i found a quirk that seems repeatable. From what I can tell, if debris from falling blocks lands on a lootbag, the lootbag will disappear. you had more lootbags, but i believe they were destroyed by the falling base.
Not to mention that they generally despawn really fast, unless you use a mod that increases loot despawn. I think it's like 5 mins IRL and the mod changes it to 30 mins.
I *think* the way horde nights work now is there's a predetermined number of *total* zombies that can spawn throughout the night and you can end the horde early by killing them all. If you don't, they stop spawning at 4 AM.
I will agree with you. Total number of zombies seems to be determined by your level and what day you are at, while the rate they come out is determined by whatever you have in the settings. High rate of spawn in early game equals a faster burnout of the horde night. Otherwise, it will continue to trickle until morning begins (I go with 6am mornings).
Afaik this is the way it used to work. Honestly not a fan of the change. Way back in a16 I used to mod the xml to make hordes never end, I enjoyed that being vanilla. Alas
Hordes last all night now regardless. Once you kill the preset number of zombies for your gamestage they continue trickling in, so you have to fight them all night long.
@knurlgnar24 ok sweet, thats how I remember the patch notes for the original 1.0 release saying it worked. Haven't kept up with the patch notes so I'm glad it hasn't been reverted.
that's how it's always worked. You can press F1 during a horde base to check. It's just that, what they recently did was, if you kill all zombies that were predetermined to spawn, you get never ending zombies for the rest of the blood moon at a lower rate and fewer at a time than the major blood moon horde (which, if you press F1 during a blood moon, you'll see is comprised of 3 waves of zombies usually, maybe 1 or 2 in early game, but mostly 3, and what's also predetermined is the number of zombies to spawn per wave and the maximum number of zombies alive at a time for each wave). The whole thing with it lasting all night was zombies that come AFTER you're done with the main blood moon waves of zombies, which have always been there and predetermined depending on your game stage and the biome you're in. A max gamestage blood moon in the wasteland will be waaaayyy harder than a max gamestage blood moon in the forest biome.
Why not just build your whole first 2 -3 layers of the middle of your horde base out of spikes? Spikes will stack and if the zombies hit them, you have the added benifit of doing damage to the zombs.
Putting the X's on the houses and the way you are playing reminds me of the purge scenario in rebirth. It's an interesting concept for a series, I'm into seeing where you go with this.
I just had a day 7 horde fight set to 64 zombies and they stopped coming at about 3:00am game time. Another map day 21 (3rd horde) they kept coming until 4:00 am game time. This was in the last 3 days
I have an idea for the series (perhaps I'm not the first, but oh well) If possible, crank up all the negative condition chances, say if attacked by regular zombie you'll get almost 100% chance for infection, 100% laceration or bleed from animals, 100% stun from cops, demolishers and big guys, 100% burning from burning mans etc etc. The idea is to force the player to focus on medical and mitigation. Anything else is default. Ideally, the armor should also mitigate it, say heavy armor giving less chance to be infected, but it will require a mod, I fancy. This will make for slow game at the beginning as the constant flow of effects will force the player to play safe, and in general focus on chemstation, medical books and such.
BINGO! You're onto something new here! This could be big! Pit-base 2? Maybe having a pit base with full wood blocks is the way to go. The zombies do have a different pathing pattern when under ground. If you do that, having well placed frames for the floor would be the perfect trap. Also, there are sewers in the Desert and Wasteland; that would force them in a dig scenario. If you can force them to climb or focus on climbing, you will make it. The sewer may force them to change pathing rapidly, even while digging.
0:45 The next series should be called “The Search for the G in Strength”. Make a mod that hides a G-shaped block in a random container in a random POI. 😂
Here's a couple of series ideas 1) "Loan Shark Glock" the premise is your loan shark abducted you and put you butt-@ssed naked in Navezgane to either die or collect money to pay off the debt (for example 100k old cash). I think old cash would be really challenging due to the fact it's not easy to get and you can choose a time limit (like 60 days) to make it harder. 2) Start a game on someone's old map, for instance jump on one of say, Neebs old completed series map. The landscape will be altered and be kinda unknown to you, forcing you to be more resourcefulness because some place would be looted already, etc.
SlumGlock Millionaire Rules 1)No crafting of any kind (this includes storage chests, tools, guns, traps, and even food preparation). 2)You start with one million Dukes in your account. 3)You can take jobs and sell items to make additional money. 4)Building blocks are allowed, but only if purchased, found, or rewarded. 5)All items can be repaired, modified, and upgraded. Objective: Locate the Jeffelon Zuckergate Estate, clear it out, and defend it against a horde for one night.
If that base is going to work a lot more spikes are required. Two rows before the base, 2 rows before the central pillar, and spikes, perhaps alternating or some stable pattern in the bottom row of the structure, and top row of the outer pyramid before the pillar, something like that.
I think the hordes in general have been upscaled a lot since it came back to console. I believe they wanted to keep the challenge alive and so horde nights are going to be tough no matter what like when you had horde every night they sent you a full on night 7 type horde, but if you have the firepower you can potentially kill the horde before the night is over. I think it does help if you run maxed out horde numbers so you can reach the end faster but that only helps if you can actually kill them before they become a problem. I have been playing on console recently and killed a horde before day time. I only had maybe a couple free hours but still.
afaik the zombies use block strength as part of the pathing system. You could use stronger blocks in some areas to try discouraging the mobs from attacking there. Zombie block damage probably isnt part of the pathing system, and they should still go for the weaker blocks. I discovered this after installing vault doors on a previously working bunker. Suddenly they stopped trying to come through the main doors and just started attacking random walls.
I've got an idea for a series with horde every 3-5 days where a trader job decides where you defend but you only accept the job after defeating the horde and then you have to clear the POI with that you've got left. If you fail the POI you lose the challenge. maybe combine it with having to start fresh afterwards in a new biome on mid stages difficulty like 100 day + etc.. If you wanna make it more interesting, you're ONLY allowed to use non buildable blocks for instance traps are allowed but blocks of any shape no.
My guess is that the best "base" os really just going to be an obstacle course. Have zombies jump over blocks, fall down, push each other off of narrow pathways, etc. Of course if you're using rifles, keeping zombies in a line and using AP ammo and Penetrator is most effective
Glock, long time viewer here, based on the challenge at hand, instead of a bigger base, surround said base with barbed wire, wooden,then iron spike traps, given a standard 3x3 base.
Try putting them in a loop. Build something like you just had, but dig down where you had the spikes and give them a way out so they could fall again and again while you shoot at them. Also, more support with the plates, like you can go all the way down with them back to back, one on the ground and one on the pillar and put them in such a way that they create the biggest opening between them. Kinda like what Needs is working on right now. I've seen them dying from fall damage.
On Reddit, at least, some people has said their nights have ended early and some people have said it lasts until 4AM since 1.0 was released. I don't think anything has changed regarding them in the latest update but it's strange how different people are having entirely different experiences. Maybe it has to do with how quickly you kill each "wave" that determines whether they'll last all night or not.
6:55 -- "Looks clear..." *zombie around corner* "It wasnt..." Ok there Riddick lol I said it looks clear. Well how does it look now?? ......... Looks clear?
I will say I found your channel cause of thick and the neebs gang, and I now watch your uploads more than theirs lol you're hands down the best GNS could learn from your awesomeness lol
2 rows of spikes. One row of scaffolding over the inner row to fire down on them. Might as well make a bird screen. Don't build actual stairs. Making them jump is effective. Pipe bombs do less damage to blocks than grenades.
@Glock9 6:51 When u pause this screen and look at where your hammer is, there is wood on the ground, Knock that out and get a Large Ammo Crate right there :D
@Glock9 Dude, you missed ammo box in the Crow residence by the dirt pile. I also was thinking about those metal fences in the city center usually by the road or by the taco truck. Zombies just keep running into them, not doing damage and not jumping over them, even though they are 1 block high. Maybe with those you can create some kind of base defenses for next horde night. Good luck!
I'd love to see one of the later horde nights at one of the skyscrapers(Higashi, etc.). Want to see if they'll be able to take it down. I mined under most of Higashi and the resulting rapid deconstruction was fun 🤣
He did that before he started the series to test the XML file change I believe on a late game horde. They split Dishong in half but did not bring the entire thing down.
Ah, easy peasy.... the run to the next base was no problem at all. You do need to have a base to kill a heap of zombies for bag drops, with spikes, mines, traps and shooting... and then run to the second base and let them dig to China til morning. The birds are going to be a problem when they come. But they're not hard to kill. Looking forward to the next one.
My experience in hoards lasting all night is my first hoard ended around 2am, with my second hoard lasting till bout 3am, and every one after that lasting till morning. My guess is ut goes if game stage and theres a set overall zombie limit
Next series you should try a pure stealth build. Assassin armor. Night vision goggles. Melee only. You only go out at night. I'm doing this on my current playthrough. It's proving to be difficult. Or a one off video.
Glock use water in your base design, water slows them down, but they dont see it as a block to be destroyed, maybe some sort of swimming pool kill chamber
"Even if this survives all night...oh shit!"
Hahaha the timing was perfect!!!🤣
i found a quirk that seems repeatable. From what I can tell, if debris from falling blocks lands on a lootbag, the lootbag will disappear. you had more lootbags, but i believe they were destroyed by the falling base.
Not to mention that they generally despawn really fast, unless you use a mod that increases loot despawn. I think it's like 5 mins IRL and the mod changes it to 30 mins.
@@Adam9172default is 20 minutes
any idea if the mod is updated to the latest version? im so sick of my loot bags disappearing
"Oh no step glock I'm glitched into the wall~" LMFAO
At 6:51 the Crowe residence outside by the dirt pile is a munition chest under the wooden grate
It's the house at 119 W 191 N
^this. Its one of the easiest early grabs to do. Tho with the loot rolls he's been getting there might be one 9mm inside >
i was going to to tell glock about it in the comments and i saw ur comment 😂
Good to see Darlene practicing the Kama Sutra!! I beleive that was the "Ostrich" position. Love this series!! I hope we see you get to day 11!!
Gotta say Glock helped me find this game and now it’s my favorite too thank you Glock! Always put that cornmeal on the floor just for you!
Glock 9 and Neebs gaming caused me to sink over 2k hours into 7dtd lol
It’s nice to have a good ‘let’s play’ youtuber like Glock to tune into every now and then. Love the content as always.
Another day, another carnage, let's go!
Edit: Glock's base should be sponsored by IKEA. 😂
I sneezed and my particle board dresser fell over 🤣
🦈
I *think* the way horde nights work now is there's a predetermined number of *total* zombies that can spawn throughout the night and you can end the horde early by killing them all. If you don't, they stop spawning at 4 AM.
I will agree with you. Total number of zombies seems to be determined by your level and what day you are at, while the rate they come out is determined by whatever you have in the settings. High rate of spawn in early game equals a faster burnout of the horde night. Otherwise, it will continue to trickle until morning begins (I go with 6am mornings).
Afaik this is the way it used to work. Honestly not a fan of the change. Way back in a16 I used to mod the xml to make hordes never end, I enjoyed that being vanilla. Alas
Hordes last all night now regardless. Once you kill the preset number of zombies for your gamestage they continue trickling in, so you have to fight them all night long.
@knurlgnar24 ok sweet, thats how I remember the patch notes for the original 1.0 release saying it worked. Haven't kept up with the patch notes so I'm glad it hasn't been reverted.
that's how it's always worked. You can press F1 during a horde base to check. It's just that, what they recently did was, if you kill all zombies that were predetermined to spawn, you get never ending zombies for the rest of the blood moon at a lower rate and fewer at a time than the major blood moon horde (which, if you press F1 during a blood moon, you'll see is comprised of 3 waves of zombies usually, maybe 1 or 2 in early game, but mostly 3, and what's also predetermined is the number of zombies to spawn per wave and the maximum number of zombies alive at a time for each wave). The whole thing with it lasting all night was zombies that come AFTER you're done with the main blood moon waves of zombies, which have always been there and predetermined depending on your game stage and the biome you're in. A max gamestage blood moon in the wasteland will be waaaayyy harder than a max gamestage blood moon in the forest biome.
Caught the upload at 17 minutes!!
I’m sure the developers scratch their heads when Glock finds new ways to outsmart the defying odds of the broken AI
I honestly did not expect you to make it this far.... But forget every time, just when i think your dead, you survive. your the 7 Days King!!!
I've always wondered why 7 Days doesn't have a swamp biome.
Because the water physics are significantly worse than a 1997 N64 game.
@@Teyeranitar It's not quite that bad.
@@EyeDewDie No, it really is. Banjo Kazooie had water that could flow down a stream. This game does not.
@ You also couldn't interact with the water at all. nor did it have any physics.
This isnt minecraft. Its supposed to be set in Navezgane, Arizona. Whens the last time you encountered a swamp in Arizona?
11:03 or so, you earned my like for the video sir. I am still thankful I didn't have that sip of coffee.
"Help me step-Glock, I'm stuck."
Why not just build your whole first 2 -3 layers of the middle of your horde base out of spikes? Spikes will stack and if the zombies hit them, you have the added benifit of doing damage to the zombs.
The dew collectors generate heat as well. Thats why you got screamers spawning with only a campfire and forge running.
Been watching this channel for years. First time I was able to both comment and like first. Love the content Glock9
Putting the X's on the houses and the way you are playing reminds me of the purge scenario in rebirth. It's an interesting concept for a series, I'm into seeing where you go with this.
The hordes grow as you go. I have found that they end quicker if you can kill them quicker, but eventually its all night long
Lets go been waiting for the chaos of this horde night!
I just had a day 7 horde fight set to 64 zombies and they stopped coming at about 3:00am game time. Another map day 21 (3rd horde) they kept coming until 4:00 am game time. This was in the last 3 days
I haven't heard The High Line in a minute. It's my personal favorite
I don’t know if this is possible or if anyone else has already done it, but what if you did a series where every poi was like an infested quest
Good morning, Glock!
keep up the good work!
I have an idea for the series (perhaps I'm not the first, but oh well)
If possible, crank up all the negative condition chances, say if attacked by regular zombie you'll get almost 100% chance for infection, 100% laceration or bleed from animals, 100% stun from cops, demolishers and big guys, 100% burning from burning mans etc etc. The idea is to force the player to focus on medical and mitigation. Anything else is default.
Ideally, the armor should also mitigate it, say heavy armor giving less chance to be infected, but it will require a mod, I fancy.
This will make for slow game at the beginning as the constant flow of effects will force the player to play safe, and in general focus on chemstation, medical books and such.
I bought the postcard, and i cant wait until it gets here!
Mornin'!! I'm excited to see what happens😮
BINGO! You're onto something new here! This could be big! Pit-base 2? Maybe having a pit base with full wood blocks is the way to go. The zombies do have a different pathing pattern when under ground. If you do that, having well placed frames for the floor would be the perfect trap. Also, there are sewers in the Desert and Wasteland; that would force them in a dig scenario. If you can force them to climb or focus on climbing, you will make it. The sewer may force them to change pathing rapidly, even while digging.
22:02 " no, no, no, dig up stupid" -chief wiggum.
2:28 pressing R will rotate the block in reverse, so you dont have to click a hundred times to get back around to the orientation you want
Best series so far!
Good Morning Glock9! kisses!
1:37 It's been a while since I heard this song! I've always liked it.
good morning Glock
Must say, I love how you make every situation funny!
Only one word that can describe Glock9, and that's brutal!
I really like your style, I don't get to concerned about things I can't fix either. Good job.
Interesting base design.
Maybe continue the base but build it around an already existing structure to save on build time?
Theres a crate behind the refrigerator on ur garage. TKS for ur content and greetings from Brazil!
Finally another Nightmare series. Lets see if this series tops the very first one you did. Love the content and all the laughs to go with it. #G9
Oh by the way Glock9 your big cube electrical base worked for me! I made it into the wasteland for the first time and survived. Thank you Glock9
0:45 The next series should be called “The Search for the G in Strength”. Make a mod that hides a G-shaped block in a random container in a random POI. 😂
Here's a couple of series ideas 1) "Loan Shark Glock" the premise is your loan shark abducted you and put you butt-@ssed naked in Navezgane to either die or collect money to pay off the debt (for example 100k old cash). I think old cash would be really challenging due to the fact it's not easy to get and you can choose a time limit (like 60 days) to make it harder. 2) Start a game on someone's old map, for instance jump on one of say, Neebs old completed series map. The landscape will be altered and be kinda unknown to you, forcing you to be more resourcefulness because some place would be looted already, etc.
I thought I'd share a fun fact I learned only recently: you can scrap engines for mechanical parts :)
7DTD video from Glock9. The best way to start my day!
I get early mechanical parts from breaking the round red valve handles on the large pipes with stone axe.
SlumGlock Millionaire Rules
1)No crafting of any kind (this includes storage chests, tools, guns, traps, and even food preparation).
2)You start with one million Dukes in your account.
3)You can take jobs and sell items to make additional money.
4)Building blocks are allowed, but only if purchased, found, or rewarded.
5)All items can be repaired, modified, and upgraded.
Objective: Locate the Jeffelon Zuckergate Estate, clear it out, and defend it against a horde for one night.
XP makes sense, and I wasn't aware of the too many frames causing issues. Interesting info.
Fwiw I've never had an issue even having hundreds of frames in my world
If that base is going to work a lot more spikes are required. Two rows before the base, 2 rows before the central pillar, and spikes, perhaps alternating or some stable pattern in the bottom row of the structure, and top row of the outer pyramid before the pillar, something like that.
@11:07 "you know what you're thinkin'. i'm not gonna say it though." lmao. @20:14
I’m pretty sure dew collectors create heat, probably best to move them away from your base just in case.
You can check structural integrity with the debug tools to check how close they were to toppling a structure.
If it lasts all night... *Immediately caves in mid sentence*
You have just the best timing sometimes. All night = 1 more second. XD
This went well though for the damage they can do!
I think the hordes in general have been upscaled a lot since it came back to console. I believe they wanted to keep the challenge alive and so horde nights are going to be tough no matter what like when you had horde every night they sent you a full on night 7 type horde, but if you have the firepower you can potentially kill the horde before the night is over. I think it does help if you run maxed out horde numbers so you can reach the end faster but that only helps if you can actually kill them before they become a problem. I have been playing on console recently and killed a horde before day time. I only had maybe a couple free hours but still.
11:05 zombie step bro, what are you doing??
afaik the zombies use block strength as part of the pathing system.
You could use stronger blocks in some areas to try discouraging the mobs from attacking there.
Zombie block damage probably isnt part of the pathing system, and they should still go for the weaker blocks.
I discovered this after installing vault doors on a previously working bunker.
Suddenly they stopped trying to come through the main doors and just started attacking random walls.
I've got an idea for a series with horde every 3-5 days where a trader job decides where you defend but you only accept the job after defeating the horde and then you have to clear the POI with that you've got left. If you fail the POI you lose the challenge. maybe combine it with having to start fresh afterwards in a new biome on mid stages difficulty like 100 day + etc..
If you wanna make it more interesting, you're ONLY allowed to use non buildable blocks for instance traps are allowed but blocks of any shape no.
Great Video Step-Bro
Whether a horde last all night or terminates early seems to be random from my experience. Usually if it's an early horde it usually ends about 3 am.
My guess is that the best "base" os really just going to be an obstacle course. Have zombies jump over blocks, fall down, push each other off of narrow pathways, etc.
Of course if you're using rifles, keeping zombies in a line and using AP ammo and Penetrator is most effective
There is a secret stash behind the fridge in your garage.
"Step-Glock, help! I'm stuck in the wall!"
Glock, long time viewer here, based on the challenge at hand, instead of a bigger base, surround said base with barbed wire, wooden,then iron spike traps, given a standard 3x3 base.
Try putting them in a loop. Build something like you just had, but dig down where you had the spikes and give them a way out so they could fall again and again while you shoot at them. Also, more support with the plates, like you can go all the way down with them back to back, one on the ground and one on the pillar and put them in such a way that they create the biggest opening between them.
Kinda like what Needs is working on right now. I've seen them dying from fall damage.
I was definitely thinking it
G9, SHENANIGANS 😂😂😂
Actually made it early for once 😂
That song at the beginning had me grooving. 😂
**Glock shoots a rocket and does as much damage as a demolisher**
The night won't end early if you are going loud. If your in a melee base, you have a better shot at a short night.
You can put spikes to delay zombies longer, right? Maybe it's time for spikes in the door instead of trapdoors
Barbed wire also slows them down, I don't know if they will attack it directly, though.
11:10 any port in a storm
On Reddit, at least, some people has said their nights have ended early and some people have said it lasts until 4AM since 1.0 was released. I don't think anything has changed regarding them in the latest update but it's strange how different people are having entirely different experiences. Maybe it has to do with how quickly you kill each "wave" that determines whether they'll last all night or not.
So at the corner of your hoard base center you could place some kind of skiny pole the .5m is hard to hit that could add stability to the center.
Did anybody here a zombie say "ah yes" at 10:01 or was it just me.
yeah i thought i was tweaking
make a horde base out of steel spikes
I'm more upset than I should be that he didn't put sustaining life when he planted that tree.
6:55 -- "Looks clear..." *zombie around corner* "It wasnt..." Ok there Riddick lol I said it looks clear. Well how does it look now?? ......... Looks clear?
Everytime you say "New Nightmare", all I can see in my head is Freddy Krueger.
I will say I found your channel cause of thick and the neebs gang, and I now watch your uploads more than theirs lol you're hands down the best GNS could learn from your awesomeness lol
It's working well so far :) Not too shabby! I'd say it was a successful test.
There is a lootbox (I think) behind that fridge in the garage 😀
"Help me step zombie, I'm stuck!"
2 rows of spikes. One row of scaffolding over the inner row to fire down on them. Might as well make a bird screen. Don't build actual stairs. Making them jump is effective. Pipe bombs do less damage to blocks than grenades.
Wonder if surrounding the whole base with spikes to slow them down coming in would help. Or putting spikes around on the top step.
A base with a sledge turret that would push the zombie in the trader compound. This way the horde won't last all night for sure.
@Glock9 6:51 When u pause this screen and look at where your hammer is, there is wood on the ground, Knock that out and get a Large Ammo Crate right there :D
Glock9 - Trussing blocks can be shot through, use those instead of regular blocks. Won't stop cops from seeing or ralfing at you though.
I just went through a horde night yesterday and they stopped at around 3:30, so no not all night but pretty close
🎉
@Glock9 Dude, you missed ammo box in the Crow residence by the dirt pile. I also was thinking about those metal fences in the city center usually by the road or by the taco truck. Zombies just keep running into them, not doing damage and not jumping over them, even though they are 1 block high. Maybe with those you can create some kind of base defenses for next horde night. Good luck!
I'd love to see one of the later horde nights at one of the skyscrapers(Higashi, etc.). Want to see if they'll be able to take it down. I mined under most of Higashi and the resulting rapid deconstruction was fun 🤣
He did that before he started the series to test the XML file change I believe on a late game horde. They split Dishong in half but did not bring the entire thing down.
@ryguy9933 OMG, I did watch that video and just totally forgot about it 😅🤦🤦🤦
That shot of narcan got Kenny hard
Ah, easy peasy.... the run to the next base was no problem at all. You do need to have a base to kill a heap of zombies for bag drops, with spikes, mines, traps and shooting... and then run to the second base and let them dig to China til morning. The birds are going to be a problem when they come. But they're not hard to kill. Looking forward to the next one.
My experience in hoards lasting all night is my first hoard ended around 2am, with my second hoard lasting till bout 3am, and every one after that lasting till morning. My guess is ut goes if game stage and theres a set overall zombie limit
LOVING this series Glock!
Jonnytown ....has a deep enough basement on the garage side and seems perfect for this challenge and stable enough for the hore
Next series you should try a pure stealth build. Assassin armor. Night vision goggles. Melee only. You only go out at night. I'm doing this on my current playthrough. It's proving to be difficult. Or a one off video.
Glock use water in your base design, water slows them down, but they dont see it as a block to be destroyed, maybe some sort of swimming pool kill chamber