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Here's how I best the wilkerson mission to save Doc. Their stash only had 3 molotov cocktails and that was all. (Also I did not know about the moonshine barrels) I boarded up the windows over and over until I realized noone else was going to try and kill the zombies. I shot the fat zombie about 50 times from inside the house and he never died so I said gently caress it and went outside. When I got outside there were now two fat zombies and I quickly realized that melee was not going to work. I was down to about 20% health and no medicine left. I ran behind the house and one of the fat guys chased after me. At that point I remembered "oh yeah molotovs" and missed with my first shot and killed the fat bastard with my second. I ran through a window to see if there was another stash somewhere as there was still one fat zombie on the front porch and a few other normal zombies. I threw my molotov at the fat zombie, hit him but it didn't kill him. Their stash was empty. I run upstairs and the brother is just on the balcony smoking a cigarette like this is a normal day. I realize then that marcus has to die. I run outside again to have a final standoff with the 2nd fat zombie and it just runs away. It ran towards a barn and never came back. I went back inside and there's still 3-4 normal zombies breaking the windows so I run outside again and they just vanish. Then the cutscene starts to play.
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# ? Jun 7, 2013 18:05 |
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# ? May 28, 2024 20:06 |
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Exactly how dynamic are the side missions? Like for the last Law mission, the Judge and Sheriff died before I got there, and most of the survivors were like gently caress this and joined my group immediately after. Things left off in such a janky and unsatisfying way that I would totally believe it if you told me that was procedural.
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# ? Jun 7, 2013 18:06 |
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Rotten Red Rod posted:They are crucial, and plus, there's a number of non-controllable story-required NPCs that can't die. So you technically can't be completely on your own even if you wanted to. There's actually only one, Lily, that can't die. Once you've scouted out other potential bases the others can all be controllable and killed off except the Pastor and possibly Alan but they both got sick and were 'dealt with' eventually. I may or may not know this because me and brother killed off everyone else so we could play with random characters only for some reason.
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# ? Jun 7, 2013 18:46 |
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Rotten Red Rod posted:If you're talking about the Wilkersons misson, yep, that sucks. I barely got through it alive with Marcus, but I did it. Here's my tips: Nah, she died on one a mission to help the people in town defend their little house.
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# ? Jun 7, 2013 18:49 |
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Mister Bates posted:e: I think the reason you can't voluntarily take friendly survivors on infestation-clearing missions is because the AI for your fellow survivors can be really, really, really dumb. Three times in a row now, I've helped friendlies with their infestation-clearing missions, and three times, they've ended up seriously wounded and pissed at me because, after I threw a petrol bomb, they then proceeded to run directly into the raging fire to stab the burning zombies inside it - including one who is now gravely wounded and near-death because of it. If you have a mission where you have to calm somebody down (read: Alan) just bring them along with you to infestations. There's no time limit as far as I can tell on returning them.
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# ? Jun 7, 2013 18:53 |
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drat, I somehow lost Sam around the time the Preacher died. Since Alan died the night before, the preacher was able to killed her before dying. Also I really wish they would stop giving me trade missions where I am to give ammo for food when I have way more food in storage then anything. Rirse fucked around with this message at 19:55 on Jun 7, 2013 |
# ? Jun 7, 2013 19:50 |
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Can you tell how big a potential home will be? I thought the Savini house would be a lot bigger than it was.
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# ? Jun 7, 2013 19:50 |
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Jacob nooooo i was trying to get to you but the screamers kept me stunned Anyway, REALLY getting into this but the framerate issues and relative ease I'm having with survival are starting to nag at me. Still going to double down if/when a PC port comes though - higher resolution and potential mods would be more than the extra cash, even if I only used an old excess of points for the XBLA one. poptart_fairy fucked around with this message at 19:58 on Jun 7, 2013 |
# ? Jun 7, 2013 19:53 |
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For those of you on the fence about relocating to one of the residences in town- They're not that bad. They're definitely not an "End Game" solution as they're still a little small, but they make it easy to put the hurt on the local houses and quickly stockpile resources. There's something to be said for having a very short walk to home base. By strategically putting the 6 outposts at the road entrances to the northern town I've managed to pretty much lock that town down almost to the point where we can grill out.
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# ? Jun 7, 2013 20:28 |
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Rabid Pancake posted:By strategically putting the 6 outposts at the road entrances to the northern town I've managed to pretty much lock that town down almost to the point where we can grill out. That's a good idea. I put mine at odd ends of the map so I have quick access to my stash no matter where I'm at. I've been playing around with filling a rucksack and switching to other survivors to see if that's a quick way to build resources but I think they just leave the sack at the nearest outpost.
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# ? Jun 7, 2013 20:50 |
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There's a limit on outposts? I did not realize. I've been setting them up where it was convenient. Clear out the vet? Immediately make it an outpost and drop off the stuff I stole off the shelves.
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# ? Jun 7, 2013 20:54 |
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^^^ I think 6? It's in the OP. Is there an IRC channel? This seems like a good game for people to hang out in a room and ask random questions that get answered 2 hours later, while telling anecdotes about our survivors and themed bases.
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# ? Jun 7, 2013 21:01 |
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coyo7e posted:^^^ I think 6? It's in the OP. I could be wrong here but I think bigger places let you build more outposts maybe? I remember with the first base only being able to build 4 or 5 but since I moved into the big garage place in Marshall I can have many more. Are we sure Lily can't die? I assume it's true but I did have her get sick once and I wondered if that might trigger a death though she did recover fairly quickly.
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# ? Jun 7, 2013 21:16 |
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Reading user reviews, it's weird how people seem pretty evenly split between 'it's too easy' and 'it's way too hard'. I was kind of hoping it'd be harder, but I'm a glutton for punishment. I haven't lost anyone yet, and while I can see how things can become very bad very quickly, I've been able to just leap out of houses and book it for the truck in every situation. Maybe I've just been very lucky.
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# ? Jun 7, 2013 21:18 |
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jwh posted:Reading user reviews, it's weird how people seem pretty evenly split between 'it's too easy' and 'it's way too hard'. People you're not controlling can die if they try doing missions themselves, or if you leave them missing too long. My one death and other close-encounters are usually from impatience with searching or getting myself into bad situations without a car around.
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# ? Jun 7, 2013 21:26 |
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Also, I thought this was funny: During one of my very first missions after reaching the church, I grabbed a little pizza delivery hatchback. It took some hits and caught on fire. I brought it back to the church and parked it. It's now been about four days of in-game time and the little car is still on fire in the parking lot. I like to think of it as our post-apocalypse John F. Kennedy eternal flame memorial.
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# ? Jun 7, 2013 21:31 |
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Heads up for people suffering from the infestation bug/issue: Check the campground/tutorial area for infested houses, I found ALL of them up there. Once I eliminated them, I stopped getting the message. I can play again, and now hopefully the last 4 survivors (of 12) left can live in relative peace. Well, right up until yet another one of them shoots themselves or each other with a mishandled gun.
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# ? Jun 7, 2013 21:34 |
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Knightmare posted:People you're not controlling can die if they try doing missions themselves, or if you leave them missing too long. My one death and other close-encounters are usually from impatience with searching or getting myself into bad situations without a car around. Firecrackers save lives.
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# ? Jun 7, 2013 21:38 |
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I discovered that other survivor groups have their own seperate stashes. You can take stuff from it and put stuff into it at an increased Influence rate. I can't tell if it increases trust as well. If it does it isn't by very much. You'll also get messages like "Such and such group has Hot Coffee!" when they get special things, I guess. I also found my first assault rifle. Come at me lard butt Oh, and tested it out last night, cheering for other survivors while they're killing zombies does give an occasional trust increase.
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# ? Jun 7, 2013 21:56 |
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Jonny Retro posted:I discovered that other survivor groups have their own seperate stashes. You can take stuff from it and put stuff into it at an increased Influence rate. I can't tell if it increases trust as well. If it does it isn't by very much. You'll also get messages like "Such and such group has Hot Coffee!" when they get special things, I guess. The wilkersons sell lots of guns. Don't know if it's trust related, but I checked once and saw an m60.
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# ? Jun 7, 2013 22:00 |
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Was saving up to move into that large warehouse in the southern town, but gently caress it. Just found a bar. Moving there and drinking myself through the apocalypse. Even if I do have recovering alcoholics and off the wagon drinkers as survivors.
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# ? Jun 7, 2013 22:07 |
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Rabid Pancake posted:For those of you on the fence about relocating to one of the residences in town- They're not that bad. They're definitely not an "End Game" solution as they're still a little small, but they make it easy to put the hurt on the local houses and quickly stockpile resources. There's something to be said for having a very short walk to home base. Yeah while my base at the farm is pretty much impenetrable it does take an annoying amount of time to go scavenging for stuff seeing as you have to take a car every time.
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# ? Jun 7, 2013 22:12 |
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Lasher posted:Was saving up to move into that large warehouse in the southern town, but gently caress it. Just found a bar. Moving there and drinking myself through the apocalypse. It'd be interesting if there's an interaction between the bar-as-base and alcoholic survivors.
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# ? Jun 7, 2013 22:14 |
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I find the most annoying thing is that you're so deluged in requests and missions and things to do that you end up having half of them fail. The Warehouse by Marshall has 8 outpost slots by the way.
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# ? Jun 7, 2013 22:17 |
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Who do I talk to or where do I go to build facilities for my base? I'm still at the church for now, but I got a message that I needed additional storage because I had excess medicine that went bad, and I'm not seeing how to fix that.
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# ? Jun 7, 2013 22:17 |
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Party Plane Jones posted:The Warehouse by Marshall has 8 outpost slots by the way. Ah, thank you. 6 was just the most they ever showed. Fixing it now. EDIT:^^^ Hold up on the D-pad then go to the far right menu. girth brooks part 2 fucked around with this message at 22:22 on Jun 7, 2013 |
# ? Jun 7, 2013 22:20 |
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Finding it funny whenever a missing survivor turns up after getting the farmhouse HQ, they will appear in the barn...ACROSS THE STREET. Jeez Ed, you did this twice already, just go home!
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# ? Jun 7, 2013 22:23 |
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Rirse posted:Finding it funny whenever a missing survivor turns up after getting the farmhouse HQ, they will appear in the barn...ACROSS THE STREET. Jeez Ed, you did this twice already, just go home! It's even better if they're too tired to go on foot, so you run over to a parked car, they come after you, then immediately get out since they've now arrived.
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# ? Jun 7, 2013 22:40 |
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Jonny Retro posted:Mishandled Firearm
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# ? Jun 7, 2013 22:49 |
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Lasher posted:Can you tell how big a potential home will be? I thought the Savini house would be a lot bigger than it was. coyo7e fucked around with this message at 23:10 on Jun 7, 2013 |
# ? Jun 7, 2013 23:07 |
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What dictates which survivors are playable. As far as I know all I have is Marcus since Maya got ripped in half. I would have figured I would have run into at least one more playable character by now.
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# ? Jun 7, 2013 23:26 |
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NESguerilla posted:What dictates which survivors are playable. As far as I know all I have is Marcus since Maya got ripped in half. I would have figured I would have run into at least one more playable character by now. All of them are playable if you raise their trust in you. I've found if you get a group to join you though there'll always be at least one that is playable.
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# ? Jun 7, 2013 23:28 |
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Gotta build up their trust meter until it says friend,
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# ? Jun 7, 2013 23:28 |
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NESguerilla posted:What dictates which survivors are playable. As far as I know all I have is Marcus since Maya got ripped in half. I would have figured I would have run into at least one more playable character by now. Do stuff with other survivors and become friends, and then you can play as them.
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# ? Jun 7, 2013 23:28 |
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Spotted a bug - if you specialize someone in Rifles skill, and level up that skill, then check the resulting journal entry, it just says 'Unused'.
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# ? Jun 7, 2013 23:40 |
Lotish posted:Who do I talk to or where do I go to build facilities for my base? I'm still at the church for now, but I got a message that I needed additional storage because I had excess medicine that went bad, and I'm not seeing how to fix that. It's a tab in the menu that shows your base. (Just LB after looking at your inventory) move the cursor over an empty spot and you'll have the options of what to build, assuming you have the necessary materials.
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# ? Jun 7, 2013 23:44 |
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coyo7e posted:"Savini" house? As in Tom Savini, of shlock gore movie camera work (and later, acting), fame? Nice easter egg for people who know a lot about scary movies! There's also a "Kirkman" house after Robert Kirkman, the writer of The Walking Dead.
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# ? Jun 7, 2013 23:58 |
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Last Emperor posted:All of them are playable if you raise their trust in you. Oh, is it possible to opt to do activities with someone or bring them with you, or are you pretty much at the whim of whatever mission they are involved with by default. I haven't really found way to interact with people beyond saying hi unless the mission dictates it.
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# ? Jun 7, 2013 23:58 |
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NESguerilla posted:Oh, is it possible to opt to do activities with someone or bring them with you, or are you pretty much at the whim of whatever mission they are involved with by default. I haven't really found way to interact with people beyond saying hi unless the mission dictates it. Unfortunately you just kind of have to wait for the opportunity. If you send people out to scavenge however you can opt to help them which will give some trust, though you can't control who gets sent out on the run.
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# ? Jun 8, 2013 00:05 |
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# ? May 28, 2024 20:06 |
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Its totally at their whim, but just going out and bringing stuff back to the base naturally raises everyone's trust.
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# ? Jun 8, 2013 00:06 |