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El Seven
Jan 15, 2012
Does anyone know if Alan gets over his sickness? Maya was sick to the point where I got the Mercy Kill mission but I ignored it and she got better. Just wondering if I ignore Alan long enough, will he get better too?

Has anyone else tried living at the Fairgrounds? I moved there yesterday and those drat fences are annoying...

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coyo7e
Aug 23, 2007

by zen death robot

El Seven posted:

Does anyone know if Alan gets over his sickness? Maya was sick to the point where I got the Mercy Kill mission but I ignored it and she got better. Just wondering if I ignore Alan long enough, will he get better too?
He can get better, but the same thing still ends up happening, more or less.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
Black fever as far as I know is a death sentence. You can however have people so grievously wounded that they look like they're going to die (and you get mercy killing missions for) recover fully.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
My pastor completely recovered from Black Fever, unless it's possible for it to go into dormancy and re-emerge later or something. He hung out with people and gave me motivational speeches over the radio and seemed 100% completely fine until Alan shot him in the face Jesus CHRIST Alan :argh:

The Berzerker
Feb 24, 2006

treat me like a dog


El Seven posted:

Has anyone else tried living at the Fairgrounds? I moved there yesterday and those drat fences are annoying...

I tried yesterday, it is terrible, I'd get a mission to save a missing survivor and have to take a ten minute detour around some fences and over some shipping containers to get to a building two steps away from my base. In my opinion it is the worst base in the game.

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:

The Berzerker posted:

I tried yesterday, it is terrible, I'd get a mission to save a missing survivor and have to take a ten minute detour around some fences and over some shipping containers to get to a building two steps away from my base. In my opinion it is the worst base in the game.

Agreed. My buddy says it's better because it has a built in dining room and therefore you can build and fully upgrade a Workshop. While I admit it's annoying that you can't upgrade the Snyder workshop, that's a small price to pay for what I consider better customization options, and an easier to defend area. Once you get all the outposts up and running that area is really locked down. I just get tired of all the infestations poking up on the very border of my safe area.

Underwhelmed
Mar 7, 2004


Nap Ghost
I started over since I hadn't played it for the last week and a half in anticipation of the corrected patch, and got tired of waiting. I get past the first couple of story missions, up to the first story mission that involves driving out to the middle of nowhere to rescue someone. I decided there was no rush, so I tackle a couple of side missions on the way. A siege mission appeared in the house next door to the the yard where you have the first military encounter and going there triggers the applicable cut-scene, I get the "get out of here stalker" nonsense and continue on to the house of survivors already under siege. I start killing, and killing, and killing, and killing, and the fuckers just don't stop coming, and hordes keep passing in such close enough proximity to the house that they get triggered too.

After like 15 minutes of slaughter, the siege finally ends, except that it didn't count as an actual siege, because I didn't actually leave the event zone for the first mission. I move out of the circle, and then the siege proper starts. Then my last ax breaks, then a fat zombie shows up and I use my last bullets killing him, and then a goddamn feral shows up and I have no ammo, and no melee weapons left, and all 3 of the idiots I am trying to save don't have a weapon among them. All I could do was try and get back to the car, and well that didn't end well. So much for Maya.

El Seven
Jan 15, 2012
RE: Fairgrounds

I found the following interesting changes in Title Update 2:

• Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
• Made it easier to navigate fairgrounds in vehicles.


This should make living at the Fairgrounds easier. :)

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I haven't spent much time in the area past the bridges in either of my playthroughs. Just the brief time I spent there doing the story missions the first time felt hectic in an unpleasant way. I can scare imagine trying to live there.

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:

Lotish posted:

I haven't spent much time in the area past the bridges in either of my playthroughs. Just the brief time I spent there doing the story missions the first time felt hectic in an unpleasant way. I can scare imagine trying to live there.

The amount of resources there seem unreliable for developing your community. At least with Snyder you can lock down a portion of the map and feel safe, and there are several nearby areas with much needed resources to keep you well supplied with stuff you need, without having to look up on the web which locations provide which resources.

Not having the fully upgrade workshop hasn't really affected me since the only thing the upgrade provides that I'd really care about is the full car repair. There are enough cars in the game though that I never felt the sting of not having a fully upgraded workshop.

MikeRabsitch
Aug 23, 2004

Show us what you got, what you got

Lotish posted:

I haven't spent much time in the area past the bridges in either of my playthroughs. Just the brief time I spent there doing the story missions the first time felt hectic in an unpleasant way. I can scare imagine trying to live there.

I haven't played much since discovering the fairgrounds but it's a maze where you can't really get vehicles into, and if you run out of cardio there's a good chance you'll die. I got into a vicious cycle of stumbling upon a gun, firing it dry into a horde chasing me, which only attracted more zombies so I'd have to stumble to another gun. Repeat forever. Somehow made it out eventually, the B button dodge works wonders sometimes.

I think I'll rush to the ending soon as waiting for the second update is taking forever and I'm slowly moving onto other games. :(

coyo7e
Aug 23, 2007

by zen death robot

Knightmare posted:

I think I'll rush to the ending soon as waiting for the second update is taking forever and I'm slowly moving onto other games. :(
Eleven whole days..! :arghfist::saddowns:

Mister Bates
Aug 4, 2010

Korlac posted:

The amount of resources there seem unreliable for developing your community. At least with Snyder you can lock down a portion of the map and feel safe, and there are several nearby areas with much needed resources to keep you well supplied with stuff you need, without having to look up on the web which locations provide which resources.

Not having the fully upgrade workshop hasn't really affected me since the only thing the upgrade provides that I'd really care about is the full car repair. There are enough cars in the game though that I never felt the sting of not having a fully upgraded workshop.

Snyder's workshop can fully repair cars, engines and all, it does for me all the time. You might need a skilled mechanic, or you might just need the workshop, I don't know, but as long as you park them in the spaces and have enough Materials they'll fix up good as new.

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:

Mister Bates posted:

Snyder's workshop can fully repair cars, engines and all, it does for me all the time. You might need a skilled mechanic, or you might just need the workshop, I don't know, but as long as you park them in the spaces and have enough Materials they'll fix up good as new.

Then I'm likely missing the skilled mechanic. I think that and someone with the green thumb attribute would let me survive for a very very long time.

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:

Angry Diplomat posted:

My pastor completely recovered from Black Fever, unless it's possible for it to go into dormancy and re-emerge later or something. He hung out with people and gave me motivational speeches over the radio and seemed 100% completely fine until Alan shot him in the face Jesus CHRIST Alan :argh:

This makes me wonder, if you can get Alan killed prior to him shooting the preacher in the face, can you save the preacher? Is this even possible?

skoolmunkee
Jun 27, 2004

Tell your friends we're coming for them

Korlac posted:

Then I'm likely missing the skilled mechanic. I think that and someone with the green thumb attribute would let me survive for a very very long time.

Yup, though I'm not sure a person's trait will ever SAY "mechanic" they'll say things like Engineer, handy with tools, etc.

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:

skoolmunkee posted:

Yup, though I'm not sure a person's trait will ever SAY "mechanic" they'll say things like Engineer, handy with tools, etc.

I get that, I'm just assuming that someone with the appropriate skill would be auto-assigned to the workshop (much like my trained chef was) and that I don't have to go to that level of micro-management to comb through my 20+ survivors to find the one who's properly trained then assign them to the appropriate task.

With that in mind, none of my horde is trained to run the workshop.

UnholyCow
Oct 6, 2005

The car repairs can be part of the patch that didn't take. You're supposed to get car repairs every in-game day and it only takes having the right kind of workshop. If the patch is hosed it is still only happening every real day.

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.

Korlac posted:

This makes me wonder, if you can get Alan killed prior to him shooting the preacher in the face, can you save the preacher? Is this even possible?

I don't know for sure, but I know what I am going to be prioritizing the next time I start a new game :getin:

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:
btw, has anyone experimented with creating a second line of defense for their base using cars? Like creating a wall of cars as a new perimeter? I wonder if that would actually work?

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:
Oh, here's an idea I had for version 2.0 of the game (cause we know they're going to make one).

The more advanced features of your base require specialists to get the most bang for your buck. This isn't a bad thing, but finding specialist can be a pain in the rear end, and if one dies you kind of SOL.

Now the library for me was pretty loving useless. I used it to research the upgraded version of the garden, and as soon as that was done I tore it down.

With that in mind, if I could use the library to train people in certain mental traits, like mechanic or green thumb or medicine, then the library would be incredibly useful. You could go so far as to allow certain traits to decrease the amount of time it took to train someone (IE: College student would have a positive effect) and other traits would increase the amount of time it took to train someone (IE: High school dropout) to make it all a bit more dynamic.

Along the same lines, it'd be helpful if the training area could help people learn physical traits too.

coyo7e
Aug 23, 2007

by zen death robot

Korlac posted:

This makes me wonder, if you can get Alan killed prior to him shooting the preacher in the face, can you save the preacher? Is this even possible?
Pretty sure he's immortal until that happens in the story. No matter how many times I assisted him on scavenger runs he was never controllable, either.

Korlac posted:

btw, has anyone experimented with creating a second line of defense for their base using cars? Like creating a wall of cars as a new perimeter? I wonder if that would actually work?
I saw someone posting about it a while back, said that their cars spontaneously mostly vanished after a while. I can personally confirm from experience that putting 5-6 cars near the parking areas of the church will end up with a couple of cars that go poof while you're off hunting mats - the only cars that DIDN'T vanish that time actually, were a couple that I'd parked outside the fence lines surrounding the parking area..

Korlac posted:

I get that, I'm just assuming that someone with the appropriate skill would be auto-assigned to the workshop (much like my trained chef was) and that I don't have to go to that level of micro-management to comb through my 20+ survivors to find the one who's properly trained then assign them to the appropriate task.
They'll auto-assign, although I personally suspect that if you control them and go off for too long they may put a halt to some work like cooking feasts etc, possibly.

Mister Bates
Aug 4, 2010

Korlac posted:

btw, has anyone experimented with creating a second line of defense for their base using cars? Like creating a wall of cars as a new perimeter? I wonder if that would actually work?

It works for a while, but there's actually an intentional limitation in place specifically to prevent you from doing this, presumably because the console can't handle dozens of cars all rendering at once. If you park too many cars in one place you'll get a 'Joy Ride' event where one of your random survivors takes one of your cars out for a spin and leaves it at a random location on the map, usually very far away. If you've got a lot of cars, it'll happen over and over again until there's a small enough number to satisfy the game.


Korlac posted:

Oh, here's an idea I had for version 2.0 of the game (cause we know they're going to make one).

The more advanced features of your base require specialists to get the most bang for your buck. This isn't a bad thing, but finding specialist can be a pain in the rear end, and if one dies you kind of SOL.

Now the library for me was pretty loving useless. I used it to research the upgraded version of the garden, and as soon as that was done I tore it down.

With that in mind, if I could use the library to train people in certain mental traits, like mechanic or green thumb or medicine, then the library would be incredibly useful. You could go so far as to allow certain traits to decrease the amount of time it took to train someone (IE: College student would have a positive effect) and other traits would increase the amount of time it took to train someone (IE: High school dropout) to make it all a bit more dynamic.

Along the same lines, it'd be helpful if the training area could help people learn physical traits too.

This, definitely. There should also really have been more research and crafting options. I think there are, like, seven or eight craftable items total, some of them totally or mostly useless. For example, Mild Stims items are pretty much totally unnecessary, coffee and energy drinks are just as effective and you'll find scads of those. Fireworks are only situationally useful and you'll always have plenty of them just from scavenging. There are three researchable craft items - Potent Stims, which are just as useless as regular Stims but cost more to make, Box Mines, which are pretty handy but require sacrificing the ability to repair cars (or building two workshops) and are made from the rarest resource in the game, and Chemical Incendiaries, which are just slightly more effective molotovs.

Why not have research options to say, improve your resource consumption rates? Have a 'Rationing System' research option that reduces your daily food consumption, or 'Improved Construction' to reduce Materials costs. Or, hell, why not research options that give you more positive events and/or less negative events? A 'Wilderness Survival' option that makes survivors less likely to go missing, an 'Anger Management' option that makes pissed-off survivors more likely to calm down, etc. More building options would have been nice too - maybe a researchable high-capacity bunkroom, or improved fortifications that increase the size of the safe area around your base, that sort of thing. You could even have research options that improve interaction with other survivor groups - maybe a 'Business Sense' option or whatever that gets you more favorable deals in trades.

The research and crafting systems are two of the many things in the game that really feel incomplete, like they planned on adding more to it but had to stop partway through in order to get the game shipped. I'm really enjoying this game but feel like it could have benefited massively from another two to three months in the development oven.

Mister Bates fucked around with this message at 00:51 on Jun 26, 2013

Johnnyonoes
Feb 4, 2008
Hates people, but likes groups

Korlac posted:

This makes me wonder, if you can get Alan killed prior to him shooting the preacher in the face, can you save the preacher? Is this even possible?

Unfortunately there is no way to off him prior to the event. I had him surrounded during a "sadness crisis" by thirty zombies and they wacked on him for five minutes... Never died : (

E-Tank
Aug 4, 2011
Any word on when the PC port might be made available? I played this a bit at my neighbor's house and goddammit I need this game. I want this game. I've been wanting a survival sandbox game like this for-loving-ever. Goddammit when is this game going to be on PC. :v:

tehsid
Dec 24, 2007

Nobility is sadly overrated.
Oh great. This is the second game since the R18+ rating for video games was introduced into Australia to be banned.

http://www.kotaku.com.au/2013/06/state-of-decay-has-been-refused-classification-in-australia/

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

tehsid posted:

Oh great. This is the second game since the R18+ rating for video games was introduced into Australia to be banned.

http://www.kotaku.com.au/2013/06/state-of-decay-has-been-refused-classification-in-australia/

For gently caress's sake.

Sorry guys.

EDIT: Undead Labs post about it: http://forums.undeadlabs.com/showthread.php?26404-Update-on-Australian-release

girth brooks part 2 fucked around with this message at 08:23 on Jun 26, 2013

Croccers
Jun 15, 2012
Rename all drugs ever to Drug A, Drug B, Drug C, etc. Still get banned for referencing drugs.
Rename all drugs to alternative medicine techniques.

El Seven
Jan 15, 2012
Whoops! Forgot to build enough beds and upgrade the med bay at my new location. Now half my crew is sick with three Mercy Kill missions active. :(

coyo7e
Aug 23, 2007

by zen death robot

Croccers posted:

Rename all drugs ever to Drug A, Drug B, Drug C, etc. Still get banned for referencing drugs.
Rename all drugs to alternative medicine techniques.
Also, remove all enthusiastic player response dialogue from finding drugs and alcohol.

*Finds bottle of Morphine* "Fuckin' sweet!" "Now that's what I'm talkin' about!"

The Berzerker
Feb 24, 2006

treat me like a dog


coyo7e posted:

Also, remove all enthusiastic player response dialogue from finding drugs and alcohol.

*Finds bottle of Morphine* "Fuckin' sweet!" "Now that's what I'm talkin' about!"

*finds bottle of morphine*
"Whoa, let's be very careful with this stuff, and discuss the risks of addiction and medication abuse, and only take it under the direction of a trained medical profes-"
*is eaten by horde*

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Korlac posted:

Oh, here's an idea I had for version 2.0 of the game (cause we know they're going to make one).

The more advanced features of your base require specialists to get the most bang for your buck. This isn't a bad thing, but finding specialist can be a pain in the rear end, and if one dies you kind of SOL.

Now the library for me was pretty loving useless. I used it to research the upgraded version of the garden, and as soon as that was done I tore it down.

With that in mind, if I could use the library to train people in certain mental traits, like mechanic or green thumb or medicine, then the library would be incredibly useful. You could go so far as to allow certain traits to decrease the amount of time it took to train someone (IE: College student would have a positive effect) and other traits would increase the amount of time it took to train someone (IE: High school dropout) to make it all a bit more dynamic.

Along the same lines, it'd be helpful if the training area could help people learn physical traits too.

I like your idea. I'd limit it to having a researcher, but I'd also have a button for training a researcher if you don't already have one. Then you could put traits onto other characters, but you'd be limited by how many "slots" they have on the character sheet. This would make survivors who join with few to no traits more valuable if you're willing to invest in them.

I'd also add a reloading bench to something, probably the munition shop or the watcher tower (since it seems to already handle all things gun related), so you could make ammo from resources. Each use consumes a materials or ammo resource at a certain rate to create a given number of bullets, so you could still preserve the 50 caliber economy by producing fewer bullets for the same resource/time investment, but then you'd at least have some way of actually making those calibers something you can actually use once in a while.

Croccers
Jun 15, 2012

The Berzerker posted:

*finds bottle of morphine*
"Whoa, let's be very careful with this stuff, and discuss the risks of addiction and medication abuse, and only take it under the direction of a trained medical profes-"
*is eaten by horde*
Survivor skill: Trained medical professional
Ability: Allows your survivors to use medicine but only in the correct amounts and only after the doctor's orders.
Got a zombie scratch? Head home and get the doc to look at it before taking those pills boy, then sit down and rest for the day.

Mortabis
Jul 8, 2010

I am stupid
Why are my allies going out on missions? Why can't they just stay at the loving base? They never do anything useful and they keep going missing because there is no way I can even FIND all of the infestations on the map let alone destroy them.

I really wish that people wouldn't wander outside the base except during morale events or when under control of the player. And you should be able to organize a party of up to say, six people including the player character to go out on the various missions. Maybe charge influence for each additional character? That way instead of going out alone for a pallet of sloppy joe I can pile everyone into a truck and ransack a house all at once (without the issue of people running halfway across the map on foot when I call them over the radio).

Also I can't wait for this to come out on PC so I can save scum.

Gooch181
Jan 1, 2008

The Gooch
I don't have my Xbox hooked up to the internet, does that affect the simulated time when I have the console turned off? I haven't noticed any problems, I'm really just curious if it changes the way I should think about managing my materials or the healing/resting of my characters.

Yancy_Street
Nov 26, 2007

drunk octopus
wants to fight you

Jonny Retro posted:

For gently caress's sake.

Sorry guys.

EDIT: Undead Labs post about it: http://forums.undeadlabs.com/showthread.php?26404-Update-on-Australian-release

Guess they're afraid that their unique, delicate snowflakes will be coerced into abusing aspirin while running away from their 8-loving-foot-long house tarantulas.

khy
Aug 15, 2005

Any updates on a PC release?

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

khy posted:

Any updates on a PC release?

They're still being coy about it. "All we're sayin' is we ain't sayin'", basically.

Good news for Australia, they've fixed the offending drug names, and resubmitted it to the review board.

All that and more here.


EDIT: Oh, and between that update and this OXM UK interview it sounds like co-op probably isn't going to happen until a sequel.

girth brooks part 2 fucked around with this message at 06:09 on Jun 27, 2013

jwh
Jun 12, 2002

Finished the game tonight, for the first time. Here's some dumb thoughts I had of the game.

Some things I thought could be better:

Cars still seem a little bit overpowered to me. I like that they break down, and I like that you can get flat tires or knock the tires off completely (and being pulled from the driver's seat is great), but they're still a little bit too good. The best moments I had in the game were my character on foot, desperately trying to get away, and that doesn't happen enough when you have access to any vehicle nearby. Gas for vehicles would help, since you'd be a lot more deliberate in their use. Similarly, it'd be nice if you had to either have a hot-wiring skill or the prerequisite car keys before you could just run off with anybody's vehicle. If nothing else, those changes would make you take much better care of your vehicle. I also wish that after enough damage there was a probability that the car wouldn't start at all upon entering it. It'd also be nice if cars attracted a lot more attention from the zombies than they do. That might provide more of an incentive to go on foot, despite the danger.

I rarely used guns outside of genuine emergencies, mostly because of the concern over noise, but also because I was anticipating some huge battle where I'd need everything I had stockpiled. This, of course, meant that I finished the game with a bazillion guns and ammunition that I never really used. This isn't so much of a complaint, as the next play through I'll have a better sense of how available these things are.

That being said, I wish that you were more resource strapped than you are. I'd love a 'hardcore' mode or something, where you don't spend two-thirds of the game with a resource locker full of forty melee weapons. There's no real reason to grab that hockey stick when you have a sledgehammer, for example, let alone fifteen sledgehammers (or their equivalent). I'd much rather a situation where I'm scared because I have to go find some food, and the only things available are a baseball bat, some aspirin, and three rounds of .357.

It'd be fun if you could choose any building to be your home base, regardless of how terrible that decision may be. I'd like to force everybody to live in a freestanding garage with a single door, just because it'd be hilarious.

The engine, of course, and it's well known issues with frame-rate and texture pop. Sometimes when driving around the texture of my truck would unload spontaneously, and I'd be driving a big flat grey blob.

Survivors going 'on missions' despite not knowing what they're doing, why, where they are, etc. To some extent it'd feel a bit more deliberate if you could say, 'Go out there and look for stuff,' instead of 'so-and-so decided to run off for no reason and we haven't seen them in two days'. Maybe that's too dictatorial, I don't know.

Searching containers starts to feel a little rote after a while. It'd be nice to find more boring, non consequential things, particularly if they could be used to improve your home, if only cosmetically.

Special zombies, especially the juggernaut, aren't so much fun as they are obnoxious and tiresome. Except for ferals. Ferals are great.

The resource UI could have been better, I guess, or more clear.

Things I thought were great:

Everything else. Seriously, any complaints I might have are minor, the game is still brilliant fun. I would love to see an instanced world of State of Decay with twenty or so real players simultaneously, map finite resources, voluntary teams, etc. Make it restart after a real-time week, get assigned a new instance, maybe. That would be so much fun.

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Mortabis
Jul 8, 2010

I am stupid
God I don't think I could play this game if cars were any more precious than they are now. I've easily killed three times as many zombies with a truck fender as with everything else in my arsenal combined. My strategy for clearing infestations is to sit outside the building in a car blaring the horn, running forward and backward whenever the zombies stumble out the door. Repeat until empty.

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