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This game cannot come to PC fast enough At least I have Last of US to keep me occupied for a little while
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# ? Jun 27, 2013 11:04 |
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# ? May 31, 2024 18:12 |
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Mortabis posted: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. I agree completely, that said I'd have no issues with a hardcore mode added in or some slides/options to tailor your own zombie apocalypse. I think if they made cars more precious, they'd have to change up a lot of other mechanics to balance things out, either giving you other more reliable/available means of taking out large groups of zombies or reducing the impact of those groups, taking them further towards Dead Rising's/Dead Islands environmental hazard rather than something you need to actively cull/manage. Also, in the games current state and with the offline simulation, every time I come back to the game most of my hard work in terms of making areas safer is completely undone. If I didn't have the relatively painless option to hop in to a car and reverse in to the spawned hordes with the door out then it'd quickly become an annoying chore. Changing topic, how far are people sending out scavengers? I've basically only been sending people into the immediate vicinity around my homebase because I've been worried about their safety if they go further. Can I send people to the other side of the map without too much trouble? Fwoderwick fucked around with this message at 13:00 on Jun 27, 2013 |
# ? Jun 27, 2013 12:57 |
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It's a tragedy that in a zombie game in a farming community, there isn't a grain threshing combine anywhere that you can use to reap the harvest of zombie bodies.
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# ? Jun 27, 2013 14:02 |
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Fwoderwick posted:Changing topic, how far are people sending out scavengers? I've basically only been sending people into the immediate vicinity around my homebase because I've been worried about their safety if they go further. Can I send people to the other side of the map without too much trouble? To be honest with the rate that people disappear (especially with the "Too Many Infestations" bug still active) I try not to send anyone out to pick up supplies unless they're really far away. They're already very likely to go missing regardless, even if I send them across the street from the base, so if the resources are close I'll just do a few quick trips back and forth with my character rather than send someone out. I'll only send someone out if I see 2 ammo rucksacks in one spot, far from my base, since I can only carry one. They'll probably go missing but whatever, sometimes they don't.
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# ? Jun 27, 2013 14:35 |
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The Berzerker posted:To be honest with the rate that people disappear (especially with the "Too Many Infestations" bug still active) I try not to send anyone out to pick up supplies unless they're really far away. They're already very likely to go missing regardless, even if I send them across the street from the base, so if the resources are close I'll just do a few quick trips back and forth with my character rather than send someone out. I'll only send someone out if I see 2 ammo rucksacks in one spot, far from my base, since I can only carry one. They'll probably go missing but whatever, sometimes they don't. I found the other night that you can switch to other characters at any outpost or enclave, which helped to speed up my crap-gathering expeditions a little bit when I found myself at 0/5 ability to build more outposts without waiting for an hour. Survivors who're chock-full of random gear don't ever seem to dump it off, but they also don't seem to use up ammo etc, and it's an interesting way to play, loading up and then just switching bodies immediately until everybody's full and wandered back to base (or needs assistance). I just wish I could figure out where all my loving snacks keep vanishing to, the number fluctuates pretty wildly. The other night I came back from a gathering run and there were two dozen snacks in my supply locker when I'd only had a couple when I left base maybe 30-45 minutes of play prior - maybe scavengers bringing in food are somehow generating snacks out of the resource, to an extent? It's about the only thing I can think of which makes sense for the origin of my Phantom Snack concerns.
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# ? Jun 27, 2013 14:46 |
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I wont send scavengers near the river up near the starting zone, they always give me issues there even if I dont send them TO the starting area. I tried to clear out that DOT place just near the broken bridge up there, and my scavengers would always run to that river.coyo7e posted:I just wish I could figure out where all my loving snacks keep vanishing to, the number fluctuates pretty wildly. The other night I came back from a gathering run and there were two dozen snacks in my supply locker when I'd only had a couple when I left base maybe 30-45 minutes of play prior - maybe scavengers bringing in food are somehow generating snacks out of the resource, to an extent? It's about the only thing I can think of which makes sense for the origin of my Phantom Snack concerns. Weird because I had the opposite problem yesterday, I came back and all my snacks (10ish) were just gone. It's the only time I've had something used up like that. Nobody even had any in their backpacks. Snacks not a huge deal, I had a ton of food around the map I could just crack open. About the end: Is it suppose to be a mystery what is on the other side of the gate? I didnt even get a chance to rotate the camera before someone said "oh my god what do we do now?" and it ended. Can you see something on the other side?
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# ? Jun 27, 2013 15:39 |
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Fwoderwick posted:Changing topic, how far are people sending out scavengers? I've basically only been sending people into the immediate vicinity around my homebase because I've been worried about their safety if they go further. Can I send people to the other side of the map without too much trouble? The frustrating part is that I go help the runner defeat the hoard (or whatever) and then they continue to run on to their destination, while I drive ahead/behind mowing down zombies. It would be so much easier if they could hop in the car so I could drive them to the location. coyo7e posted:I just wish I could figure out where all my loving snacks keep vanishing to, the number fluctuates pretty wildly. Athanatos posted:About the end: Is it suppose to be a mystery what is on the other side of the gate? I didnt even get a chance to rotate the camera before someone said "oh my god what do we do now?" and it ended. Can you see something on the other side?
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# ? Jun 27, 2013 17:18 |
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Yeah it's annoying that your scavengers run across the entire map to scavenge if you send them there. I don't know why they can't drive if you have cars in all your parking spots.
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# ? Jun 27, 2013 18:24 |
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^^^ I've never had a survivor who I saved that actually needed to be saved again afterward, although I've seen a couple get mobbed and have the "HELP!" icon above their head, they seem to always get up and head on their way. I haven't tested it with a coupe of Big Uns or something really bad however, I've never had to rescue someone twice in a run. I have however, accidentally lost Trust on someone I just escorted because I drove too close to them trying to get a pack of zeds off of them.. El Seven posted:I think that if you don't have a storage locker, the survivors snack on your snacks. However, if you have a high enough food supply, the snacks regenerate, to a certain extent, overnight. This is speculation, I don't have conclusive evidence of this.
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# ? Jun 27, 2013 18:30 |
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If Maya and Marcus eat it at the beginning of the game, Ed immediately dies too. I assume Alan just goes "gently caress this" and puts a bullet in his brain. You also just get a new randomized survivor which is pretty cool.
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# ? Jun 27, 2013 23:02 |
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http://forums.undeadlabs.com/showthread.php?26588-TU2-cleared-for-release Title update 2 will be released tomorrow at 9:00am UTC. Hopefully this should be end of the too many infestations bug. Also in the patch notes they've mentioned enabling v-sync to reduce screen tearing. Kirk Muscle fucked around with this message at 23:56 on Jun 27, 2013 |
# ? Jun 27, 2013 23:53 |
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This game is amazing. The new patch has apparently cleared certification and goes live tomorrow (Friday 09:00 UTC). I've held off playing all week for this so
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# ? Jun 27, 2013 23:54 |
quote:Characters selected for Mercy Shot mission can no longer recover from their injuries.
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# ? Jun 28, 2013 00:06 |
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So the change to mercy shot missions is for people like the preacher or anyone who hasn't earned enough trust to be controllable, right?
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# ? Jun 28, 2013 00:08 |
This will make for a good saturday. Going to restart, kill off Marcus/Maya/Ed and any other standard character that becomes playable and do nothing but randoms.
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# ? Jun 28, 2013 00:19 |
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I really want to try a bit of a challenge for this new play-through because, cool as it is, it is very easy. I think the most reasonable one is no vehicles except for missions requiring them and for distant transportation but has anyone thought of anything novel?
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# ? Jun 28, 2013 00:33 |
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Super stoked that they reined in on the change to setting up new outposts/safe-houses during a mission - ending up on a mission because you wandered to close to a survey tower, or being on a story mission and desperately needing to drop off loot and pick up supplies, would suck. I live and die by my dynamic outpost building strategy! Rirse posted:So the change to mercy shot missions is for people like the preacher or anyone who hasn't earned enough trust to be controllable, right?
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# ? Jun 28, 2013 00:35 |
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Just got this game today, been waiting a few years for it but it fell off my radar. I have a guy who's tired, and it's Marcus. How do I send him to rest? EDIT: drat, thanks. I can't switch to anyone else though because Maya is depressed and I accidentally recruited her for a mission, heh. Any other ways I can do this? Blackray Jack fucked around with this message at 01:35 on Jun 28, 2013 |
# ? Jun 28, 2013 01:30 |
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Blackray Jack posted:Just got this game today, been waiting a few years for it but it fell off my radar. I have a guy who's tired, and it's Marcus. How do I send him to rest? Just play as someone else, the tired person in question will recover over time on their own.
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# ? Jun 28, 2013 01:32 |
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I just beat the game. Contrary to expectations the final mission was laughably easy. For one, the lack of pressure to conserve resources meant that I could go hog wild with the mines, grenades, molotov cocktails, morphine, and assloads of ammo that I had accumulated. When two Big Uns showed up at once, I just chucked a pair of grenades at them. Also I beat it with the starting character. Also I beat it without getting the "Torn Apart" achievement. In retrospect, this game is pretty easy if you know how to exploit truck zombie murder.
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# ? Jun 28, 2013 01:38 |
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Blackray Jack posted:Just got this game today, been waiting a few years for it but it fell off my radar. I have a guy who's tired, and it's Marcus. How do I send him to rest? Drink coffee/energy drinks or take trucker pills. Or just keep playing, since all it means is that slight penalty to your max stamina, which you can mostly work around. Worst case scenario, just put the game down for a while. Characters will get rest while you're not playing.
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# ? Jun 28, 2013 01:47 |
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^^^ This guy and/or girl knows what's up. ^^^SSJ Reeko posted:Just play as someone else, the tired person in question will recover over time on their own. No the correct answer is "shotgun a shitload of coffee and energy drinks and keep the same survivor running around madly for eleven game days straight without sleep"
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# ? Jun 28, 2013 01:49 |
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Something I forgot to mention: killing zombies with thrown incendiaries and explosives yields shooting XP, and it's by far the easiest way to level up the shooting skill (something that is pretty handy in the last two missions).
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# ? Jun 28, 2013 02:03 |
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Athanatos posted:If Maya and Marcus eat it at the beginning of the game, Ed immediately dies too. I assume Alan just goes "gently caress this" and puts a bullet in his brain. Mortabis posted:Something I forgot to mention: killing zombies with thrown incendiaries and explosives yields shooting XP, and it's by far the easiest way to level up the shooting skill (something that is pretty handy in the last two missions). I don't think it even needs to be a thrown one though, mines and stuff work as well I think.
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# ? Jun 28, 2013 02:11 |
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I got a guy named Brock with a bucket hat who has the dimwit trait (improves wits slowly) but he's also my researcher. I also got an army medic/electrician who can basically do everything, which is great. I'm getting a lot more besieged survivors now. I went to help some earlier and there were two Big Uns in their house I rarely see them inside anything, they usually just stand on porches hootin' and hollerin' because they can't fit in the door.
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# ? Jun 28, 2013 02:37 |
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coyo7e posted:I don't think it even needs to be a thrown one though, mines and stuff work as well I think. Well I never used mines or flame fougasses or whatever until the very last mission so I wouldn't know.
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# ? Jun 28, 2013 03:07 |
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404notfound posted:Worst case scenario, just put the game down for a while. Characters will get rest while you're not playing. I can't believe some designer somewhere thought, "Man, you know what people would really love? If game events in a strictly single-player game are tied to real time and the game continues to play itself while you're not there and all sorts of awful things happen and there's no in-game mechanic to advance time and man this is just so sweet!" No. Fortunately, this is getting patched out in the next patch.
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# ? Jun 28, 2013 03:55 |
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What's your problem with it? I think it's fine. It means the game keeps you on your toes, like a zombie apocalypse should. It means there's always something to do when you log back in, because life after the end of the world doesn't stop. Also it only plays itself for a day at most when you're away. A day isn't so bad.
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# ? Jun 28, 2013 04:14 |
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The Animal Crossing persistent universe mechanic is retarded and adds absolutely nothing. You should be kept on your toes when you're actually playing the game, not be required to either stock up a bunch at the end of every session or boot it up every couple of days to grab more food and lumber. The slow drain on resources went totally unfelt for me because I beat the game in three days. For people with less spare time, it'll wind up being a huge pain in the rear end.
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# ? Jun 28, 2013 04:39 |
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Mortabis posted:The Animal Crossing persistent universe mechanic is retarded and adds absolutely nothing. You should be kept on your toes when you're actually playing the game, not be required to either stock up a bunch at the end of every session or boot it up every couple of days to grab more food and lumber. The slow drain on resources went totally unfelt for me because I beat the game in three days. For people with less spare time, it'll wind up being a huge pain in the rear end. It's unique and means that if you rage quit when something bad happens, when you come back, things'll be even worse. Honestly it interests me because it could create all sorts of naturally forming stories. Maya gets pissed off at someone, so to get out of the camp she goes on a mission. She gets waylaid and you're forced to save her. While trapped in camp again she's having to deal with mister rear end in a top hat so eventually she and him draw lines in the dirt and there's a standoff. Meanwhile you're gone off god knows where, and when you get back you find out that Maya shot some rear end in a top hat in the face, but that caused the whole camp to go zerg on her rear end and now she's about to die unless you stop them. -shrug- Maybe I'm letting my dreams/desires for the game influence my imagination though.
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# ? Jun 28, 2013 09:07 |
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Rapacity posted:I really want to try a bit of a challenge for this new play-through because, cool as it is, it is very easy. I think the most reasonable one is no vehicles except for missions requiring them and for distant transportation but has anyone thought of anything novel? Edit: punctuation El Seven fucked around with this message at 14:28 on Jun 28, 2013 |
# ? Jun 28, 2013 14:11 |
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^^^^ Kill Marcus and Maya as soon as you reach the church. And then don't use cars.Mortabis posted:The Animal Crossing persistent universe mechanic is retarded and adds absolutely nothing. You should be kept on your toes when you're actually playing the game, not be required to either stock up a bunch at the end of every session or boot it up every couple of days to grab more food and lumber. The slow drain on resources went totally unfelt for me because I beat the game in three days. For people with less spare time, it'll wind up being a huge pain in the rear end. edit: patch landed, and applied. Just checked on my own game. coyo7e fucked around with this message at 14:37 on Jun 28, 2013 |
# ? Jun 28, 2013 14:25 |
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Lotish posted:What's your problem with it? I think it's fine. It means the game keeps you on your toes, like a zombie apocalypse should. It means there's always something to do when you log back in, because life after the end of the world doesn't stop. Except it accomplishes almost precisely the opposite -- it serves only to highlight the disconnect between the player and the game. So you're gone for a day of real time and you come back and everything's gone to poo poo -- are we supposed to infer that our character lapsed into a 24-hr coma and that everyone else was just running about like a zombie with its head chopped off? I mean, in terms of the game's internal logic, where were we, what were we doing and why didn't we do something earlier when things started to go sideways?
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# ? Jun 28, 2013 15:25 |
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Leb posted:Except it accomplishes almost precisely the opposite -- it serves only to highlight the disconnect between the player and the game. So you're gone for a day of real time and you come back and everything's gone to poo poo -- are we supposed to infer that our character lapsed into a 24-hr coma and that everyone else was just running about like a zombie with its head chopped off? I mean, in terms of the game's internal logic, where were we, what were we doing and why didn't we do something earlier when things started to go sideways? You're getting too connected to one survivor, rather than what the simulation is about.
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# ? Jun 28, 2013 15:45 |
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What's the worse that can happen when left alone overnight? I never had anything terrible happen, and with my outposts set up correctly, they kept me decently in stock of supplies. I loved they did poo poo when I wasn't there. Zed Apocalypse doesn't stop just because I go to sleep!
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# ? Jun 28, 2013 15:51 |
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Leb posted:Except it accomplishes almost precisely the opposite -- it serves only to highlight the disconnect between the player and the game. So you're gone for a day of real time and you come back and everything's gone to poo poo -- are we supposed to infer that our character lapsed into a 24-hr coma and that everyone else was just running about like a zombie with its head chopped off? I mean, in terms of the game's internal logic, where were we, what were we doing and why didn't we do something earlier when things started to go sideways? I think you're getting way too caught up on classic mechanics. This game is designed to try and give you a "What would you do" type of experience in the zombie apocalypse. With that in mind, every time you close your eyes to sleep, you would never really know if you'd survive the night. You could wake up to something/someone chewing your face off. To that end, the whole persistent environment tries to replicate that fear and anxiety of closing your eyes. When you put the controller down and step away, you don't know how good or bad things will be when next you load the game. Makes perfect sense for the style and feel they're going for.
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# ? Jun 28, 2013 16:08 |
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Athanatos posted:What's the worse that can happen when left alone overnight? I never had anything terrible happen, and with my outposts set up correctly, they kept me decently in stock of supplies.
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# ? Jun 28, 2013 16:38 |
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You can be overrun with or without supplies. I think it only affects morale. The idea that putting down the game for a week to do other things should be punished is retarded. And it's not really a persistent universe. In Animal Crossing, another game that did this, people moved, weeds grew, and all sorts of poo poo happened when you weren't playing (or more accurately it procedurally generated all of these events when you started it up again). If people died or went missing, stuff around the base broke, infestations cropped up, and cars moved around, then it would be persistent. It would also be total bullshit, so they threw in a gimped persistent universe mechanic which they weren't smart enough to realize is also bullshit, just slightly less so.
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# ? Jun 28, 2013 17:29 |
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What is the extent of what can happen while you're offline? Say you leave the game with enough resources to keep the place going for a day or two, but then Real Life takes over and you don't touch it for a much longer period of time. When you get back is the entire thing potentially going to be a smouldering heap, littered with dead survivors? And if you're about to turn off for the night then all of a sudden a couple of missing survivor/help an ally/Ed is Sad missions pop up, do those just get chucked in to the random number simulator if you just turn off? I honestly don't know the answers to these questions, so may be over-egging the simulation, but without actively testing it the game would have me believe this. So while I do understand the idea behind the simulation and do think it adds a level of interest, I do find it annoying that something could go wrong that would not have happened if I was in charge. As some of you here are testiment to, a lot of people are clearly able to take a laissez-faire approach to the game, taking enjoyment from working with the challenges it throws up, but I'd think just as many are going to be annoyed that their efforts can be repeatedly eroded/undermined while their back is turned. It's an interesting point to say "but you aren't <survivor>", along with earlier suggestions of "yeah just kill off Maya, Marcus, Ed, it'll be fun". I think by giving these characters a hard-written bit of exposition, the developers have muddied the waters a bit because it takes a concious effort to ignore the emphasis the game places on them. If it was a straight up simulation where you're given Man 1, Man 2 and Lady 1 then perhaps what the game chucks at you would matter less.
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# ? Jun 28, 2013 18:09 |
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# ? May 31, 2024 18:12 |
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Mortabis posted:You can be overrun with or without supplies. I think it only affects morale. The idea that putting down the game for a week to do other things should be punished is retarded. Where do people come up with this poo poo and then get to angry about it, when it's not based on fact? coyo7e fucked around with this message at 18:16 on Jun 28, 2013 |
# ? Jun 28, 2013 18:12 |