If you're interested - full videos on each of these bases are here: 3x3 Explosive Pit - ua-cam.com/video/GvibB7vtObU/v-deo.html Smallest Base - ua-cam.com/video/rYS8iPYw_7s/v-deo.html Unclimbable Ladder - ua-cam.com/video/IbWLNet07SI/v-deo.html Thresher - ua-cam.com/video/Ras6A0MjkqM/v-deo.html Plinko - ua-cam.com/video/qt-_Oe9qGW4/v-deo.html
I believe you could improve the overall efficiency of the 3x3 explosive pit by simply digging it a little deeper off the hop and lining the very bottom with cobble or even steel. Then instead of using pipe bombs simply toss down molotovs or use frag rockets. The ever-burning cascade of zombies as they pile up would be a little slower to kill but much more efficient on the ammo and rebuild costs since fire does not do block damage. Plus this will give a more steady stream of XP instead of just large chunks as you wait for them to bunch up again at the bottom of the ever-widening hole.
@@thedevilinthedetails3061 Hey - agree with the extra lining- doing that proactively would reduce the repair cost, and therefore the efficiency. I don't like Molotov's with such a small space to throw from, I think you'd self-bbq more often than not 🔥🧯- and frag rockets are about 20 times more expensive, for only about 3 times the damage when compared to pipe bombs. But any combination of explosives will get the job done!
@@CautiousPancake have to agree that frag rockets are not worth the cost compared the pipe bombs, but end game the fun factor of them is necessary to avoid brain rot during day 60+ hordes
I'd like to see your calculations on a base making use of the 11 high, 11 long trick to cancel destroy mode. Stairs, to a tightrope, player hides behind two scaffolding ladders, with a sledge turret. Spears and or penetration rifle builds work well.
Hi Gilberto - I think I've got you covered with my next base on that front, it's not quite everything you've got listed, but it's hopefully close enough to be what you're looking for!
Really appreciate the videos you've put out. Always love the nitty gritty behind games and you do a good job playtesting 7 days and all that it is (That horde defense combined with the real time craft and gather). Been playing the game since alpha 15 or 16 and you still teach me things.
I really like the concept of comparing multiple stats to determine an overall score. It's helpful to compare bases in a 1:1. In the end, however, I think it would depend on how the player wishes to experience a particular playthrough. I suppose a "fun" rating would be helpful but it's very subjective (especially bc it depends on the particular playthrough). Great video, Cautious! I appreciate your factual approach and honest opinions, thanks again for the content!
Thanks mate - agree on trying to use subjective ratings - even the explosion resistance is a bit subjective as better players won't need it (at least as much as I do) since they won't hit the demo chest plates much. And each base doesn't necessarily suit each playthrough - if you're specced into shotguns for example the unclimbable ladder base isn't going to be the best option :)
Good job Professor Pancake but there is another factor that perhaps is worth considering. "Growability" ie a base design that can grow with your game stage. Over the course of a playthrough it would be more efficient in terms of resources if you can start with a simple base and evolve it to meet the demands of the higher stages.
Ooh that's a good one, but also a tough one, depending on play style, as some players will move their horde base during a playthrough, as they go to harder biomes (really just for the loot bonuses). Having said that though, there's something to say for a base that you can either upgrade, or build a small version of for the first and make bigger in later biomes. I'm not sure how to rank that, but it would be worth calling out when doing the in-depth video on a base. Thanks for the feedback!
The fragility of a base should be a more important factor. Your #2 base shouldn't even be on the list imo. You want a base that can handle mistakes, period. Mistakes are always going to happen in such a chaotic environment as the horde night. If your base can't handle that, then that is a failure my friend.
Thanks Anthony - great feedback, and I don't know that I agree that #2 shouldn't be on the list, but I do fully agree that fragility is a factor to be considered - that's why even though I said I was only using 2 methods to rank - xp and efficiency, I had to also talk about explosion resistance or fragility. My problem is that it's currently a subjective view. I was thinking after your comment that perhaps running the base 5 times, and reporting how many failures it had as a survivability rate? Do you think that would be better so that you could skip those that aren't 100%? But someone else who is more willing to risk a death on a horde night could use them? The challenge is everyone wants something different - some want max protection, some want max XP, some want to AFK but also fight! Anyway - i'm writing to say thanks and try and help get my thoughts in order - you've made me think!!
@@CautiousPancake You make a good point. Base survivability is quite subjective. It may not be important to everyone. I dislike dying in 7DTD so it's important to me and probably my foremost concern on horde night. Truth be told I lack your creativity lol. I build ugly, but very effective, boxes.
@@anthonygianettino2557 I still feel like mine are ugly boxes too compared to some of the creators out there, so don't worry, at least if it's doing the job - that's the main thing! I still think there's something else needed to help with rating survivability though, so I'll put it in the mix for the next iteration! 😀
Thanks @CautiousPancake, that was super interesting. I am installing 7D2D now and can't wait to jump in but I wanted to do some homework. I'm looking, of course, for the most efficient base build. Gathering techniques and ideas from all you awesome content creators :)
I find a simple raised " normally 6-8 blocks off the ground" kill corridor base to be the sweet spot all the way up to the triple digit days. I understand people want to be more creative and ad traps and stuff, but it's simply not needed. With proper upgrading and repairs, a raised kill corridor base will be more then enough. I normally use a couple SMG auto turrets along side sledge turrets along the walk way to keep the zombies from piling up against the wall I am hiding behind. I have also been testing maxed out robotics inventor along side max out intellect to use Stun Batons. This seems to be another sweet spot as the zombies are almost permanently stun locked while my auto turrets and junk turrets put in the work, and gain me the XP (remember intellect and robotics inventor MUST be maxed out for this build to function at 100%.
I love your style of videos. You talk calmly and go right into explaining things. Others love to talk very loud (jawoodle to name one) and they sometimes don't get right into the actual point of the video.
I would like to see a list of different types of base builds that can actually be pulled off in game with only 1 of every type of workstation. for example bases that the everyday player builds
With the exception of the plinko base they are all bases that can be done in game, designed for solo player, at least from my perspective, but I'm interested in what makes you say this - do you think the build costs are too big? For example, the thresher base is designed for a 3 phase build over multiple horde nights, and smallest base and the 3x3 explosive pit are super small and easy to build, they can be done in a day with little mats.
Thanks Jon - I get where you are coming from. All these bases can survive high level hordes, but the explosion resistance I gave for each will give you an indication of which allow for more explosions. For non-cop and non-demo waves they all can survive it easily, so that's really the only factor. Given that some players prefer a higher risk/reward, I didn't feel like riskier bases should be excluded completely.
Might I suggest a multiplier (or divisor) for "survivability". Informally, I rank my base designs in terms of material (volume), time to build, time to manufacture building materials (concrete takes time), material cost to repair, and survivability. If the base results in someone's death on horde night - I scrap it entirely (unless a specific component is the obvious flaw and can be modified/fixed) in favor of designing a new base. On the other hand, I have built some monstrosities that are simply outclassing anything the game can throw at us by sheer volume of concrete. So while they are eminently survivable, they require a production facility and three players to maintain - low ranking in my book, but fun to be able to say I built it.
Hey - I like it - there's been a few calls for survivability - so I'm going to need to work something out :) Initial thought was number of non-death runs, divided by number of runs, as a percentage, so a death 2 times out of 5 would have 60% survivability? And then see if it helps to modify the xp or efficiency scores by that percentage, or leave it as a separate score - so you can see the potential xp gain but also the likelihood of death - so that people can decide risk/reward that suits them?
That works. Only, now you have to get into game stage. You might have to set the game stage at a "standard" level and rate all bases according to that level. More complicated, you could have an average across multiple game stages - but the work! @@CautiousPancake
I like the rating system overall. I cant think of any way that you could improve the efficiency score. However, this video gives me an idea for a new video series for you. Rate my build. Subscribers could upload base designs as a POI and you could rate them using your system. You could use this data to design even better bases, and we would all be entertained by seeing you blow up our bases during hordes.
Great video! I was looking to replicate the newer 3x3 model but it looks like there are a couple different blocks being shown at the 9:48 mark vs when you jump through at 9:54, bit confusing
Thanks and sorry for using new blocks without the build guide. If it helps I also build one of these for my infinity horde series - the build process spans episodes 22 and 23 - ua-cam.com/video/BOWqT6Oehkk/v-deo.html and ua-cam.com/video/t6M0N-8ysk8/v-deo.html
I really don't feel like any of the bases are that great and your top 2 are from challenges, so not something a typical player will use. Would you mind looking at the base design I use and see what you think? I have uploaded a few different videos showing its use and how to build it.
Hey - I'll take a look at your bases for sure. What is it about the challenge bases that you think precludes them from being used? I get #2 - more on survivability, but #1 has very low risk?
@@CautiousPancake I looked at a few comments about #1 and I guess after the first night, you could build a pit that keeps them from getting out of sight and that might work. I used to play in a pit fall base back in A19 before they fixed the pathing to not allow them to just fall and instead would have them dig to you. Are these all bases that you came up with or have you seen them and then tested it for your top 5?
@@dunage8871Yeah, #1 was originally a 3x3 challenge, so it "had" to stay within the limit, but outside of the challenge, adding a little side padding (I only think 1 layer, and only at the bottom 3 levels would be needed), and some extra floor layers under the bottom would be worth while. If you don't you'll end up patching after in repair - like I showed with the big hole. I know what you mean about pit fall bases - I did an underwater bedrock base earlier in A21, and diggers are a problem! These are all my bases, or at least all my primary combat bases - I have a bunch of AFK bases as well, and a few that limit combat to those that want a bit of fighting, but not the risk of getting smashed. As with all bases there will be influences from others of course, but I try and make things a unique combination when I do a base.
10:10 I'm having issues with zombies just attacking the base pillars instead of going into the pit....i think it might be pathing? I watched the original 3x3 base design video and followed it fairly well? I'd like to incorporate this new tweak of that design too and eagerly await you future tutorial! Thanks
Hey for sure - quick question though - is it just some of the zombies attacking the pillars, but most fall in the pit, or all of them attack the pillars and no-one goes in the pit? Or something in between?
I think the efficiency score you decided on is a good pick after hearing your explanation. The only thing I would change is the cost of some things, for example, you get twice as much iron as you do lead, and brass can't be mined so should cost more than lead. And I think coins should also cost one point as some bases use candies which can't be broken down into raw resources. The same goes for many buffs you can now get from vending machines. For For the rest great video!
Hmm good point on the brass. My only concern with increasing that particular cost is that it will drive up (bullet) ammo costs, and make explosives bases even more efficient in comparison to any guns base. Since you can mine lead, I think that's ok, but brass is a tricky one! I personally don't understand why they limit it - and don't just add copper and zinc as additional ores to mine. Maybe too much mining then? Who knows!
@CautiousPancake Yeah I guess that's true, i think TFP dont make brass mineable because they want to limit the amount of ammo players have to make it more challenging so players have to use traps, explosives and melee as well, which is a great idea if it weren't for the fact that infected quests now give ridiculous amounts of ammo. But I do still think brass the point values should be changed a little, for example make iron worth half a point, wood worth 2 points and then brass worth 5 points and plastic is actually even harder to gather so that should be worth 10 points. You could experiment with taking 5 minutes with a maxed out tool and all the buffs and points in the right places and see how much of a resource you can gather and then making your "arbitrary" values somewhat based of that making then a bit less arbitrary. Only problem with that is with brass, headlights, springs, batteries, engines and electrical parts because to harvest these you have to harvest all the other simultaneously, but if you do this you would have a ratio of these parts, for example, even if you give brass a worth of an arbitrary 5 points, you gather only 1/20 the amount of springs when harvesting cars as you do brass so springs should be worth 20 times as much as brass, that way this entire group of recourses would be arbitrary compared to mineble recourses but they wouldn't be arbitrary compared to eachother. But at the end it's up to you. All I'm saying is that it could be improved and it's better to do it now before you rank more bases. Anyways great video and I absolutely love the idea of objectively ranking bases, I'd love to calculate my own base design some time soon
@@averagemusicenjoyer4043Thanks for that response - I do think you're onto something regarding the weightings and doing a 5 mins focus run to see how much you can get (in an ideal location) and then scaling accordingly. That will for sure increase brass/plastic/paper and similar items that can't be farmed at will. I'll likely continue with the current system for the short term, and revisit either mid A21, or if A22 drops "quickly" revise it then with any other changes it brings. Thanks again thought - this is awesome feedback and ideas!
@@CautiousPancake That's a good idea to revisit it in the next update since most likely other things will also be changed disregarding base ratings from alpha 21, then you can also incorporate other suggestions you may have gotten as well. Glad I could help! Can't wait to see the next vid.
I've been out of action for a few weeks so I've been catching up on your work. I like the rating system, it pretty much covers all of the angles. I'm not a fan of traps I can't see as their repair is limited and vulnerability to cops is high. The No1 in your list pretty much covered it all. Great work, thank you for so many options we can try.
Thanks PJF! If you're talking about the thresher base - you can get to all the blade traps from above and repair them as well, although I didn't cover that well in this video *facepalm* - in the original vid I used bar blocks, but I replaced them with scaffold ladders here, to allow for easy repair (and shooting) through the blocks.
I Found out that when zombie speed is on nightmare the horde night becomes easier when your on a horde base. Basically the zombies become to fast an run off the path I give them more often than other zombie speeds. More often than not zombies with nightmare speed will fall off the path where I did not want them too. It also more easy too cheese the zombies pathing when they have nightmare speed.
Yeah, that's a good point. I've found it a bit of a mixed bag - sometimes they go where they shouldn't on nightmare, and sometimes they run over the zombie droppers that work well on sprint, and avoid the base design. It does mean they get where they are going faster, and bunch up more as well though, so if there's zombie "flow" issues, then they can bottleneck and destroy things you didn't want destroyed :)
I love it. Both the math of calculating the efficiency and the final choice. I'm currently racking my noodle to try and create a pit-like base that has 4 ramps that are like fins on a rocket that go up to a center spire, all hanging over a pit that goes all the way down to bedrock, so i can go ham on the pipebombs, rockets, and molotov cocktails. I just can't figure an efficient way to do the spire side of things. The inverted spire you made seems very cool to emulate, but I was hoping for making something straighter. All so I can call it The Saturn V base. 😆
That sounds like an awesome base! Would need some experimenting to see what the steepest slope they'll walk up happily is - I know they used to fail to walk up the "narrow" set of wedges, but I think they can now?
Yeah that's what im thinking too. but i noticed on normal ramps (I thinks its the way my friend set up the base) that the Z's have a tendancy to first approach the ramp, and then smack it a few times before running up the ramps to me on horde night. Otherwise I could be dreaming up problems that aren't there.
@@nocillis Nah you're not imagining - if you have a ramp without a ramp corner, when they come in from the side they will often give it a hit before climbing. You might need to bevel your fins so that they can come in from the side, so the fin would be 3 wide.
It just ticked over to day 7 (midnight), and I haven't even begun building a horde base. Have you shared a base design that you can throw together in a hurry where you can still get kills? I know I could just hide out on the roof of some sturdy POI, but I'd like to get some XP if possible. Preferably melee friendly (I'm doing wasteland only, no traders, and my progression is barely moving along, so ammo and guns are in short supply).
If it's last minute - I'd combine on top of a POI with a partial zombie drop, so you get some but not all the zombies, and the rage mode is only destroying the poi. Or do a dual walkway, with a door drop underneath so you can flip them over to the other walkway. But wasteland is no joke as I know you know, and no traders as well - man I'd be dead before day 7 :D I bow to you sir!
@@CautiousPancake Haha, there's so many things I know about this game thanks to you, so trust me when I say all the respect deserves to go your way! :)
CautiousPancake, have you tested explosive pit in A21? I've been building a similar concept since A18, but its larger (7x7 pit), shallow (5 deep) and electrified. There are 2 problems in A21: 1) new rage mode - they get into rage mode and start digging around the pit, but eventually falling in there, 2) demo's new behaviour - A20 is way too easy, because traps didn't trigger demos, in A21 electric fences already do that job and their explosion are causing greater damage on steel (my new design didn't resist 3 explosions, in A20 it would be just fine). I just finished day 42 horde, snow, gamestage 310 and it was a nightmare. That's why I'm asking if you have tested in A21, so I could get some feedback on how to make them go to the pit easier. Thanks in advance.
Hey - for sure - I re-tested all these bases in A21 to get updated costs for this video, didn't want any surprises where they wouldn't work, like the wizard tower or lemming tower! Is your challenge though with getting the zombies into the pit, or trying to stop them rage moding before they go in, or handling the explosion damage while in the pit? For my run I basically sad on the ladder/hole above the pit, drop a couple of pipe bombs, then check if any of the supports needed repair, then sniped cops if I felt like it while the pit filled up again, and repeat. As a few people have suggested, having an extra concrete layer outside the 3x3 pit wall, and probably 4 or 5 layers of concrete underneath the floor would have meant less damage to dirt/rock, but as long as they explode down it doesn't bring the base down, so just means a bit more fill after the horde. Let me know if this doesn't answer your question though!
@@CautiousPancake Yeah, that's a good feedback, thank you. I don't know whether extra concrete layers would be that good. As I said I've been using pit since A18 and demolishers are a real problem now. I'll give you an example. My current seed is 12% forest, 14% desert, 27% snow and 47% wasteland. Spawn point as usual forest, but that especific local is in between snow and forest, so a good position for veterans. I tried maps without forest, but since we live on stone age for so long it's tough to start in snow/wasteland due to what I call lvl 2 zombies (lumberjack for example). Spawn point in desert is good, but in three differens seeds I couldn't find a single coal ore, therefore impossible to progress and take on hordes. The seed I mentioned above was the best so far. I did take on first two hordes in forest with my old A17 design and no problem at all (warrior/64 zombies). Day 21 I was better prepared (got enough books for electric fences) and tried a shallow eletrified pit (2 deep) with ramps to avoid rage mode. Full concrete (2 layes at bottom), I was able to finish horde, but gs 189 in snow got it, give or take, 60% destroyed by 3 demolishers explosions. The way I see it, you can get better protection with 6 bottom layers, but it will need to be steel to be able to manage up to five explosions at the same spot or you need to build the floor at bedrock (been thinking about it). My day 42, snow, gs 310, 3 demolishers explosions got 2 layers of steel complete vanished. It wasn't this way in A20. About rage mode. My question would be how to deal with in small horde defence designs like you showed (I watched your pit in action, but A20 AI is different and much easier to deal with). I have changed my pit design, but it's two/three times bigger than yours so I can use one ramp side to control zombies, but no clue how to deal in a smaller base.
@@mattemodin666So, ummm, are you playing with 300% block damage by any chance? 😀 Just tried in a default world with 3 demo explosions on 2 layers of steel blocks, and the top layer was bround down to aorund 3k from 10k, but the bottom layer wasn't touched, so on default block damage, it'd be maybe 4 demos per layer (for the layers they are standing on top of I mean). For the rage mode side of things, it's mostly still the same principles in A21, I know they are a bit more annoying, but generally it's making things as smooth as possible so they don't get hung up on blocks, and channeling them as quickly as possible to where you want them to go. If my guess above is right that you're on increased block damage, then that will obviously make what is a minor annoyance for me, a potentially base ending issue!
@@CautiousPancake No, regular 100%, warrior difficulty (it didn't matter by any means, not sure whether FP did change anything in A21). I always backup after each game session since I lost a minibike back in A16, so I reload my pre horde save and did it again. This time I got a better job done and just one demo explosion: top bottom down to 5,7k. I'm not sure what am I doing wrong, man. This never happened before. I'm starting to believe it might be something broken in my files, because I'm getting a lot of errors due to fence post in action.
Suggestion: Instead of making all resources equal per unit, weight the resource 'cost' by the stamina cost per unit? The cheapest resource per stamina would have a value of 1, a resource that needs twice as much stamina would have a value of 2, a resource that takes three times as much stamina would have a value of 3, et cetera.
Hi TimeSpinner - that's a new way of looking at scoring - interesting! I can see how that would more closely tie to "effort" but I'm not sure how to calculate stamina cost for things like say, paper, or brass, or feathers - and it gets tricky when they can be acquired in different ways. I will think about it a bit more though, as it's an interesting concept! Let me know if you have any more thoughts on how to make it work.
I find in this alpha that I want to slow down xp gian, since the changes make it too challenging for me if I level up fast. I find hoards a hassle and would prefer a base that is extremely protective yet kills efficiently in the long run.
i came here because i was confused on horde night the zombies ignore all open paths and then just chew a straight line through to get me. I've been playing for years, and this is a first for me i was just trying to see if they changed the ai pathing and just wasn't aware of it.
Hi mate, no change to zombie AI in recent times, well there were some tweaks in A21 particularly at long range and for digging toward underground bases, but nothing like what you've described?
i built a one way bride with hatches to hide behind while shooting and my pillars are made of steel in a 3x3 with a concret bride and there nothing in the way but the hatches but the keep making stairs in my pillars from under me.@@CautiousPancake
I think i need to yes! Changes in A21 pathing / rage and the mods I did to make it more consistent, less cop spit vulnerable are worth a build guide and quick demo I think. And to show how to build it so it's not just 3x3 limited!
@@CautiousPancake thanks! it would be really appreciated. I love the boxy design and general idea of that base and will make sure I build an updated version!
I built a half pyramid that was hollow that was 7 blocks away from the outer wall of my base zombies go up the ramp fall on spikes then they crawl into more spikes and are one hit when they actually get in this allows for exp farming
That pit base is by far the best one. Best thing to do with that base is keep the 3X3 for the top of the base but as for the pit, make it double or triple walled and put about 5-6 layers thick for the floor. This will help keep them bunched up. when the walls break the zeds will dig sideways and it is harder later in the night to get them with bombs. A lot easier to chuck concrete blocks in the spaces for repairs also.
Hey Purple! Originally it was a 3x3 challenge so I was unable to put reinforcing walls around it, but now that I've broken that part, absolutely. The side walls weren't too bad in this test run, since I was using pipe bombs more frequently vs the original where I used rockets less often, but doing bigger hits when it did. The under floor re-inforcing is where it is most needed I agree. If you were doing it from early, I'd let the cops do the digging then put in dirt or cobble, and do 4-5 layers of concrete underneath. I'd just do the walls when they broke through and started digging, repairing that with concrete after each horde. Just depends how much digging you want to do and how much concrete you have spare when you go to build it really :)
I wonder how a simple above ground, on stilts with a single narrow bridge horde base with electric fences would fare on your scale because that is what i tend to build. Cheap and easy to build but are bullet heavy.
I did have the original version as the "control" along those lines from the first base eval video - which had 545k xp gain, and a 12 efficiency score, however it was very vulnerable to demo explosions so not a "top 5". A good reference point that I use though - to try and make sure bases are above that mark for xp and efficiency.
hey man i got nice horde base to show you , if you want to show case it i don't mind , based on some ideas of the 7d2d community along the years including floating pillars and the afk base method with pit integrated in it place to throw pip bombs and granades , also robotic sledge turret place
At a21 now demos trigger by explosives or even by their own explosions. bomb pits no more an option. Alot of things can go wrong after 10 demos explode at horde night. Even your base platform collapse in to the pit and force you to dance with the zombies all night long. (If you manage to live that long)
Actually it works fine - even with the demo explosions. The ranking run I showed the stats for (and the huge pit underneath) was from a run with demo's and included a lot of explosions from both cops and demos in the final wave. The base is stable (due to the small size) even if you completely undermine it below it's no problem. Just having 3 blocks connected to the topsoil layer is enough to keep it standing. Here are some stability pics from the original video - and I can put up more / worse ones if you like :) instagram.com/p/CtC5GZehHD6/
I'd say you should evaluate your larger builds unless you did and they didn't make the cut. If thats the case then we need to see places 10-6. I know some are afk or semi afk, like the lemming tower, mage tower, and possibly wipeout one, but I'm curious how they stack up. Maybe for those remove the xp variable and add in an esthetic or world appeal rating? As lets be honest most horde bases are very much function over form. Yeah they keep us safe for the horde, but arent the best to look at sometimes.
Mostly the top 5 was due to time, evaluating the base, and doing the cost calculations took a while, also as I had to review all the costs due to changes in A21. Over time I'll add older bases into the tables for standings, as well as new bases!
Can you try the jawoodle blender to bendrock base? you can just make a floating afk platform and add a dropper to the blender pit, i think its an interesting build but i dont know if its worth the effort to try in a normal run
does anyone know if u can still get water from snow in alpha 21? if so how without jars? im thinking of doing a no city no trader playthru again but dunno if i will have enough water with no dew collectors... u can only get them in traders? cant make them right? just wondering which biome might be best for a no city, no trader, no poi playthru. just searching thru trash.. wasteland will have more stuff.. but dangerous.. snow too many dangerous animals.. and not easy if u cant get water
Dizzy, like motion sick? Is it just on this video, or a particular section? I'm just wondering if I did something wrong or different in edit?! So sorry that it's making you dizzy though!
Thanks Xydroos - your comment is making me thinking that maybe I should run the base 5 times, get survivability rating of say 60% (if it completed horde night 3 of 5 times) and then use that instead of the subjective low/med/high ratings? I don't know that combining it with xp gain or efficiency score helps though - or maybe it does? - if 60% of say xp gain is still above the plinko base, does that still make smallest base a "better" base, or is it better to show the survivavility separate so that people can judge for themselves what they want? Risk vs reward is easier to see with it reported separately I think? Thanks for the comment though - got me thinking!
@@Dr_Snuggles- ah! There's the slightly older version of this in the original video: ua-cam.com/video/GvibB7vtObU/v-deo.html and I also built it in my infinity horde playthrough - episodes 22 and 23 (ua-cam.com/video/BOWqT6Oehkk/v-deo.html and ua-cam.com/video/t6M0N-8ysk8/v-deo.html)
Nice commentary and overall review but I'm not a fan of these bases being top 5. As i feel like my base is highly flexible for cost, xp gain and repair efficiency and can be modified in numerous ways depending on the players skill tree. BUT, i have no fancy way of showcasing it. I tend to play either nightmare or survival difficulty solo with horde every 5 days and the base keeps me going well passed day 100 hordes with gamestage 300+
Hey random - that's fair enough, there are plenty of other options out there - and if yours does what you like, then that's perfect! If you've got a cool base design you can prefab it if you're interested - I'm keen for interesting base builds to review and show off.
@@CautiousPancake I'm not rly familiar with prefab but I'll look into some UA-cam tutorials and see if i can do it. I'm assuming after i prefab it i can send it to you somehow
@@randomasionThis was the video from Reach that I learned how to export bases as prefabs ua-cam.com/video/ucCzhzHeFDI/v-deo.html and then you can email (in my about page here on youtube) or share from google docs or friend me on discord so I can get the file.
If you're interested - full videos on each of these bases are here:
3x3 Explosive Pit - ua-cam.com/video/GvibB7vtObU/v-deo.html
Smallest Base - ua-cam.com/video/rYS8iPYw_7s/v-deo.html
Unclimbable Ladder - ua-cam.com/video/IbWLNet07SI/v-deo.html
Thresher - ua-cam.com/video/Ras6A0MjkqM/v-deo.html
Plinko - ua-cam.com/video/qt-_Oe9qGW4/v-deo.html
I believe you could improve the overall efficiency of the 3x3 explosive pit by simply digging it a little deeper off the hop and lining the very bottom with cobble or even steel. Then instead of using pipe bombs simply toss down molotovs or use frag rockets. The ever-burning cascade of zombies as they pile up would be a little slower to kill but much more efficient on the ammo and rebuild costs since fire does not do block damage. Plus this will give a more steady stream of XP instead of just large chunks as you wait for them to bunch up again at the bottom of the ever-widening hole.
@@thedevilinthedetails3061 Hey - agree with the extra lining- doing that proactively would reduce the repair cost, and therefore the efficiency. I don't like Molotov's with such a small space to throw from, I think you'd self-bbq more often than not 🔥🧯- and frag rockets are about 20 times more expensive, for only about 3 times the damage when compared to pipe bombs. But any combination of explosives will get the job done!
@@CautiousPancake have to agree that frag rockets are not worth the cost compared the pipe bombs, but end game the fun factor of them is necessary to avoid brain rot during day 60+ hordes
@@averagemusicenjoyer4043lol - agree frag rockets feel way more satisfying than pipe bombs 😀
This was my immediate thought, "Where can I see your base designs to copy/pasta?" lol glad you posted them here ^ Excellent video!
I have absolutely fallen in love with your explosion pit base!! So easy to build, and very fun on blood moons! Thanx, CP!!
Thanks for trying it out - glad you're enjoying blowing up zombies as much as I do! :)
I'd like to see your calculations on a base making use of the 11 high, 11 long trick to cancel destroy mode. Stairs, to a tightrope, player hides behind two scaffolding ladders, with a sledge turret. Spears and or penetration rifle builds work well.
Hi Gilberto - I think I've got you covered with my next base on that front, it's not quite everything you've got listed, but it's hopefully close enough to be what you're looking for!
Really appreciate the videos you've put out. Always love the nitty gritty behind games and you do a good job playtesting 7 days and all that it is (That horde defense combined with the real time craft and gather). Been playing the game since alpha 15 or 16 and you still teach me things.
Thanks Matthew, I'm very happy that this is proving useful to people!
I really like the concept of comparing multiple stats to determine an overall score. It's helpful to compare bases in a 1:1. In the end, however, I think it would depend on how the player wishes to experience a particular playthrough. I suppose a "fun" rating would be helpful but it's very subjective (especially bc it depends on the particular playthrough).
Great video, Cautious! I appreciate your factual approach and honest opinions, thanks again for the content!
Thanks mate - agree on trying to use subjective ratings - even the explosion resistance is a bit subjective as better players won't need it (at least as much as I do) since they won't hit the demo chest plates much.
And each base doesn't necessarily suit each playthrough - if you're specced into shotguns for example the unclimbable ladder base isn't going to be the best option :)
Good job Professor Pancake but there is another factor that perhaps is worth considering. "Growability" ie a base design that can grow with your game stage. Over the course of a playthrough it would be more efficient in terms of resources if you can start with a simple base and evolve it to meet the demands of the higher stages.
Ooh that's a good one, but also a tough one, depending on play style, as some players will move their horde base during a playthrough, as they go to harder biomes (really just for the loot bonuses). Having said that though, there's something to say for a base that you can either upgrade, or build a small version of for the first and make bigger in later biomes. I'm not sure how to rank that, but it would be worth calling out when doing the in-depth video on a base.
Thanks for the feedback!
Nice, can you review Izprebuilt's 11 high stilt base (avoids aggro due to being too far from the zombies when they hit the ground.)
Thanks for the suggestion Tinkester - I will reach out to him and see what he thinks!
You know it was cp that made the first video about rage range...
I have been using this, but with lots of additions, it's my new favorite build.
The fragility of a base should be a more important factor. Your #2 base shouldn't even be on the list imo. You want a base that can handle mistakes, period. Mistakes are always going to happen in such a chaotic environment as the horde night. If your base can't handle that, then that is a failure my friend.
Thanks Anthony - great feedback, and I don't know that I agree that #2 shouldn't be on the list, but I do fully agree that fragility is a factor to be considered - that's why even though I said I was only using 2 methods to rank - xp and efficiency, I had to also talk about explosion resistance or fragility.
My problem is that it's currently a subjective view. I was thinking after your comment that perhaps running the base 5 times, and reporting how many failures it had as a survivability rate? Do you think that would be better so that you could skip those that aren't 100%? But someone else who is more willing to risk a death on a horde night could use them?
The challenge is everyone wants something different - some want max protection, some want max XP, some want to AFK but also fight!
Anyway - i'm writing to say thanks and try and help get my thoughts in order - you've made me think!!
@@CautiousPancake You make a good point. Base survivability is quite subjective. It may not be important to everyone. I dislike dying in 7DTD so it's important to me and probably my foremost concern on horde night. Truth be told I lack your creativity lol. I build ugly, but very effective, boxes.
@@anthonygianettino2557 I still feel like mine are ugly boxes too compared to some of the creators out there, so don't worry, at least if it's doing the job - that's the main thing! I still think there's something else needed to help with rating survivability though, so I'll put it in the mix for the next iteration! 😀
bro its not that deep chill lmao
Thanks @CautiousPancake, that was super interesting. I am installing 7D2D now and can't wait to jump in but I wanted to do some homework. I'm looking, of course, for the most efficient base build. Gathering techniques and ideas from all you awesome content creators :)
You're most welcome - there's so many different base options out there, hope you can find something you like!
I find a simple raised " normally 6-8 blocks off the ground" kill corridor base to be the sweet spot all the way up to the triple digit days. I understand people want to be more creative and ad traps and stuff, but it's simply not needed. With proper upgrading and repairs, a raised kill corridor base will be more then enough. I normally use a couple SMG auto turrets along side sledge turrets along the walk way to keep the zombies from piling up against the wall I am hiding behind. I have also been testing maxed out robotics inventor along side max out intellect to use Stun Batons. This seems to be another sweet spot as the zombies are almost permanently stun locked while my auto turrets and junk turrets put in the work, and gain me the XP (remember intellect and robotics inventor MUST be maxed out for this build to function at 100%.
I love your style of videos. You talk calmly and go right into explaining things. Others love to talk very loud (jawoodle to name one) and they sometimes don't get right into the actual point of the video.
Thanks Fred!
Solid video man, good job!
Appreciate it!
@@CautiousPancake No problem!
I would like to see a list of different types of base builds that can actually be pulled off in game with only 1 of every type of workstation. for example bases that the everyday player builds
With the exception of the plinko base they are all bases that can be done in game, designed for solo player, at least from my perspective, but I'm interested in what makes you say this - do you think the build costs are too big?
For example, the thresher base is designed for a 3 phase build over multiple horde nights, and smallest base and the 3x3 explosive pit are super small and easy to build, they can be done in a day with little mats.
Most important is whether the base can withstand high level Horde nights.
Thanks Jon - I get where you are coming from. All these bases can survive high level hordes, but the explosion resistance I gave for each will give you an indication of which allow for more explosions. For non-cop and non-demo waves they all can survive it easily, so that's really the only factor. Given that some players prefer a higher risk/reward, I didn't feel like riskier bases should be excluded completely.
Lovely content
Thankyou!
i just want fall damage back so i can make pit bases like the good old days
I miss it too!
Might I suggest a multiplier (or divisor) for "survivability".
Informally, I rank my base designs in terms of material (volume), time to build, time to manufacture building materials (concrete takes time), material cost to repair, and survivability. If the base results in someone's death on horde night - I scrap it entirely (unless a specific component is the obvious flaw and can be modified/fixed) in favor of designing a new base. On the other hand, I have built some monstrosities that are simply outclassing anything the game can throw at us by sheer volume of concrete. So while they are eminently survivable, they require a production facility and three players to maintain - low ranking in my book, but fun to be able to say I built it.
Hey - I like it - there's been a few calls for survivability - so I'm going to need to work something out :) Initial thought was number of non-death runs, divided by number of runs, as a percentage, so a death 2 times out of 5 would have 60% survivability? And then see if it helps to modify the xp or efficiency scores by that percentage, or leave it as a separate score - so you can see the potential xp gain but also the likelihood of death - so that people can decide risk/reward that suits them?
That works. Only, now you have to get into game stage. You might have to set the game stage at a "standard" level and rate all bases according to that level. More complicated, you could have an average across multiple game stages - but the work!
@@CautiousPancake
I like the rating system overall. I cant think of any way that you could improve the efficiency score.
However, this video gives me an idea for a new video series for you.
Rate my build. Subscribers could upload base designs as a POI and you could rate them using your system. You could use this data to design even better bases, and we would all be entertained by seeing you blow up our bases during hordes.
Hey Ezbz - that would be fun for sure! Love the idea!
Great video! I was looking to replicate the newer 3x3 model but it looks like there are a couple different blocks being shown at the 9:48 mark vs when you jump through at 9:54, bit confusing
Thanks and sorry for using new blocks without the build guide. If it helps I also build one of these for my infinity horde series - the build process spans episodes 22 and 23 - ua-cam.com/video/BOWqT6Oehkk/v-deo.html and ua-cam.com/video/t6M0N-8ysk8/v-deo.html
I really don't feel like any of the bases are that great and your top 2 are from challenges, so not something a typical player will use. Would you mind looking at the base design I use and see what you think? I have uploaded a few different videos showing its use and how to build it.
Hey - I'll take a look at your bases for sure. What is it about the challenge bases that you think precludes them from being used? I get #2 - more on survivability, but #1 has very low risk?
@@CautiousPancake I looked at a few comments about #1 and I guess after the first night, you could build a pit that keeps them from getting out of sight and that might work. I used to play in a pit fall base back in A19 before they fixed the pathing to not allow them to just fall and instead would have them dig to you.
Are these all bases that you came up with or have you seen them and then tested it for your top 5?
@@dunage8871Yeah, #1 was originally a 3x3 challenge, so it "had" to stay within the limit, but outside of the challenge, adding a little side padding (I only think 1 layer, and only at the bottom 3 levels would be needed), and some extra floor layers under the bottom would be worth while. If you don't you'll end up patching after in repair - like I showed with the big hole.
I know what you mean about pit fall bases - I did an underwater bedrock base earlier in A21, and diggers are a problem!
These are all my bases, or at least all my primary combat bases - I have a bunch of AFK bases as well, and a few that limit combat to those that want a bit of fighting, but not the risk of getting smashed. As with all bases there will be influences from others of course, but I try and make things a unique combination when I do a base.
10:10 I'm having issues with zombies just attacking the base pillars instead of going into the pit....i think it might be pathing? I watched the original 3x3 base design video and followed it fairly well? I'd like to incorporate this new tweak of that design too and eagerly await you future tutorial! Thanks
Hey for sure - quick question though - is it just some of the zombies attacking the pillars, but most fall in the pit, or all of them attack the pillars and no-one goes in the pit? Or something in between?
I think the efficiency score you decided on is a good pick after hearing your explanation. The only thing I would change is the cost of some things, for example, you get twice as much iron as you do lead, and brass can't be mined so should cost more than lead. And I think coins should also cost one point as some bases use candies which can't be broken down into raw resources. The same goes for many buffs you can now get from vending machines. For For the rest great video!
Hmm good point on the brass. My only concern with increasing that particular cost is that it will drive up (bullet) ammo costs, and make explosives bases even more efficient in comparison to any guns base. Since you can mine lead, I think that's ok, but brass is a tricky one! I personally don't understand why they limit it - and don't just add copper and zinc as additional ores to mine. Maybe too much mining then? Who knows!
@CautiousPancake Yeah I guess that's true, i think TFP dont make brass mineable because they want to limit the amount of ammo players have to make it more challenging so players have to use traps, explosives and melee as well, which is a great idea if it weren't for the fact that infected quests now give ridiculous amounts of ammo.
But I do still think brass the point values should be changed a little, for example make iron worth half a point, wood worth 2 points and then brass worth 5 points and plastic is actually even harder to gather so that should be worth 10 points.
You could experiment with taking 5 minutes with a maxed out tool and all the buffs and points in the right places and see how much of a resource you can gather and then making your "arbitrary" values somewhat based of that making then a bit less arbitrary.
Only problem with that is with brass, headlights, springs, batteries, engines and electrical parts because to harvest these you have to harvest all the other simultaneously, but if you do this you would have a ratio of these parts, for example, even if you give brass a worth of an arbitrary 5 points, you gather only 1/20 the amount of springs when harvesting cars as you do brass so springs should be worth 20 times as much as brass, that way this entire group of recourses would be arbitrary compared to mineble recourses but they wouldn't be arbitrary compared to eachother.
But at the end it's up to you. All I'm saying is that it could be improved and it's better to do it now before you rank more bases.
Anyways great video and I absolutely love the idea of objectively ranking bases, I'd love to calculate my own base design some time soon
@@averagemusicenjoyer4043Thanks for that response - I do think you're onto something regarding the weightings and doing a 5 mins focus run to see how much you can get (in an ideal location) and then scaling accordingly. That will for sure increase brass/plastic/paper and similar items that can't be farmed at will.
I'll likely continue with the current system for the short term, and revisit either mid A21, or if A22 drops "quickly" revise it then with any other changes it brings.
Thanks again thought - this is awesome feedback and ideas!
@@CautiousPancake That's a good idea to revisit it in the next update since most likely other things will also be changed disregarding base ratings from alpha 21, then you can also incorporate other suggestions you may have gotten as well.
Glad I could help! Can't wait to see the next vid.
@@averagemusicenjoyer4043 Thanks again for your help and input - makes a big difference to me!
I've been out of action for a few weeks so I've been catching up on your work. I like the rating system, it pretty much covers all of the angles. I'm not a fan of traps I can't see as their repair is limited and vulnerability to cops is high. The No1 in your list pretty much covered it all. Great work, thank you for so many options we can try.
Thanks PJF! If you're talking about the thresher base - you can get to all the blade traps from above and repair them as well, although I didn't cover that well in this video *facepalm* - in the original vid I used bar blocks, but I replaced them with scaffold ladders here, to allow for easy repair (and shooting) through the blocks.
Just have to say, THANKS, for your research.
You're most welcome, thanks for watching 😊
You "scienced" the sh!t outta this topic. Well done!
Thank you!
Great stuff man, I may have to try a couple of these.
Please do!
I Found out that when zombie speed is on nightmare the horde night becomes easier when your on a horde base. Basically the zombies become to fast an run off the path I give them more often than other zombie speeds. More often than not zombies with nightmare speed will fall off the path where I did not want them too. It also more easy too cheese the zombies pathing when they have nightmare speed.
Yeah, that's a good point. I've found it a bit of a mixed bag - sometimes they go where they shouldn't on nightmare, and sometimes they run over the zombie droppers that work well on sprint, and avoid the base design. It does mean they get where they are going faster, and bunch up more as well though, so if there's zombie "flow" issues, then they can bottleneck and destroy things you didn't want destroyed :)
That 3x3 Explosive pit looks fun! :D
Thanks mysho! There's a video for it in more depth if you're interested: ua-cam.com/video/GvibB7vtObU/v-deo.html
@@CautiousPancakeYup. I just watched it. I don't know how you come up with such amazing ideas but keep them coming :DD
@@myshoThanks so much - I'll do my best!
Ramp gauntlet zomby olympics base takes almost no damage during horde night and can be done afk or with mele only. You should give it a try
Is that the pseudo posse one?
I love it. Both the math of calculating the efficiency and the final choice. I'm currently racking my noodle to try and create a pit-like base that has 4 ramps that are like fins on a rocket that go up to a center spire, all hanging over a pit that goes all the way down to bedrock, so i can go ham on the pipebombs, rockets, and molotov cocktails. I just can't figure an efficient way to do the spire side of things. The inverted spire you made seems very cool to emulate, but I was hoping for making something straighter. All so I can call it The Saturn V base. 😆
That sounds like an awesome base! Would need some experimenting to see what the steepest slope they'll walk up happily is - I know they used to fail to walk up the "narrow" set of wedges, but I think they can now?
Yeah that's what im thinking too. but i noticed on normal ramps (I thinks its the way my friend set up the base) that the Z's have a tendancy to first approach the ramp, and then smack it a few times before running up the ramps to me on horde night. Otherwise I could be dreaming up problems that aren't there.
@@nocillis Nah you're not imagining - if you have a ramp without a ramp corner, when they come in from the side they will often give it a hit before climbing. You might need to bevel your fins so that they can come in from the side, so the fin would be 3 wide.
Well done guy
Thanks!
It just ticked over to day 7 (midnight), and I haven't even begun building a horde base. Have you shared a base design that you can throw together in a hurry where you can still get kills? I know I could just hide out on the roof of some sturdy POI, but I'd like to get some XP if possible. Preferably melee friendly (I'm doing wasteland only, no traders, and my progression is barely moving along, so ammo and guns are in short supply).
If it's last minute - I'd combine on top of a POI with a partial zombie drop, so you get some but not all the zombies, and the rage mode is only destroying the poi. Or do a dual walkway, with a door drop underneath so you can flip them over to the other walkway. But wasteland is no joke as I know you know, and no traders as well - man I'd be dead before day 7 :D
I bow to you sir!
@@CautiousPancake Haha, there's so many things I know about this game thanks to you, so trust me when I say all the respect deserves to go your way! :)
CautiousPancake, have you tested explosive pit in A21? I've been building a similar concept since A18, but its larger (7x7 pit), shallow (5 deep) and electrified. There are 2 problems in A21: 1) new rage mode - they get into rage mode and start digging around the pit, but eventually falling in there, 2) demo's new behaviour - A20 is way too easy, because traps didn't trigger demos, in A21 electric fences already do that job and their explosion are causing greater damage on steel (my new design didn't resist 3 explosions, in A20 it would be just fine). I just finished day 42 horde, snow, gamestage 310 and it was a nightmare. That's why I'm asking if you have tested in A21, so I could get some feedback on how to make them go to the pit easier. Thanks in advance.
Hey - for sure - I re-tested all these bases in A21 to get updated costs for this video, didn't want any surprises where they wouldn't work, like the wizard tower or lemming tower!
Is your challenge though with getting the zombies into the pit, or trying to stop them rage moding before they go in, or handling the explosion damage while in the pit?
For my run I basically sad on the ladder/hole above the pit, drop a couple of pipe bombs, then check if any of the supports needed repair, then sniped cops if I felt like it while the pit filled up again, and repeat.
As a few people have suggested, having an extra concrete layer outside the 3x3 pit wall, and probably 4 or 5 layers of concrete underneath the floor would have meant less damage to dirt/rock, but as long as they explode down it doesn't bring the base down, so just means a bit more fill after the horde.
Let me know if this doesn't answer your question though!
@@CautiousPancake Yeah, that's a good feedback, thank you. I don't know whether extra concrete layers would be that good. As I said I've been using pit since A18 and demolishers are a real problem now. I'll give you an example.
My current seed is 12% forest, 14% desert, 27% snow and 47% wasteland. Spawn point as usual forest, but that especific local is in between snow and forest, so a good position for veterans. I tried maps without forest, but since we live on stone age for so long it's tough to start in snow/wasteland due to what I call lvl 2 zombies (lumberjack for example). Spawn point in desert is good, but in three differens seeds I couldn't find a single coal ore, therefore impossible to progress and take on hordes. The seed I mentioned above was the best so far. I did take on first two hordes in forest with my old A17 design and no problem at all (warrior/64 zombies). Day 21 I was better prepared (got enough books for electric fences) and tried a shallow eletrified pit (2 deep) with ramps to avoid rage mode. Full concrete (2 layes at bottom), I was able to finish horde, but gs 189 in snow got it, give or take, 60% destroyed by 3 demolishers explosions. The way I see it, you can get better protection with 6 bottom layers, but it will need to be steel to be able to manage up to five explosions at the same spot or you need to build the floor at bedrock (been thinking about it). My day 42, snow, gs 310, 3 demolishers explosions got 2 layers of steel complete vanished. It wasn't this way in A20.
About rage mode. My question would be how to deal with in small horde defence designs like you showed (I watched your pit in action, but A20 AI is different and much easier to deal with). I have changed my pit design, but it's two/three times bigger than yours so I can use one ramp side to control zombies, but no clue how to deal in a smaller base.
@@mattemodin666So, ummm, are you playing with 300% block damage by any chance? 😀 Just tried in a default world with 3 demo explosions on 2 layers of steel blocks, and the top layer was bround down to aorund 3k from 10k, but the bottom layer wasn't touched, so on default block damage, it'd be maybe 4 demos per layer (for the layers they are standing on top of I mean).
For the rage mode side of things, it's mostly still the same principles in A21, I know they are a bit more annoying, but generally it's making things as smooth as possible so they don't get hung up on blocks, and channeling them as quickly as possible to where you want them to go. If my guess above is right that you're on increased block damage, then that will obviously make what is a minor annoyance for me, a potentially base ending issue!
@@CautiousPancake No, regular 100%, warrior difficulty (it didn't matter by any means, not sure whether FP did change anything in A21). I always backup after each game session since I lost a minibike back in A16, so I reload my pre horde save and did it again. This time I got a better job done and just one demo explosion: top bottom down to 5,7k. I'm not sure what am I doing wrong, man. This never happened before. I'm starting to believe it might be something broken in my files, because I'm getting a lot of errors due to fence post in action.
Suggestion: Instead of making all resources equal per unit, weight the resource 'cost' by the stamina cost per unit? The cheapest resource per stamina would have a value of 1, a resource that needs twice as much stamina would have a value of 2, a resource that takes three times as much stamina would have a value of 3, et cetera.
Hi TimeSpinner - that's a new way of looking at scoring - interesting! I can see how that would more closely tie to "effort" but I'm not sure how to calculate stamina cost for things like say, paper, or brass, or feathers - and it gets tricky when they can be acquired in different ways. I will think about it a bit more though, as it's an interesting concept! Let me know if you have any more thoughts on how to make it work.
I find in this alpha that I want to slow down xp gian, since the changes make it too challenging for me if I level up fast.
I find hoards a hassle and would prefer a base that is extremely protective yet kills efficiently in the long run.
Yea same here, hoards get in the way of me building my home base so like them dealt with fast & efficient.
Do you mean like a base that can afk (or almost afk) when you want it to, and combat only when you feel like it?
@@CautiousPancake Yes sir precisely that
@@Rooster_Gold I see thanks!
i came here because i was confused on horde night the zombies ignore all open paths and then just chew a straight line through to get me. I've been playing for years, and this is a first for me i was just trying to see if they changed the ai pathing and just wasn't aware of it.
Hi mate, no change to zombie AI in recent times, well there were some tweaks in A21 particularly at long range and for digging toward underground bases, but nothing like what you've described?
i built a one way bride with hatches to hide behind while shooting and my pillars are made of steel in a 3x3 with a concret bride and there nothing in the way but the hatches but the keep making stairs in my pillars from under me.@@CautiousPancake
Will you do an updated explosive pit base? I had tested it but didn't find it very practical, i probably made a few mistakes along the way!
I think i need to yes! Changes in A21 pathing / rage and the mods I did to make it more consistent, less cop spit vulnerable are worth a build guide and quick demo I think. And to show how to build it so it's not just 3x3 limited!
@@CautiousPancake thanks! it would be really appreciated. I love the boxy design and general idea of that base and will make sure I build an updated version!
The pit base is great!
Thanks!
I built a half pyramid that was hollow that was 7 blocks away from the outer wall of my base zombies go up the ramp fall on spikes then they crawl into more spikes and are one hit when they actually get in this allows for exp farming
Nice!
@@CautiousPancake if you want I can do a video on it
That pit base is by far the best one. Best thing to do with that base is keep the 3X3 for the top of the base but as for the pit, make it double or triple walled and put about 5-6 layers thick for the floor. This will help keep them bunched up. when the walls break the zeds will dig sideways and it is harder later in the night to get them with bombs. A lot easier to chuck concrete blocks in the spaces for repairs also.
Hey Purple! Originally it was a 3x3 challenge so I was unable to put reinforcing walls around it, but now that I've broken that part, absolutely. The side walls weren't too bad in this test run, since I was using pipe bombs more frequently vs the original where I used rockets less often, but doing bigger hits when it did. The under floor re-inforcing is where it is most needed I agree. If you were doing it from early, I'd let the cops do the digging then put in dirt or cobble, and do 4-5 layers of concrete underneath. I'd just do the walls when they broke through and started digging, repairing that with concrete after each horde.
Just depends how much digging you want to do and how much concrete you have spare when you go to build it really :)
I wonder how a simple above ground, on stilts with a single narrow bridge horde base with electric fences would fare on your scale because that is what i tend to build. Cheap and easy to build but are bullet heavy.
I did have the original version as the "control" along those lines from the first base eval video - which had 545k xp gain, and a 12 efficiency score, however it was very vulnerable to demo explosions so not a "top 5". A good reference point that I use though - to try and make sure bases are above that mark for xp and efficiency.
FIRST!!!love your content brother!!!! Keep up the amazing work!
Thanks Krispy! You were quick on the watch :)
hey man i got nice horde base to show you , if you want to show case it i don't mind , based on some ideas of the 7d2d community along the years including floating pillars and the afk base method with pit integrated in it place to throw pip bombs and granades , also robotic sledge turret place
Hey infreno - sure shoot it through and I'll check it out
@@CautiousPancake well i kinda hoped to join you in game and build it with you since i barely dealing with filming vids on youtube
At a21 now demos trigger by explosives or even by their own explosions. bomb pits no more an option. Alot of things can go wrong after 10 demos explode at horde night. Even your base platform collapse in to the pit and force you to dance with the zombies all night long. (If you manage to live that long)
Actually it works fine - even with the demo explosions. The ranking run I showed the stats for (and the huge pit underneath) was from a run with demo's and included a lot of explosions from both cops and demos in the final wave.
The base is stable (due to the small size) even if you completely undermine it below it's no problem. Just having 3 blocks connected to the topsoil layer is enough to keep it standing. Here are some stability pics from the original video - and I can put up more / worse ones if you like :)
instagram.com/p/CtC5GZehHD6/
I'm just still so tickled by the plinko base.
Thanks - it was certainly a lot of fun to make :)
I'd say you should evaluate your larger builds unless you did and they didn't make the cut. If thats the case then we need to see places 10-6. I know some are afk or semi afk, like the lemming tower, mage tower, and possibly wipeout one, but I'm curious how they stack up. Maybe for those remove the xp variable and add in an esthetic or world appeal rating? As lets be honest most horde bases are very much function over form. Yeah they keep us safe for the horde, but arent the best to look at sometimes.
Mostly the top 5 was due to time, evaluating the base, and doing the cost calculations took a while, also as I had to review all the costs due to changes in A21.
Over time I'll add older bases into the tables for standings, as well as new bases!
I figured as much and am curious how the others stack up as well as possible redesigns and new ones. Looking forward to em.
You were either spelling out words or building a camel. I was on tinderhooks til the reveal.
Sorry, I'll have to work on speaking faster/getting things out more clearly!
@@CautiousPancake No no. You had me. You had me in the palm of your hand. Don't change a thing.
@@HopAlongCassExcellent - thanks for confirming and glad you liked it!
Can you try the jawoodle blender to bendrock base? you can just make a floating afk platform and add a dropper to the blender pit, i think its an interesting build but i dont know if its worth the effort to try in a normal run
Thanks for the suggestion Isiah - I will reach out to him and see what he thinks!
that base will be horrible on build costs :D
@@blubbber You know it - blade traps aren't cheap!
does anyone know if u can still get water from snow in alpha 21? if so how without jars? im thinking of doing a no city no trader playthru again but dunno if i will have enough water with no dew collectors... u can only get them in traders? cant make them right? just wondering which biome might be best for a no city, no trader, no poi playthru. just searching thru trash.. wasteland will have more stuff.. but dangerous.. snow too many dangerous animals.. and not easy if u cant get water
ty
Love ur stuff but getting dizzy watching this vid
Dizzy, like motion sick? Is it just on this video, or a particular section? I'm just wondering if I did something wrong or different in edit?! So sorry that it's making you dizzy though!
Small EXP base is to dangerous to relie on. One mistake and it's gone
Yeah, a bit of a risk/reward trade off that one.
If you die, score should be near zero? The probability of survival should be weighted. that smallest might be cheap, but not really user friendly..
Thanks Xydroos - your comment is making me thinking that maybe I should run the base 5 times, get survivability rating of say 60% (if it completed horde night 3 of 5 times) and then use that instead of the subjective low/med/high ratings?
I don't know that combining it with xp gain or efficiency score helps though - or maybe it does? - if 60% of say xp gain is still above the plinko base, does that still make smallest base a "better" base, or is it better to show the survivavility separate so that people can judge for themselves what they want? Risk vs reward is easier to see with it reported separately I think?
Thanks for the comment though - got me thinking!
2nd and thanks for the bases
Thanks James - much appreciated!
3x3 explosive build?
Yes - that's there at #1? Or am I misunderstanding something?
@@CautiousPancake like a building video step by step
@@Dr_Snuggles- ah! There's the slightly older version of this in the original video: ua-cam.com/video/GvibB7vtObU/v-deo.html and I also built it in my infinity horde playthrough - episodes 22 and 23 (ua-cam.com/video/BOWqT6Oehkk/v-deo.html and ua-cam.com/video/t6M0N-8ysk8/v-deo.html)
Nice commentary and overall review but I'm not a fan of these bases being top 5. As i feel like my base is highly flexible for cost, xp gain and repair efficiency and can be modified in numerous ways depending on the players skill tree. BUT, i have no fancy way of showcasing it. I tend to play either nightmare or survival difficulty solo with horde every 5 days and the base keeps me going well passed day 100 hordes with gamestage 300+
Hey random - that's fair enough, there are plenty of other options out there - and if yours does what you like, then that's perfect! If you've got a cool base design you can prefab it if you're interested - I'm keen for interesting base builds to review and show off.
@@CautiousPancake I'm not rly familiar with prefab but I'll look into some UA-cam tutorials and see if i can do it. I'm assuming after i prefab it i can send it to you somehow
@@randomasionThis was the video from Reach that I learned how to export bases as prefabs ua-cam.com/video/ucCzhzHeFDI/v-deo.html and then you can email (in my about page here on youtube) or share from google docs or friend me on discord so I can get the file.
sent an email with a link!@@CautiousPancake
all your base are belong to us lmao
all your maf are belong to us
🤣
Do not recommend channel
Hi Doug, any particular reason for this feedback?