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It's just you who don't like challenge...
The option horde every night, it's not to play a normal gameplay...
With alpha 6, there was some mode with minimap with a hord every night or they will come from x time & during the free time, needed to up the base & to go world loot & airdrops, that was very fun & a big challenge...
No, it wasn't challenging... it was boring. You clearly didn't even read the post. I'm so tired of people coming in and making assumptions when they haven't even bothered READING what was written...
Ninjas in medium groups attacking you at night would be fun but we need the bandit update.
Yes, I hope bandits makes the game fun again whenever they get around to adding them... but it probably won't.
I wish I could crank up the screamers without needing to cheese the "heat" mechanic to get them to show up regularly. I don't really want to set up campfires all over the place just to have the game feel like it's taking place in a zombie apocalypse. A setting for screamer frequency would be great. I would also like it if all normal zeds could alert nearby zombies similar to how a screamer functions, too.
This game never should have focused on blood moon GPS horde tower defence, they should have made proper wandering hordes and had zeds actually react to your presence instead of relying on half-baked game mechanics like blood moon GPS zeds, zombies in closets/ceilings/hidden in walls, and the asinine trigger point system that is used for zombie spawns or zombie reactions.
I do wish they would fix the non-reactive zombies that have been spawned but have not been activated by a trigger point that will completely ignore loud noises even with feral senses turned on. I can chop a door, wall, and table right next to a zombie and they won't react even with feral senses on but if I take ONE step too far into the room and pass the trigger point or zone then they attack me instantly. This issue is very blatant when you do NOT take the intended path through a POI, chop through a wall or a door that you aren't meant to use and the zeds that are spawned just stay where they are doing nothing.
Ugh... what this game is and what it SHOULD have been are vastly different things.
Those sleepers in POIs will never be fixed, because TFP doesn't know how to get creative and design good gameplay, so they put in special zombies onto ceilings, closets and anywhere else where they can cheaply "jumpscare" you. There's a proximity trigger entity in each room and no matter how much noise you make they won't be awake until you trigger that entity.
TFP has no direction for the game, they're amateurs. I wouldn't expect anything from them at this point since a decade of 10 years on the game was spent in changing working things over and over again which nobody asked for aswell as fighting players to play smash flies in finding cheese tactics with them.
Best years of the game were around Alpha 1 up until 11.
I'd like to remind you back in the day when you shot a hunting rifle in a city, you'd alert the entire area and get all zombies coming out from POIs to walk towards your direction.
The streets (without mods) are so lifeless now and so many things so non-reactive. POI's as dungeons one has to clear - fine. I've never liked the sleeper mechanic since it was introduced, however. I suppose in theory it may sound ok, but in practice - less than successful. >.>
Afterall, there's nothing interesting. Zombies just spawn and visibly pop in infront of you on the streets, there's no massive hordes patrolling along the centre streets, just random misplaced spawned wandering mini hordes getting stuck in fences and walls. No unique events. Though for this game such concepts are rather unrealistic due to tech limitation.
It is kind of fun when they throw in some random dire wolves. And I think it would be a lot better if there was more random tough guys, before the Demolisher stages. And maybe do zombie waves so it feels like beating zombies isn't completely useless. It is kind of an exercise in futility to beat down zeds when they are immediately replaced, ad infinitum
I think that variety is the game's weak point and that is why the mod overhauls kind of reign over vanilla imo.
I have to agree, The Fun Pimps dumbed down, over simplified, and essentially ruined what once was on track to become a great, unique game. The gameplay is so linear, dull, uninspired, uninteresting, and lame now... over-used triggers, zeds in walls/closets/ceilings, dumb tower defence GPS zombie horde nights...
No need to remind me, I've been playing the game for more than a decade. I even remember when carrying too much raw meat would turn you into a target for the zeds.
Try turning on feral sense and making the run speed always nightmare.
You might enjoy that more than what you tried.
Horde night needs some work. All of them path in one direction. They need to code it so 50% of them just randomly attack other areas of your horde base. It's basically just Killing blood moon hordes down a cheese funnel. Why the hell don't they have some of them target other areas of your base is beyond me.
The funnel Zeds could be killed with explosives and the random ones picked off with the gun of your choice. Would add much more variety and fun.
xDDD... You can said whatever you want, but it's a challenge by set every night a BM & seem like you don't really know the mechanic pathway of zombies to come to you...
I already have feral senses on all the time in that game, the zeds barely react most of the time. You can chop a door, table, wall or other object right next to a spawned, but not yet trigger point activated, zed and it will just stay there doing nothing until you attack it or cross the "trigger point" threshold.
I do not have the run speed set that high but it won't really matter, the horde nights will still be equally boring because it just ends up being the same thing over and over and over...