Make them a bit more random. Starting at 10 pm but the 1st is (sometimes) delayed a bit (wud say 10 to 30 min)
When you kill some they not directly respawn but delayed (wud say 30 sec to one minute)
Give them a break, just to make you think its finally over and then thrwo in some bad ones 😉 Like the stone grenade launcher style one
PS i play with 2 hrs and blood moon only every 20 days with only 66% damage to blocks for them so i avoid them beeing to bad
One question is this stone granade rocket lauchner guy indened to show up in the 1 st blodmoons. Dindnt see him in my current playthrough with those only 20 days bloodmoon setting
And a big thank for this mod. I have some 5k hrs in 7 but this is how it always sud be. THX
#Better Bloodmoons
21 messages · Page 1 of 1 (latest)
Honestly horde nights are the weakest part of this mod
you guys are savage
Few releases ago players complained about too many stoners etc. Now you say BM is too easy...
stoners are painful , and the fire ones oh my god ... no please less 😄
but normal zeds are indeed too weak if your base is smart builded
Yeah need more base destruction threats that aren’t annoying and create a sense of fear and urgency
Ikr impossible 😭💀
Best thing for bloodmoons? delete them
Already suggested several BM related ideas which would increase the difficulty and add variety.
No I won't reveal my secrets ¬_¬
i wouldn't say that the issue with the bloodmoons in this mod is that they are too easy.
building is so much harder just in general, and then on top of it, there's several zombie variants that more or less force us to cheese, if only because of the base game's jank, like the stoners seeing through walls and stopping to shoot at you in positions you where you often don't have a viable way to shoot back at them which is an existing problem with cops in vanilla, but cops fire a shot and then keep coming at you while the spit is on cooldown so they eventually get to a spot where you can kill them.
so it's not that it's necessarily bad, it's that it doesn't feel like a fleshed out approach that takes into account how the changes in the mod affect the bloodmoon.
i will say though, on the positive side, it feels like the neebs style bloodmoon basing actually makes sense in this modpack, which in a lot of ways is how most people expect a bloodmoon to work before they start learning about all the ways that TFP have ruined it.
While reading this I thought that it might make more sense if the stoners first attacked some weak point instead of directly throwing towards you. Like: they know that you are somewhere in there, but not exactly where. Until they see or hear you and start shooting into this direction. Constantly at the same point until they spot you at another place.
Is one of them a big red indestructible zombie 😏
Well not indestructible but tough as hell
I can neither confirm nor deny any existence of any zombie ideas I may or may not of put forward 👀
Hmmm fair enough excited either way
I just don't like the severe performance drop i get in bloodmoons lol I don't even know why my pc struggles
Vanilla 64 zombies is a little more performance friendly than 32 on the overhaul
Sometimes I'll disable them. If I feel like doing a BM I put it back on for 1 or 2 the switch back off lol
Just too taggy to enjoy