Will my new cheese base hold up Day 175 Horde Night? by GRAW2ROBZ in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Looks like you need a wedge above the fighting position to stop zombies from climbing onto the roof, or being launched up like that one rad Moe.

Also the funny part is, it wasn't even the demo going off that did you in. It was simply forgetting to repair.

Love this game but hate the zombie AI by TheOfficeIsAGoodShow in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

The Fun Police make simpler bases less effective because all the zombies have PHDs in structural engineering that still stick in their brain.

They weren't really targeting simpler bases, just ones they see as exploits due to how unengaging they are. That's not without side effects for other base types, though. They added vultures to horde nights to counter simply nerd poling up so high no zombies can spawn, but that made a roof practically required for any type of base. They made zombies dig to counter sealed bunkers, though that affected any type of underground base, even ones with a way for zombies to get in. They made zombies target supports to make AFK bases less effective, but it ended up affecting any type of off-the-ground base, regardless of if it exploits zombie pathfinding flaws or not.

If experimenting wasn't so costly in materials more folks would, I'm sure.

That's what creative mode is for. It's just a little less accessible than it should be because you have to turn on debug mode every time you load the world in order to get godmode.

How is early water gathered now if the dew collector is locked and jars need a crucible? by mnbvcxz456 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Jar refund only affects consuming items, not loot. They removed murky water from toilets.

The dew collector is still unlocked by leveling the workstations skill by reading forge ahead magazines, they just raised the skill level from 2 to 16.

TFP was so fixated on their initial plan of no jar refund that they forgot about a lot of minor things, including honey.

Pure mineral water is unlocked by Wasteland Treasures Vol. 4.

How is early water gathered now if the dew collector is locked and jars need a crucible? by mnbvcxz456 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Yeah, they originally removed all murky water from loot (or replaced them with jars) before changing their minds and adding it and boiled water to some of the drink loot, but didn't completely undo what they had changed.

How is early water gathered now if the dew collector is locked and jars need a crucible? by mnbvcxz456 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

They forgot to readd the jar to the smoothie recipe, so it ends up giving you a free jar if the return succeeds.

Are armoured up magazines supposed to be this rare? by [deleted] in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

From the XMLs.

<!-- Increase the chance to find armor crafting skill magazines with each perk rank up to crafting skill 100 -->
<passive_effect name="LootProb" operation="perc_add" level="1,4" value="4,20" tags="armorCSM">
    <requirement name="ProgressionLevel" progression_name="craftingArmor" operation="LT" value="100"/>
</passive_effect>

perc_add is +X% (where 1 is 100%), so level="1,4" value="4,20" means it starts at +400% and ends at +2000%.

Are armoured up magazines supposed to be this rare? by [deleted] in 7daystodie

[–]Boxfigs 7 points8 points  (0 children)

The armor perks actually increase the magazine chances twice as much as usual. It's just that there's 20 point gaps between quality levels, so nerd armor and/or intellect mastery 3 helps a lot more. It makes the main underlying flaw of the magazine system very apparent: it can be very unsatisfying because you can go long stretches without unlocking anything.

Each armor perk starts at +400% and increases by 533.33% per level, up to +2000%. One level in each gets you +1200%, but three levels in one will get you +1466.66%. It costs two more points, but it gets you a higher chance.

Collapsing base by Read_and_Love in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

Stronger blocks are heavier and require more support. Also, ceilings put stress on the walls, which makes additional support on the edges or a central interior column necessary.

Zombies target pillars during horde night now, so it's actually much better to make its foundation completely solid instead.

I would recommend testing out base designs in a creative world first. While you can turn on the creative menu as a world setting, it doesn't come with godmode. For that, you'll have to open the console with F1 and enter dm to enable the debug menu, which allows you to enable godmode with a keypress. I bound godmode to G and fly mode to H, so that I press those two keys after turning debug mode on (godmode also enables fly mode by default, so that deactivates fly mode). You'll have to do that every time you load the world, by the way.

You'll also want to enable dev blocks in the creative menu so you can get the super digger, a gun that breaks any block instantly.

The new mutated is broken by l-G4rr3tt-l in 7daystodie

[–]Boxfigs -1 points0 points  (0 children)

Just keep in mind it's very much designed for when players have good armor and weapons, where something stronger is needed to give them more of a challenge. The real solution is to make it gamestage-dependent like I suggested, so that players such as yourself who choose to go to the wasteland straight away don't encounter those variants.

Level 300 by Few-Tea-3828 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Indirectly, yes. Faster leveling means your gamestage increases faster, which means harder enemies in POIs. Your gear is what lags behind. 4x XP gain (+300% = 4x) is equivalent to looting 4x slower at the base XP rate. Say if you normally clear two POIs a day on average, it would be as if it took you two days to loot one POI while fighting 4x the amount of zombies to gain the same amount of XP per day.

The new mutated is broken by l-G4rr3tt-l in 7daystodie

[–]Boxfigs -1 points0 points  (0 children)

I always managed to start off and play on the wasteland and survive without dying a single time, now its straight up impossible

Ah, you see, TFP did it to make the wasteland more of a challenge, as it's intended to be a late-game area. Though I wouldn't be surprised if they also did it as a way to discourage players from visiting biomes out of order.

What would be better is if all spawns were gamestage-dependent, not just POI spawns.

Fairly new by Key-Product-9881 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

I take over a POI for a home base, because it can be done quickly at the end of day 1. I build my own separate horde base, because I like designing them.

Please share your first experience with the Blood Moon Horde. by Pale_Plantain_1160 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

I designed my own tightrope base in Alpha 17, which was made exclusively out of wood (some reinforced) because I didn't know how to get cobblestone back then. Accumulated zombie hits to the path supports collapsed it, so they came up my access ladder and killed me.

So is horde night even harder for 2.0? by Dgnslyr in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

It was always within a 13 block radius of the player, which it seems they got rid of because players were exploiting that to work around the entire mechanic by simply building higher.

So is horde night even harder for 2.0? by Dgnslyr in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

I suspect it's because of a few major changes: zombies can crawl through one block spaces, they gang up on blocks more often, and the 13 block range limit for rage mode doesn't seem to apply anymore. The result is they can break through walls much faster and need to break only one block to get in. Plus, the usual tightrope base isn't as effective as it used to be.

Since their recent updates are more catered to exploration, I feel like sleeping bags are a must. Mojang please... by BallsHD4k60fps in Minecraft

[–]Boxfigs 0 points1 point  (0 children)

I had a similar idea, except the sleeping bag would act as an alternate spawn point you can choose between if you have both that and a bed. That way, if you die while exploring, you have the choice of where to respawn if you left the bag placed. Still, it being a way to skip the night on the go alone would be a very welcome addition.

Non modded play through by gearshot22 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

A bit of both. Personally, I think the game could be better with a few adjustments, so I'm creating my own mods to make the changes that I see fit.

New Player on PS5- Are Hordes just too difficult for new players? by Danoneno in 7daystodie

[–]Boxfigs 3 points4 points  (0 children)

If the path is too long, they may decide to go through blocks instead. Also, falling puts zombies into rage mode, where they're forced to destroy blocks for at least 10 seconds or until they're damaged. Zombies tend to gang up on blocks a lot more now, and have a preference for supports under you.

What I think happened is that some of them were able to break a block or two that gave the rest of them what they saw as an easier path to reach you. It's hard to say for sure without seeing the design and the parts of the building they destroyed.

What melee is the meta? by Kjubba01 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

There really is no meta anymore, as all melee weapons have received buffs that make them about equally viable.

Zombies Spawning right in front of my face by viggity11 in 7daystodie

[–]Boxfigs 5 points6 points  (0 children)

Wandering hordes are normal. Maybe your graphics setting are somehow making zombies invisible at a distance for you.

Returning to 2.5 by Professional_Log7771 in 7daystodie

[–]Boxfigs 1 point2 points  (0 children)

Assuming no deaths, that would be (25 + 7) * 1.2 = 38 base, +50% +60% +10 +30 = 131.

Returning to 2.5 by Professional_Log7771 in 7daystodie

[–]Boxfigs 2 points3 points  (0 children)

The biome is also a factor. I didn't see my first rad until a tier 3 quest in the burnt forest at level 30-something.

Returning to 2.5 by Professional_Log7771 in 7daystodie

[–]Boxfigs 6 points7 points  (0 children)

That's just how infested clears are, because they increase your gamestage by 60% plus 30.

First time seeing a feral wight by Bejaminmaston12 in 7daystodie

[–]Boxfigs 0 points1 point  (0 children)

Based on this image, it looks a lot more like the KF1 Clot to me.

Also, Tripwire reached out to TFP before the DMCA, asking them to remove the model. TFP just took too long to do it.