7 Days to Die

7 Days to Die

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Any legitimate ways to have a defenisible base?
(I'm playing with friends only on private servers so this is purely about PVE defense against zombies and not anything to do with survival in PVP situations.)

Given the amount of zombies that can spawn during a blood moon, their ability to home in directly on your location regardless of being undetected or not, and their ability to cut through reinforced vaults doors like it was just wet paper... it got me wondering what all legitimate, non exploit, ways there are to defend a base.

I've tried scouring the forums for information on "good" base defenses to allow you to survive through hordes, particularly blood moons, but its been essentially all "gud taktics" that actually rely on exploits in the game mechanics and zombie AI / pathfinding.



By exploits I mean things like...

* Guarding with waterfalls because they can't pass through them.

* Building at high or low enough elevation that their pathfinding can't detect you.

* Building a single entrance underground that is far enough away from your underground base that they are unable to detect / reach you.

* Building a large, deep, spike (or water) pit fully encircling your base and using a pathfinding breaking "jumping puzzle" bridge system to get in and out.

* Making a tall single block wide "funnel tower" with a ladder and luring them up it to play "whack-a-mole" by abusing hatch mechanics.

* Logging out at 21:00 each night and using a timer to determine when its safe to log back into the dedicated server.

... and so forth...



So are there any defensive tactics, traps, or architecture that can allow you to really make a solidly defensible fortress that can hold up against the blood moon hordes without using exploits?
Dernière modification de BOYCOTT S-T-E-A-M!; 16 janv. 2016 à 20h40
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Affichage des commentaires 16 à 30 sur 51
Here's my current build (unfinished) http://steamcommunity.com/profiles/76561198000022545/screenshots/?appid=251570

The other side of the wall is identical. On horde day, I could just sit in the base and never fire a weapon - and i'd never get overrun - the bottom of the base interior is also full of spikes. However, I fight them off to avoid the costly maintenance.


jesperds a écrit :
I'm mostly now taking on the hordes out in the open, with a lot of running, and sometimes having to run from them(...)

This. So much this. I like to blame it on the fact that I came up on games like Doom. You know, games where its just you vs legion and nothing fancy. I usually have to resort to hiding on a roof somewhere on the first horde night, but by night 14 I usually have a shotgun with a ton of shells and just gauntlet it.

No base, no exploits, nothing but me, some ammo, and some coffee.
Rocket PUNCH! a écrit :
Some of you just make this game seem harder than it is.

Modding the files? Really? Pathetic.

Geez-US, just put the time in and learn how to play the game.

Have you ever left a comment that wasn't some snarky BS? The OP is asking a legitimate question, if you don't have any useful suggestions why don't you GTFO?
The only thing that's pathetic here is you.
This is my attempt at tackling your question. I don't see legitimate drawbridges such as the ones I use as exploit, since the zombies usually ignore them. The are indeed murder holes above the inner layer of spikes. This holds up pretty well against a horde.

http://steamcommunity.com/sharedfiles/filedetails/?id=350508920

I've also modded in a trap/mine that sets zombies on fire, then breaks. It's expensive to make and not unrealistic, so I don't feel bad about that either.

but I agree that zombie block damage is too high. The problem is that your can have 10 layers of steel, but it doesn't matter if the zombies don't die. Which means that many upgraded spikes >>>> many blocks of concrete. But for some reason the devs gave us more block upgrading options and not more zombie killing options (e.g. traps, turrets, machines etc)
For OP:
Could you define what a non-exploit system would look like?

Your list of "exploits" has a number of things many of us would consider normal and good practice. (i.e. having entrance far from base)
Jumboman a écrit :
This is my attempt at tackling your question. I don't see legitimate drawbridges such as the ones I use as exploit, since the zombies usually ignore them. The are indeed murder holes above the inner layer of spikes. This holds up pretty well against a horde.

http://steamcommunity.com/sharedfiles/filedetails/?id=350508920

I've also modded in a trap/mine that sets zombies on fire, then breaks. It's expensive to make and not unrealistic, so I don't feel bad about that either.

but I agree that zombie block damage is too high. The problem is that your can have 10 layers of steel, but it doesn't matter if the zombies don't die. Which means that many upgraded spikes >>>> many blocks of concrete. But for some reason the devs gave us more block upgrading options and not more zombie killing options (e.g. traps, turrets, machines etc)


I don't understand how this is better then a 2-story building with a solid wall under it. What's the advantage of stilts vs walls? I would think walls would be better since there is more structure down there to sacrifice if necessary.
Rocket PUNCH! a écrit :
Some of you just make this game seem harder than it is.

Modding the files? Really? Pathetic.

Geez-US, just put the time in and learn how to play the game.
The game is not hard. The immersion, reality is ♥♥♥♥♥♥ up with zombies that can punch thru concrete. I also remove acid vomiting cops because they're quite stupid. Also zombie bees that drop jarred honey lol.
Dernière modification de Deez tings; 17 janv. 2016 à 4h54
Teddy, kidnapped a écrit :
Rocket PUNCH! a écrit :
Some of you just make this game seem harder than it is.

Modding the files? Really? Pathetic.

Geez-US, just put the time in and learn how to play the game.
The game is not hard. The immersion, reality is ♥♥♥♥♥♥ up with zombies that can punch thru concrete. I also remove acid vomiting cops because they're quite stupid. Also zombie bees that drop jarred honey lol.

Immersion is sacraficed for the sake of gameplay. If not then you build a concrete wall and you win the game as no zombie will get thru it and you've just removed the entire aspect of survival against zombies.
Zed Basher a écrit :
Jumboman a écrit :
This is my attempt at tackling your question. I don't see legitimate drawbridges such as the ones I use as exploit, since the zombies usually ignore them. The are indeed murder holes above the inner layer of spikes. This holds up pretty well against a horde.

http://steamcommunity.com/sharedfiles/filedetails/?id=350508920

I've also modded in a trap/mine that sets zombies on fire, then breaks. It's expensive to make and not unrealistic, so I don't feel bad about that either.

but I agree that zombie block damage is too high. The problem is that your can have 10 layers of steel, but it doesn't matter if the zombies don't die. Which means that many upgraded spikes >>>> many blocks of concrete. But for some reason the devs gave us more block upgrading options and not more zombie killing options (e.g. traps, turrets, machines etc)


I don't understand how this is better then a 2-story building with a solid wall under it. What's the advantage of stilts vs walls? I would think walls would be better since there is more structure down there to sacrifice if necessary.

You can have both. Main advantage of using stilts is you extend a standard spider block into a platform. Fill the underneath of that platform with spikes, and as you move along the platform so do the feral zombies across the spikes. Shoot the strays - and the wall damage is minimal. It lasts longer than just wall maintenance. Less time and material in the long run spent on repairs. Wood is cheaper than concrete.
Thanks for all the replies so far and especially thanks that the majority have been respectful and informative.

I'm not judging people for using defensive tactics that exploit game mechanics. I've just noticed that whenever I looked up information to see how others were defending their base it was pretty much entirely based around exploits.

I was honestly curious to know what non-exploit ways people might be using. From a development standpoint it wouldn't really be good if the all, or almost all, of the players were exploiting to play it because that would really wreck havoc on developer feedback regarding game balance.

I could also see it sparking a lot of arguments on how "difficult" the game is.



As for a bit more on what I'm talking about in regards to legitimate and exploit....

shadedmj a écrit :
For OP:
Could you define what a non-exploit system would look like?

Your list of "exploits" has a number of things many of us would consider normal and good practice. (i.e. having entrance far from base)

When I'm saying a legitimate, non-exploit, I'm talking about a base defense that doesn't toy with the games mechanics. Specifically, the enemy should have a way of actually being a threat. They should have a way to find you and a way to reach or harm you.


As for having an entrance far from the base, I'd consider it an exploit if its done in a way that the enemies entirely can't find the entrance or have no way of detecting you because of it.

Those premade factories that have a cellar with a hatch connecting outside the gates I'd consider legitimate since its not pathfinding breaking. If that passage went down crazy deep and then went six streets over before coming up to the surface... I'd consider it an exploit because the zombies wouldn't be able to detect or do anything about that entrance with their current AI / pathfinding.
Yeah. It hasn't changed. Warrior difficulty, post Day 42 horde:

http://steamcommunity.com/sharedfiles/filedetails/?id=599654128

The door is just around the corner. I don't have the steel book. You see the wood log spikes. But I have another set of the cheaper spikes around my base that are tow or three rows deep, as well:

http://steamcommunity.com/sharedfiles/filedetails/?id=599654035

I fight from the seocnd floor balcony. Once my base has been breached I go back inside and I have a fighting station at the bottom of the stairs (first floor). I fight from there until I have fallback to the second floor again. I fight from there. Eventually they may force me out to fight from the ground. But a quick drink of coffee will keep my stamina up for the rest of the fight and by the time that happens, the chances of dog or a running zombie are close to nil.

Plus the way I bail out forces the zombies to go back down the stairs, though the hole, along the spikes to catch me... By the time any could get close, they're crawling cripples, except the dogs that I shotgun.

But they didn't even breach this last one. I held them off fine until after 4 when I farmed the ferals and cops with my sniper rifle.
Dernière modification de Zhorge; 17 janv. 2016 à 6h05
Find a plateau, wall it off at the top. Large spikes around the base of the wall.
Go 3 high on the outside, 2 high on the inside. (In other words, build the wall around the perimeter at the "-1 from Top" elevation, then build a second layer inside.)
Down the outside of the plateau line barbed wire and landmines. Secondary/tertiary walls when you have the resources.
On top in the middle build your keep. Strong center foundation, supported wings with platforms for protected shots. Don't forget your spider-zombie lip.
Along the walls build a couple guard towers with wall access. Some points of access to the main keep from the towers or walls. (In case you fall off, you need a way back up top - or two or three).
Put weapons/ammo/medical/food caches in key locations.

http://steamcommunity.com/sharedfiles/filedetails/?id=601244213

http://steamcommunity.com/sharedfiles/filedetails/?id=602661801
Dernière modification de N0ma13; 17 janv. 2016 à 5h49
Spent a week building up defenses around a power plant (brick walls, iron gate and fences, thousands of spikes, reinforced metal doors, ramparts..) and the zombies materialized inside the compound and killed me (no damaged walls or blood on most of the spikes). Now I figure the best defense is to simply build a temporary shelter and make a run for it whenever the zombie horde shows up. If you seek refuge above ground or below ground, make sure you have an escape route or you will die. Playing nomadic style (termporary shelter, scatterd campfires + food storage chest, scattered forges + storage chest is the best way to survive IMO and more fun IMO (I play in which the zombied don't run but that is your preference). Sometimes I will find a house containing a forge, and will secure it (not to the max) as a termporary retreat, but I wont use the forge located inside (will eventually attract zombies).
Dernière modification de Boresight; 17 janv. 2016 à 6h02
doctor3d a écrit :
Zed Basher a écrit :


I don't understand how this is better then a 2-story building with a solid wall under it. What's the advantage of stilts vs walls? I would think walls would be better since there is more structure down there to sacrifice if necessary.

You can have both. Main advantage of using stilts is you extend a standard spider block into a platform. Fill the underneath of that platform with spikes, and as you move along the platform so do the feral zombies across the spikes. Shoot the strays - and the wall damage is minimal. It lasts longer than just wall maintenance. Less time and material in the long run spent on repairs. Wood is cheaper than concrete.

OK, I see... I was looking at it from a structural view. Makes sense now.
brian9824 a écrit :
Teddy, kidnapped a écrit :
The game is not hard. The immersion, reality is ♥♥♥♥♥♥ up with zombies that can punch thru concrete. I also remove acid vomiting cops because they're quite stupid. Also zombie bees that drop jarred honey lol.

Immersion is sacraficed for the sake of gameplay. If not then you build a concrete wall and you win the game as no zombie will get thru it and you've just removed the entire aspect of survival against zombies.
Devs could make Resident Evil zeds with huge battleaxes and granade launchers. I'd buy that.
Punching thru concrete and solid steel is just lame.
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Posté le 16 janv. 2016 à 20h37
Messages : 51