7 Days to Die | Advanced Killing Corridor Techniques! @Vedui42

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  • เผยแพร่เมื่อ 4 ก.พ. 2025

ความคิดเห็น • 115

  • @Vedui42
    @Vedui42  4 ปีที่แล้ว +7

    While advanced players might already know much of this, I wanted to make this video to help those who might not have used electricity or techniques like this before :)
    ▶️ Subscribe! th-cam.com/users/vedui42
    📢 Join on Discord: discord.gg/jRytRyE
    ▶️ Support on Patreon: www.patreon.com/vedui42

  • @blainebickle1178
    @blainebickle1178 4 ปีที่แล้ว +3

    Absolutely love this. It can be adapted to fit your needs depending on your game stage too!

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      It can yes :) Now with blade traps no longer triggering c4, blade traps will return as big favorites of mine :)

  • @jasonwheeler4805
    @jasonwheeler4805 4 ปีที่แล้ว +2

    I found a use for the robot sledge, I put one in about the area where they fall down at. It works nice & at night I can hear it put in some work from time to time on a solo zombie or a wandering horde that paths by while I smelt my brass or while I am crafting things. For me it is just another layer of damage & kills. great videos.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      They definitely have updated the sledge turret! Because it was so broken, I decided to (not yet) make a video covering it, as it was clear from playing around with it that it was going to be changed :)

    • @wizzardrincewind9458
      @wizzardrincewind9458 4 ปีที่แล้ว

      Hello Jason Wheeler, i used the robot sledge to kick the zombies from the top of my ramp near my position. It is very funny :)

  • @PriMate
    @PriMate 4 ปีที่แล้ว +2

    Owwww some good upgrades right there Vedui! 👍😎

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Thanks PriMateeeee! :)

  • @skug978
    @skug978 4 ปีที่แล้ว +6

    I agree with you. TFP have made zombies ridiculously quick in water. On one of my horde nights, I was running around the edge of a lake (Zombies follow you by straight line, and can be tricked into entering the water). I had a spider zombie which traversed an entire 40-block wide lake in mere seconds. The zombies should not be able to swim quicker than the player, and it seems like the typical zombie is twice as fast at swimming.
    _
    I like your base design, but I've stopped using exploits when I'm playing. I play the game as a struggle to survive, not as a easy-to-survive sandbox. As you mentioned on your previous video, chances are that TFP will patch the pathing on the various broken blocks, so this type of exploit is probably going away, eventually. I use non-exploit methods to gain the upper hand.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Steven, we're in full agreement. It was a surprise this mechanic changed as they hadn't mentioned anything about it, and it makes no sense. I "tend" to assume that if something affects players, it will zombies. But seems they're more and more making physics different depending on whether it's player or zombie :P

  • @happyscott72
    @happyscott72 4 ปีที่แล้ว +1

    Great video. Looks like need to change up my base a bit due to the water not working as good. I really like your design. May use some of it 😁. Keep up the great videos.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Thank you! I'll def change it up, water seems too pointless ,but blade traps are in!

  • @wizzardrincewind9458
    @wizzardrincewind9458 4 ปีที่แล้ว +1

    I was on day 14 and had a funny hordenight. I used a building and made a simple ramp and connect the ramp with centered small pillars horizontal to me. 1 hatch stopped the zombies and barbed fence and electric fences slowed the zombies. The funny thing was the sledge hammer turret on the side of the pillars. It kicks the zombies from the pillars and it works very well.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      That's really nice, and I think the fact sledge turret now pushing or kicking zombies away can be very useful at choke points if the zombies are stunned or slowed there as well.

  • @phrederickvonbean9474
    @phrederickvonbean9474 4 ปีที่แล้ว +18

    I dub this setup the "Lance Armstrong" because its kinda cheating and its got one ball.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      You're a funny one! :D

  • @yearofthegarden
    @yearofthegarden 4 ปีที่แล้ว +1

    I might have to use this idea, just did day 49 horde night with four people who were all above level 45, we had two bases with multiple stop points, and they chewed through over 10 steel doors all while getting shot at through iron bars, two demolishers went off and we were at our last door, on the top floor, with only the emergency escape hatch left. Still shook from that intensity, granted we play on 2 hour days, so it was a 30 minute horde night.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      Oh yeah they do chew through blocks real fast. Manual shooting is not enough, you need traps. But try interspersing electrical fences in front of hte doors, and you'll probably be just fine, as it slows them enough to prevent the most of the damage :)

  • @sarchlalaith8836
    @sarchlalaith8836 4 ปีที่แล้ว +14

    I noticed this too.
    Tbh I just have to say, ffs why fun prats? There's literally no reason for this, things move slower in water, it's basic physics.
    They've not made anything harder, they've just made it less interesting to build. My hoard base is now easier to build because I'm not bothering with water or the barbed wire under the garage door, instead I just did the standard electric fence and dart trap only... Literally wtf did they gain by this, it's so mindless and boring, they've just made people defending ten times less creative. That's it.
    Pointless. Just like the slippy slope thing, all they should have done is make it equally impossible for players to go across it and made it so zombies pile on top of each other easier. That's it.
    Instead no one is going to bother building anything but the usual boring stilt base and maybe a trap pit later on in the game, wow, much achievement fun prats, such challenge, many creative. Not.

    • @bencoad8492
      @bencoad8492 4 ปีที่แล้ว +3

      yea i agree its dumb with the water walk through no slow down but players to do? thats retarded, give us the same physics ffs

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +5

      Indeed. I wonder if it's on purpose or intentional. But either way, physics should affect all the same. Either it's fast for everyone, or slow for everyone. None of this slow for player but fast for zombies :P

    • @sarchlalaith8836
      @sarchlalaith8836 4 ปีที่แล้ว +5

      @@Vedui42 it annoys me because what it does is say "build nothing but cube with 100 block walls of cement, don't bother with anything else" it's depressing why bother giving people anything at all to build with if they're going to make it so no one uses them because they get punished for using them? It's just so completely pointless.
      They're crushing creativity even before it's out of alpha.

    • @tyraelpl
      @tyraelpl 4 ปีที่แล้ว +7

      My thought's exactly! Dev time wasted to combat people creativeness... in a f..ing sandbox game! Aint the creative aspect the whole point?!

  • @Dezil
    @Dezil 4 ปีที่แล้ว +2

    Keep up the great work on the vids. Thx for showing the trial and error so I take the parts I like and build my own base....did the Pimps also change needing 2 1/2 block height for blade traps not to set off demos?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Yes they actually did in b163! Blade traps no longer set off demos! This opens up to actually using them again all over :D

  • @1Mackinzoid
    @1Mackinzoid 2 ปีที่แล้ว

    I would never implement most of these cheesy tactics but I did learn a lot from the video. Thanks!

    • @Vedui42
      @Vedui42  2 ปีที่แล้ว

      Hello! Yes, usually I make these videos and "bases" as a concept to show off certain mechanics, which can be re-used in other settings :)

  • @steffenrumpel2784
    @steffenrumpel2784 4 ปีที่แล้ว +3

    10:18 - I think it would be better to use normal blocks for the path which allows to repair the fence posts. The thing is that, if you use blocks they don't like, you might end up giving the zombies a reason to ignore the corridor and start switching to do bashing blocks instead. Better use normal blocks so they always have a reason to believe they could reach you easily.
    (Next thing the Pimps will do is to nerf the crap out of fence posts. They slow the zombies down faaar too much ...)

    • @chad134
      @chad134 4 ปีที่แล้ว +2

      That's a good catch. going out onto the arrow slots will cause them all to go into destroy area mode for maybe 15 seconds.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Hi Steffen! That is a good point actually. The reason I went with arrow slits was to avoid zombies trying to jump there from where they were, but that's a great catch and reason to use normal blocks :)

  • @tayfurtarkan1
    @tayfurtarkan1 3 ปีที่แล้ว

    Thank you! Gonna try it.

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว

      It's super effective :P too effective to be honest.

  • @redlabs5473
    @redlabs5473 4 ปีที่แล้ว +1

    good to know

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Welcome! :)

  • @knightlancer88
    @knightlancer88 4 ปีที่แล้ว +2

    Great corridor base design Vedui. There is one thing that I am curious about though, maybe you can test it further if you have the time. My crew and I are playing a game for A19 on a private server. Long story short, the initial base design is just a tower in the middle (8x8) with a perimeter wall that is 6 blocks high. We attempted the forcefield technique initally around the perimeter wall (4 arrow slits wide with 3 empty space underneath the arrow slits). It appears that the zombies will now walk over the arrow slits as they have just walked up to the perimeter wall and started bashing. Have the arrow slits been patched out by TFP?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Hi Norman. So think of it this way. Arrow slits (a18 and earlier at least) were basically transparent for pathing purposes. It's as if they are not there, and exactly the same as if they were air blocks. Zombies avoid air blocks, unless they have no other path. So the first thing I would check is where are you expecting zombies to go? You talk about a wall and a moat. But you don't mention where you are actually making zombies go instead. If they have nowhere to go, they will go into a moat, just to get close to the player, and in the case of arrow slits basically means they do not fall down, they just walk across and up to the walls :)

    • @knightlancer88
      @knightlancer88 4 ปีที่แล้ว +1

      @@Vedui42 Ahh, I see what the issue is, I think. The zombie behavior has been modified since A18. The zeds now must have a clear path to the player or they will just make a direct path if forced to. It seemed as though in A18 they would stop at the edge of the forcefield and bash the arrow slits which is why some of our base designs worked so well. (some with the slippery slope walls also) Time to go back to the drawing board I think. Thanks Vedui>

  • @sgttimmay9151
    @sgttimmay9151 4 ปีที่แล้ว +2

    Great tutorials 👍Is it always the last fence post in the sequence that takes damage? would a third connected fence post on the platform your standing be the one that gets damaged and be easier to repair?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      So the "receiving" end takes the damage :) If you chain 1--2--3 then 2 and 3 will take damage as 2 is receiving from 1, and 3 receiving from 2 :D

  • @GunChronicles
    @GunChronicles 4 ปีที่แล้ว +2

    Thanks for the video and all of the information. Does the barbwire slow the zombies down at all now or does it just inflict damage only?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +3

      Barbed wire do slow. But ... then you're much better off just making wooden spikes, which slow AND deal damage. Since barbed wire degrade quite fast it seems fairly pointless to use them, but it's possible they rebalanced them, and i haven't extensively tested their degradation in A19 :D Yet!

    • @wizzardrincewind9458
      @wizzardrincewind9458 4 ปีที่แล้ว

      Barbwire fence slows and are cheap to build. They are good at lower gamestage but at higher gs you need electric fences.

  • @michelguenette8998
    @michelguenette8998 4 ปีที่แล้ว +2

    This might be a test to perform. Can you place a zombie behind your character and "outrun" it while in deep water? Is there a block separation below which you cannot stay out of their reach? Are zombies faster than the player when they are moving through water?
    It does not make sense that zombies are not affected by 1.5 m of water. That would be 5 feet deep. That is up to my neck. Even shallow above ground pools are normally 4 feet deep. You will not be walking through water at your regular walking speed. I know that the laws of physics are not enforced within this game environment, but there should be some semblance of real world expectations.
    I agree with removing the effects of the barbed wire barrier. It did not make sense that walking over a garage door would keep the barriers intact and allow the effect to be transmitted through the door. The balance between realism and what is permitted by the rules is tricky to find. We will just have to wait and see how the updates and the patches go.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      I'd have to try :D I wish placing water was easier, like minecraft or something. Like I can go see a nice POI swimming pool, but I can't easily replicate it if it's too big due to how water works :P

  • @marinkovacevic8732
    @marinkovacevic8732 4 ปีที่แล้ว +3

    If you find 30 sec, could you test simple underground cave connected to surface with ladders but with few ladders missing. I was looting a bunker and one ladder was missing and for some reason zombies didn't come after me down to bunker. Looked strange.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Hmm, I believe that would break their path yeah, and cause massive issues. I know the bunker you speak of, the one down the water well? :D I always replace the ladder, keeps the path, and ensures less mining :D

    • @marinkovacevic8732
      @marinkovacevic8732 4 ปีที่แล้ว +1

      @@Vedui42 Yes, that's the one. Player can go down the ladders despite one is missing but zombies proly see that as trap or something. And 2 of them didn't even start to dig to get to me. I also found tree behind the trader that can't be destroyed. But need to find some building as that would be very nice for horde base.

  • @RKennyGaming
    @RKennyGaming 4 ปีที่แล้ว +1

    Can you make a horde base design that takes care of modded zombies too please? This is good for normal ones but at game stage 100+ this won’t touch Undertakers and Scorchers etc

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Hi Reece! I would say two things apply. To use only vanilla traps, you'd need a loop base, which can deal damage, but does not allow zombies to reach the player. The advanced killing corridor, combined with dart traps etc (check out my day 7000 vs vulture blender video) has an example of how to expand this specific one into a much more effective killer. But in short you need a way to loop the zombies, as they got so much hit points that it takes a while for vanilla traps to take them down. Secondly, one probably should also consider an upgraded-trap mod when playing with these tougher zombies. :) Still it's possible with vanilla, I run my Thursday (US time) streams every week pretty much where I run hordes against a vanilla base, and I use Snufkins zombies too :) And while it's really tough, it's definitely doable.

    • @RKennyGaming
      @RKennyGaming 4 ปีที่แล้ว

      @@Vedui42 Ill look into getting trap mods for my server, I didn’t know they were a thing! Ill check your other video out, cheers mate👍🏻

  • @davemiddleton3382
    @davemiddleton3382 3 ปีที่แล้ว

    Can I ask what is the name of the orange cloured blocks @04:21

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว +1

      Those are actually...red! ;)

  • @HatCake
    @HatCake 4 ปีที่แล้ว +2

    So, I read that demos arent triggered by blade traps at height, in a19! Will you be testing stuff like that, too?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Yes indeed! And that's why I was doing this build too, as NOW it's finally viable to have blade traps ... previously it'd just cause explosions :P

  • @benwil6048
    @benwil6048 4 ปีที่แล้ว +1

    I do believe they increased the zombie swimming speed :P

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Even more? :)

    • @benwil6048
      @benwil6048 4 ปีที่แล้ว

      @@Vedui42 no just the one time for as far as I know :P but fairly recently I thought

  • @S1ph3r
    @S1ph3r 4 ปีที่แล้ว

    Nice! Does the fans not set off the demo's anymore?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      They do not as of a19b169 :D

  • @Festerbestertester6
    @Festerbestertester6 4 ปีที่แล้ว +2

    They should just follow real-life physics more. Zombies should be slowed by the water, but also bullets should have a very difficult time moving through water - no more than a few blocks, and weaker with every block. In real-life physics, a high-velocity bullet will immediately shatter. They should make it difficult to kill a zombie in the water, but stabbing weapons should work best, guns and swung weapons should be the worst.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      I really liked how water did slow zombies down before, but seems we used it too much so they pretty much seem to have removed the slow effect...except for players ;)

    • @nekrus1
      @nekrus1 4 ปีที่แล้ว

      @@Vedui42 So they should add a hot tar instead for us...

  • @fortheloveofking
    @fortheloveofking 4 ปีที่แล้ว

    Does electricutioner perk effect fences or just the stun baton? And how does nerd tats do anything with fences?

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      Just stun baton :) it's meant just for the stun baton usage.

  • @Augustus087
    @Augustus087 3 ปีที่แล้ว

    What are the "boobies" made from? I tried to find them on from the change shape command under wooden blocks and could not find them.... =/

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว

      They are the 100 pillar cap blocks :D Not sure if they are under wooden blocks, they probably are? I normally make them concrete directly. :)

    • @Augustus087
      @Augustus087 3 ปีที่แล้ว

      @@Vedui42 Okay, let me try that- thank you for responding!

    • @Augustus087
      @Augustus087 3 ปีที่แล้ว

      @@Vedui42 Found it under "Wet Concrete Blocks" under the Cement Mixer menu. Thanks for the help!

  • @Haijinx
    @Haijinx 4 ปีที่แล้ว +3

    "Boss, it looks like players are having a lot of fun with the game!"
    "Are they using... clever game mechanics?"
    "Well yeah, but they love it!"
    "Put a stop to this... _fun"_

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +3

      Yes, stop having fun and play the game as intended! ;)

  • @davemiddleton3382
    @davemiddleton3382 3 ปีที่แล้ว

    Start of build @03:33

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว

      wish it was 6:66 ;)

  • @tyraelpl
    @tyraelpl 4 ปีที่แล้ว +3

    Thank you, as always! Yeah zombies swim now and are much faster in water than you are... In other words you are still slowed in water but zombies not rly. Which makes zero logical sense.
    I wish they focused more on adding stuff rather than fighting with players' ingenuity.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Physics 101 ... zombies aren't affected the way you are. Well, they do even teleport, and vultures are 250 % speed if on a vehicles so.... :D

    • @tyraelpl
      @tyraelpl 4 ปีที่แล้ว +2

      @@Vedui42 haha yeah, friction coefficient means nothing to them 🤣 nor a thing called viscosity lol

  • @fernandogouveia2924
    @fernandogouveia2924 4 ปีที่แล้ว

    Hey mate, nice video! Where can i download this mod that shoes the zombies HP bar? I saw this one on darkness falls only.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      It's in vanilla, but only when in debug mode :) I'm sure there are some mods out there that enable it in other modes too, though i haven't looked.

  • @davidarbogast37
    @davidarbogast37 4 ปีที่แล้ว

    It's too bad that water doesn't slow them anymore, I used to have a good time putting log spike traps upside down with water on top of them and then surround those moats with barbed wire.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      It seems to be a "very slight" slow but not enough to make any real difference sadly! I did the same as you, and it was really nice! slow and passive damage!

  • @Procarz
    @Procarz 4 ปีที่แล้ว +2

    Still "No Anmation Hand"on wire tool -.-

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      Hmm what do you mean? :)

    • @Procarz
      @Procarz 4 ปีที่แล้ว

      @@Vedui42 I try to explain that :D... In Alpha 16 When you connect the cable/wire there was a connect animation... Now in Alpha17/18 Hand do not move... Only wire have a little"jump" xd. Some Animation are still broken such a reloading some guns... Animation of hand do not have synchro with items such like pistol or new Sniper Rifle...Or even mp5 when magazine is reloaded it is still in same spot... And is not separeted from the gun...I can give you some example of this glitches.If you are interested ;>.And i hope you understand me...Somehow XD

  • @zayikgaming604
    @zayikgaming604 4 ปีที่แล้ว

    How do I make those blocks? 3:38

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      Make the square concrete block in the cement mixer. As it's actually a shape menu block, hold in your hand and hold R to get the selection wheel, then select the cap :) Here's a video where I show how it's used in alpha 18 with a bunch of the selection blocks. th-cam.com/video/4E0vClyXcUA/w-d-xo.html

    • @zayikgaming604
      @zayikgaming604 4 ปีที่แล้ว

      @@Vedui42 Awesome thank you very much!

  • @iElectroStyle
    @iElectroStyle 3 ปีที่แล้ว

    Y los demoledores? No va a resistir eso

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว

      Mm? English please? :)

  • @kenRoberts1984
    @kenRoberts1984 4 ปีที่แล้ว +1

    More booby bases please lol

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Haha! They shall make a come back!

  • @lho10101
    @lho10101 4 ปีที่แล้ว +3

    I went cheese free this alpha and I’ve got to say it feels pointless. Majority of “legit” players just build almost the exact same pillars + bars base as everyone else. The only real additional challenge it offers is having to grind out all those extra materials. OTOH, exploit bases actually require a basic understanding of AI mechanics and some creativity.
    In the end, I think TFP would have been better off spending their time creating new zombies and AI mechanics. A wall crawling zombie would be fun. Along with new ranged attacks. Or even give all zombies the ability to puke/blow up and leave it to RNG to determine whether those abilities manifest.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +2

      Yes I fully agree! I'm on with that! I've repeated that so many times, that base building has gotten more boring with the AI the current way. With that, I've got some thoughts on bases that aren't pillar/ramp bases, it's just that they TEND to require 5-10x more resources to build, and are not as effective. Which is the big problem :)

    • @AndrewTheFrank
      @AndrewTheFrank 4 ปีที่แล้ว +1

      Agreed and it would be better I think for them to solve some of these horde cheeses with unique zombies and AI mechanics instead of simply patching them out.

  • @rockyshadow3356
    @rockyshadow3356 4 ปีที่แล้ว +3

    Booby trap xD

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Just hope I don't get demonetized! ;)

  • @brianchambers4324
    @brianchambers4324 4 ปีที่แล้ว +1

    This would have been a great vid except for one thing, you did not take into account brand new players who have no idea what blocks you are using. I have easy access to wood and cobblestone in the first week and trying to make this is impossible for me as i have no idea what material to gather for these let alone where the heck i find them in the shapes menu.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว

      Hi Brian! I understand. I've made some other bases like this from scratch, and here I wanted to focus on more advanced ways to deal with it. While that makes it a bit harder to follow if you've never seen it, to make every base with the assumption it's a new player adds on a lot of time for a video. Quick: Shape menu use (th-cam.com/video/4E0vClyXcUA/w-d-xo.html) .. Here is how to construct the corridor with in depth explanation of it :) th-cam.com/video/6DfT0sZ7vVE/w-d-xo.html ... hopefully this helps! :)

  • @YoungSkoobie
    @YoungSkoobie 4 ปีที่แล้ว +2

    LOL, your gun is deleting the water.....

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Yeah I did notice that afterwards. The weird thing about that though is that if the gun can destroy (it deals high damage, but it's still damage) then zombies can too. Back in A17 for instance zombies would be able to "beat" and destroy water. A18 fixed that, you couldn't destroy water anymore, but seems it might be back. I worry a cop explosion will destroy all the water like it did in A17.

    • @YoungSkoobie
      @YoungSkoobie 4 ปีที่แล้ว +1

      @@Vedui42 yeah, that does seem to be the case i have tooled around with water too much this alpha ill have to try some. Great video btw always great content =)

  • @benderbot248
    @benderbot248 4 ปีที่แล้ว +1

    So fine base and everything but you barely tested how the zombies react to base. no horde night, killing them in one shot before they can do any real dmg, and not that many zombies alive.

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      The video was to show how to use the techniques, it wasn't a full base as such. Heck there wasn't even any proper roof or walls :) I do plenty of ones where I do a full base and run against larger hordes, but not every single video when I showcase something :)

  • @ValzzakOfficial
    @ValzzakOfficial 4 ปีที่แล้ว +1

    I miss the old days when you could build a falling pit and most zombies would die from fall damage, every horde night was a literal zombie rain

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      Yeah! Sadly they tweaked it, nerfed it, until the times you wanted a zombie rain...well, it's not that much damage so for the effort it's very little payback :)

  • @RoyAndrews82
    @RoyAndrews82 3 ปีที่แล้ว

    Are zombies really this smart though... I mean if they really existed. This is just a game granted, but.. zombies are dumb.

    • @Vedui42
      @Vedui42  3 ปีที่แล้ว

      They should not be, but they are. It's crazy.

  • @chinesepopsongs00
    @chinesepopsongs00 4 ปีที่แล้ว +2

    Sorry Vedui not impressed baby steps in cheesing the AI. As soon as you can survive on 5 wooden frames in the middle of the road on horde night like i managed i take my words back. :-)

    • @Vedui42
      @Vedui42  4 ปีที่แล้ว +1

      So... do that on say GS 500 and oh 32 concurrent zombies and tell me how that worked out for you? :)

    • @chinesepopsongs00
      @chinesepopsongs00 4 ปีที่แล้ว +1

      @@Vedui42 When the number of zombies rises the principle stays the same and as long as you keep the zombies entertained with the diversion poles they will never attack your pillar even when they are just frames. There are 2 exceptions to the rule. 1 is vultures as they can fly. And the 2nd is the cops spitting as it is a ranged attack. But for the rest you will be just fine on just frames. And what the diversion poles or the zombies playgarden as i like to call it goes. The more zombies you have you can do 2 things 1 scale up (going for a cobble/concrete/steel playground) or if you are cheap like me scale out make more wood poles for them to play with. They damage the poles of the playground over time but only as side effect of zombies trying to hit each other. And the larger the playground gets the more the zombies spread out over the playground area and less hitting each other. So i gave you a hint now of the playground made with (wood) poles so try to figure out what i did. Oh well 2nd hint it is some sort of replacement of the steep wedges from A18.