Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
If you can't aim for their head at close range, sure..
and if i do last for a play though to 100 days a hoard only base is really recomanded as the destruction can get overwhelming fast
Don't give the developers any ideas. This is ridiculous. It's a tower defense game.
More than just gamestage, the game IS adaptive slightly. There's a reason for the heat-map system that spawns screamers, and if you suddenly start dealing a lot more damage to zombies over a given period (like you found a toilet pistol early on or smth) then that can also ramp the game's difficulty up a bit adaptively in addition to gamestage. It's not just level.
Hell, if you're doing really well early-game your first horde will end up having multiple Dire Wolves in it, even if you aren't at a level where you can actually fight them. The AI is weird like that.
The thing is, i like to make my base lookin good, which isnt compatible with efficient on maximum difficulty, thus separated bases.
Btw, last 2 savegames, i played without BM for first 50 days, since BM makes game actually much easier, as it give lot of free exp during really short time. By disabling BM early, it took me lot longer to reach godhood levels. And lets be real, sitting on roof of concrete building with destroyed stairs for few first weeks isnt much of a challenge.
So then the bases had to get even cheesier in an arms race that TFP don't really want to admit they lost, and so the zombies aren't really fun to play against, and you just abuse their very visibly meta-gamed AI which ruins the immersion. So the bases get cheesier and the strats more ridiculous. No one is organically building "strong" bases without hitting up youtube or deep diving in creative.
This lead to the separate horde base because you can't reliably defend your property or items (without relying on cheese and likely youtube strats/builds), so for people who don't want to "cheat" (i.e look at guides more than absolutely necessary), the separate horde base became the norm because you can make mistakes without being set back massively. The heat system also kind of mandates/rewards this type of behavior by incentivizing spreading out base components whereas before you'd have everything at one place, so it's sort of reinforced at multiple layers of gameplay.
Some Alphas I've incorporated a horde fighter into a mega-base, but most I've had a dedicated horde fighter. I have a few compact variants that work from Day 7, and I can upgrade until I'm done with a save or project.
I've even had as many as 3 home bases (crafter base, and a 25x25 pyramid and 50x50 pyramid party base) along with a horde fighter base in a game save. I spent about 200 hours on that world, and even made a tour vid. So yeah, zombo management.
This is a recent save where Vanity Tower was the lone T5 POI. Decided to take it over and restore it inside and out. For this save I was cranking out 1000's of concrete for the restoration, so I didn't build a horde fighter. I just cherry picked and converted small concrete POIs to be inefficient boom pits. Molotovs, contact grenados, and flying lead. I give the Collision Center a big nod. Got 3 hordes out of it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3400896595
I think this is the real answer. TFP is like the DM who wants to kill you, and when you come up with a strategy to avoid being killed, they change the rules so that your strategy doesn't work any more and then they can get back to killing you. Every time you find something that works, they just decide that it doesn't work any more, because That's Not How You're Supposed To Do It, Don't You Understand That I'm In Charge Here?
Problem is, ten thousand nerds armed with spreadsheets, creative mode, free time, and an optimization complex will always outwit a handful of game developers. Always. TFP cannot win short of giving the zombies laser eyes that instantly kill players on sight, and even then you'd probably find some psycho out there who could develop a meta strategy for countering it.