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to add to this, Late game is is recomanded to make a hoard base separate from your main base.
Players play for many motivations. Many are epic builders and zombies are a nuisance. Many embrace the tower defense portion of the game and focus on that. Survival is trivial in vanilla so players look to overhauls and mods to make more immersive. YMMV
Frankly, anything less than insane-nightmare, bone knife only, horde nights with no prepared bases and no POIs is cheese, mate...
this is true, but my main is always my horde base, i like to keep it exciting. also it does depend on how you build ur base and traps.
The whole GPS zombies because the moon is red thing is pretty cheesy so it stands to reason that a good horde base is equally cheesy.
Man, I miss when this game wasn't built around a dumbed down tower defence minigame...
Anyway, if you want a challenge then don't fortify your base using any of the really cheesy methods. Turn off blood moon notifications and set the blood moon to a 1 day frequency with a 2 or 3 day range so they happen often but you'll never know exactly when they will happen. Crank up zombie block damage, crank up zed numbers during the blood moon, crank up zombie speeds, crank up the difficulty - the default is the second lowest and it's EASY. Constantly run a forge, a couple campfires, and place a LOT of torches to generate a huge amount of heat. You'll have screamer hordes showing up all the time and your base will be at risk whenever you're there. Problem (mostly) solved. Want to have even more fun? Build in the wasteland biome...
But 7D2D does have a bunch of Royale with Cheese and some base designs are silly op.
Don't get me started on that cheese list. lol
Have fun
I agree with this, and I think what OP was getting at (putting aside people taking offense to OPs use of the word 'cheese') is that this gets boring after a while.
Personally I think they should have a zombie damage multiplier, in that if the same block is hit multiple times in quick succession (Ie so many hits within 1 second) then each hit beyond the first does multiplicative damage. This would make it so that the tunnel funnel approach is less viable as a 5,000 HP concrete block or a 10,000HP steel block at the end of a corridor could be disintegrated by 4 or 5 zombies (depending on the multiplication values) in short order.
This might incent people to scramble on a POI during blood moons, or to design bases with multiple entry points to fend off leading to more chaos and more challenge.