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Lemmers

Lemmers

Blood moon bases have always been a letdown and I don't bother making one unless it's late game and I'm bored. They are inefficient resource hogs that in a best case scenario, do all the killing with traps so you won't get much XP per kill at all. And in a worst case scenario completely fail, all of your work is destroyed, you die and end up missing out on all that sweet, sweet XP. Demolishers only made this problem worse IMO as I'm not spending hours of my time making something that can be destroyed in 30 seconds when two spawn together and both path immediately to the weakest point to blow up.

 

My group builds a simple ladder jump that zombies can't make on the side of a tall, brick POI with horizontal bars on the outside to shoot down at zombies underneath us. Craft a lot of bullets and some barbed wire to slow them down, and in 15 minutes of build time we have a horde base ready that we can use for 10 weeks in a row. We all get full, shared XP for every zombie killed and by taking headshots we make ammo go a long way. Only threats are birds and cops, and both are easily dealt with. Detonators can explode all they want underneath while zombies destroy all the useless blocks that aren't even structural. TFP know how to build things too well and nothing ever falls down even when we skip repairs in hopes that it might collapse and be entertaining.

 

Maybe new gameplay mechanics can force players to build better bases if they want to survive blood moons, but from my view that was the point of the Demolisher and it only make me want to build a blood moon base even less.

 

I think my next game I'll take some ideas from here and make blood moon nights random, but lower the max zombies per player to something more reasonable. It could be a lot of fun to see our group panic at dusk while we are doing something far away like a quest and rush to fortify whatever position we can find.

Lemmers

Lemmers

Blood moon bases have always been a letdown and I don't bother making one unless it's late game and I'm bored. They are inefficient resource hogs that in a best case scenario, do all the killing with traps so you won't get much XP per kill at all. And in a worst case scenario completely fail, all of your work is destroyed, you die and end up missing out on all that sweet, sweet XP. Demolishers only made this problem worse IMO as I'm not spending hours of my time making something that can be destroyed in 30 seconds when two spawn together and both path immediately to the weakest point to blow up.

 

My group builds a simple ladder jump that zombies can't make on the side of a tall, brick POI with horizontal bars on the outside to shoot down at zombies underneath us. Craft a lot of bullets and some barbed wire to slow them down, and in 15 minutes of build time we have a horde base ready that we can use for 10 weeks in a row. We all get full, shared XP for every zombie killed and by taking headshots we make ammo go a long way. Only threats are birds and cops, and both are easily dealt with. Detonators can explode all they want underneath while zombies destroy all the useless blocks that aren't even structural. TFP know how to build things too well and nothing ever falls down even when we skip repairs in hopes that it might collapse and be entertaining.

 

Maybe new gameplay mechanics can force players to build better bases if they want to survive blood moons, but from my point of view that was what the point of the Demolisher and it only make me want to build a blood moon base even less.

 

I think my next game I'll take some ideas from here and make blood moon nights random, but lower the max zombies per player to something more reasonable. It could be a lot of fun to see our group panic at dusk while we are doing something far away like a quest and rush to fortify whatever position we can find.

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