remember names for.
One last thing: make your main base at least 4 stories tall, or you'll have zombies trying to wreck your stuff while you're out looting. You have to leave the forge on because it takes forever for stuff to melt into the forge, and the campfire too, in the beginning, because it takes so long to boil water and create food items.
Well, ahem,
"I'm playing DF no hordenight"
Apparently, in your case, my opinion was indeed, fact. Thank you very much for supporting my points. Again, I "recommend" that a new player refrain from installing a mod, starting on navesgane, or turning off major game components to satisfy someone elses playstile, until they themselves have experienced what the DEVELOPERS created.