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7 Days to Die Alpha 2.5: A Cheaper, Cleaner, and Improved Anti-Rage Base Design This video explores a cheaper, cleaner, and easier-to-build anti-rage base design in 7 Days to Die Alpha 2.5. Key topics include dirt vs. zombie force fields, base height testing, interrupting rage mode with traps, and a Day 7000 horde test.
7 Days to Die Alpha 2.5: A Cheaper, Cleaner, and Improved Anti-Rage Base Design
1. 🧱 Dirt vs. Zombie Force Field: Which is the Better Choice in 2.5?
  • ✅ Dirt is a good base building option that zombies avoid.
  • ✅ Dirt acts like a zombie force field, preventing zombies from attacking until they find a path.
  • ⚠️ Once zombies find a path, they will attack the dirt.
00:00 - 01:15
1. 🧱 Dirt vs. Zombie Force Field: Which is the Better Choice in 2.5?
  • ✅ Dirt is a good base building option that zombies avoid.
  • ✅ Dirt acts like a zombie force field, preventing zombies from attacking until they find a path.
  • ⚠️ Once zombies find a path, they will attack the dirt.
01:16 - 01:55
2. 📐 Cleaner and Cheaper Base Design
  • ✅ Improved base design by branching off a secondary ramp path from the main ramp.
  • ✅ This design makes zombies spend more time going back to the original ramp, burning their rage mode timer.
  • ✅ This results in less damage to blocks, making it a simpler, faster, and less resource-intensive build.
01:56 - 03:27
3. 📏 Base Height Testing: 7 Blocks vs. 13 Blocks
  • ✅ Testing a 7-block high base resulted in zombies immediately entering rage mode.
  • ✅ This confirms that the old rage mode is still present, and the 11-block rage mode rule applies.
  • ⚠️ Small low-ground bases are no longer viable in 2.5 and must handle both the old and new rage modes.
03:28 - 04:47
4. ⚔️ Day 7000 Horde Test
  • ✅ Upgraded the 13-block high base with concrete and cobblestone, and added steel blocks to the combat area.
  • ✅ Running the Day 7000 horde (game stage 273) mostly worked the same as before.
  • ✅ Zombies run up and fall off, the regular rage mode is negated by being over 11 blocks away, and the new rage mode is handled by the secondary path to the base supports.
  • ✅ The base held up well despite the high-tier zombies.
05:12 - 06:12
5. 💥 Interrupting Rage Mode with Traps
  • ✅ Ranged damage, blade traps, and dart traps can interrupt the new rage mode.
  • ❌ Electric fences do not turn off the new rage mode but do slow zombies down.

TrapEffect
Ranged DamageInterrupts Rage Mode
Blade TrapsInterrupts Rage Mode
Dart TrapsInterrupts Rage Mode
Electric FencesDoes not turn off Rage Mode but slows zombies down
06:13 - 07:50
6. 🎯 Dart Trap Testing Results
  • ✅ Dart traps stop zombies from continuing on their rage path and kill them.
  • ✅ The combination of dart trap damage and fall damage resulted in cop explosions.
  • ⚠️ Only stronger zombies are left by the end of the horde night, making the damage more widespread.
07:51 - 08:32
7. ⏱️ Secondary Path to Burn Rage Mode Timer
  • ✅ Reconfigured the secondary path to ensure zombies always exit rage mode.
  • ✅ Zombies run along the path, and once their rage mode completes, they turn around and either fall off or try to run again.
  • ✅ The amount of damage done to the base is reduced, but there is an added material cost.
09:50 - 11:30
8. 🛡️ Force Field vs. Dirt Walls
  • ✅ Dirt walls are faster and easier to build but have low health.
  • ✅ Dirt is nearly immune to cop explosion damage.
  • ✅ Asphalt has higher health and provides the same defensive properties.
  • ✅ Zombie force fields are stronger using concrete blocks or steel.
  • ⚠️ Force fields allow zombies to walk over them, causing damage to supports or requiring more complex builds.
11:31 - 12:28
9. ✅ Conclusion: Optimal Base Design
  • ✅ Recommends a high base outside the 11-block original rage mode range, surrounding the main base supports with a layer of dirt or asphalt, and using a secondary path to the main base supports with a zombie dropper to handle the new 2.5 specific base support centric rage mode.
  • ✅ This should negate almost all rage mode damage.
  • ⚠️ Demo explosion damage is all on you.
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