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Mister Bates
Aug 4, 2010

El Seven posted:

The Outpost Q&A has been posted. Some interesting things in there that I was totally oblivious to...

After reading some of the answers, with a small enough population, in a large enough base, and proper outpost distribution/resource gathering, I think it might be possible to create a self-sustaining community.

Yeah, you'd be constantly short on resources but I think you could totally go self-sustaining. Some Materials outposts to make up for the materials used up by the other outposts, three to four food outposts, and then the rest for, in order of importance, ammo, medicine, and fuel. If you're at Snyder, have a garden, and keep your population size reasonable, you should be able to bring in enough resources to survive indefinitely even once every building has been looted, according to their resource generation formula they posted.

You would probably run out of weapons and consumables eventually, though, and you'd still need to do a full looting run if you ever need to do something resource-intensive like repairing a damaged car.

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El Seven
Jan 15, 2012

Dirty Karma posted:

Unless I'm reading this wrong outposts never stop producing AND setting up an outpost in a completely cleared building produces ammo? That would be... helpful.
Yeah, that's what I got out of it too...as long as you have materials to act as the input to the process, then the output will continue indefinitely.

Atmus
Mar 8, 2002

TJO posted:

I seem to be the only person that really likes time passing when you aren't playing.

I started liking it after I figured out how it works. I don't know if anyone else bothered finding out, but it seems that a 'day' passes after 4-6 hours of non-playing. If you set up your outposts right and take care of everyone's needs, you can run a net positive on materials that way as well, without everyone getting lost and falling into a wood chipper.

Tibeerius
Feb 22, 2007

El Seven posted:

The Outpost Q&A has been posted.
Wow. A lot of good, long overdue information in there! This should definitely go in the OP.

quote:

Q: Is the one-fuel-barrel-arms-all-outpost-traps dynamic intentional, or is it supposed to be one barrel per outpost?

A: One barrel per outpost was the intention. So, uh, enjoy that while it lasts.
Oh, trust me, I have. I have. :unsmigghh:

quote:

Q: How is it determined which resource is gathered by an outpost? I have found places where two resources are in the same location, but it picks one instead of another.

A: It can only have one. The system looks in alphabetical order, and stops on the first one it sees: Ammo, food, fuel, materials, medicine. If it finds nothing, the system goes with ammo.
So that's why I've had such a hard time turning buildings into Materials outposts. Alphabetical? That's pretty freaking lazy design. They should have just made the "Establish Outpost" radio option multiple choice, based on the caches within the building.

ChibiSoma
Apr 13, 2008

by FactsAreUseless
So how many of these stupid 'defend the base' missions are there? I did the first(?) one at the farmhouse where the doctor is and died to the second fat guy. Why? Well, because apparently they all have different HPs. Fuckin' the first one took two axe hits. The second took ten and then he ripped me apart. The axe was still in good shape and I didn't catch either in a firebomb. If there are any more of these, I may as well stop playing because I didn't sign up for a lovely, janky horde mode that overstays its welcome.

No point in boarding up the windows anyway. Fuckin' just stand on the stairs, then go pick off the stragglers. The rednecks said their locker had guns. Nope. Their locker actually held nothing. If it's the only mission of that type, screw it, I'll just restart. If I'm gonna hafta deal with fresh stats, I may as well get Marcus back since I'm still pretty early.

And is there a way to turn off radio chatter so I can just explore in peace? There's always a drat mission and the radio chatter is unending. They will not shut up. Nothing like two people telling you to hurry to your destination every 30 seconds to kill the tension of trying to stealth kill all the zombies in a place. Not even sure how to turn a place into an outpost. I cleared the gas station out, brought back all the supplies, there are no windows to board and no zombies in the area, so I dunno what it wants me to do.

Very frustrated from it. Just a series of bad events making me cranky. The game doesn't do a very good job of explaining a lot of things. Can I at least assume the missions aren't actually on a timer? Or, at the very least, most aren't?

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
You basically just hosed up. Mostly because that's the first encounter with Big Uns. Bring high caliber guns, the Wilkerson's have molotovs in their locker. The barrels out front of the house explode when you shoot them. The big zombies stun themselves you make them charge into a wall or something. It's pretty easy when you know what to expect.

TJO
Aug 14, 2006

I had a funny feeling in my gut.
It's a pretty common glitch for the locker to be totally empty though, it's happened to me.

El Seven
Jan 15, 2012

ChibiSoma posted:

So how many of these stupid 'defend the base' missions are there?
There are a few set piece encounters in the game, though, the fight at the Wilkerson’s was, for me, the toughest. Once I got past that battle, on my second try, none of the other big fights were challenging.

ChibiSoma posted:

No point in boarding up the windows anyway.
I don’t bother boarding any windows (at any time) since it doesn’t really serve a purpose. I usually end up going outside to kill the zombies that are banging on the boards.

Though, I read somewhere that boarding windows improves the Wits stat. Can anyone confirm?

ChibiSoma posted:

And is there a way to turn off radio chatter so I can just explore in peace?
Nope, not that I’m aware of.

ChibiSoma posted:

Not even sure how to turn a place into an outpost.
Push down on your D-Pad to access all the ‘favours’ you can spend Influence on.

ChibiSoma posted:

Can I at least assume the missions aren't actually on a timer? Or, at the very least, most aren't?
I think most (all?) missions are on a timer, though, there are few missions that are critical so missing a few isn’t game breaking.

TJO posted:

It's a pretty common glitch for the locker to be totally empty though, it's happened to me.
It's never happened to me but a guy I know had it happen last night. That was the first I heard of that glitch.


The follow-up to the Outpost Q&A can be found here. For those that are interested in the numbers involved in resource management, there's a couple of formulas provided. Neat stuff.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
The first time my girlfriend started a game she lost her first survivor at the Wilkersons defense thing. I got through it just fine and made fun of her....which was directly followed by people murdering eachother for being sick and then Ed needing to be taken on a walk to work out his fear issues...where he was attacked and eaten.

eleven extra elephants
Feb 16, 2007

Menschliches! Allzumenschliches!!
The Wilkersons no ammo glitch happened to me and I ended up having to kite the zombies and kick them to death which took a long, long time.

coyo7e
Aug 23, 2007

by zen death robot

FAT WORM OF ERROR posted:

The Wilkersons no ammo glitch happened to me and I ended up having to kite the zombies and kick them to death which took a long, long time.
The zombies actually won't usually notice you if you go inside and wait between waves. Then you can just walk up to the group from behind while they bash on the window, and coup de grace on each one.

The bigguns are kind of obnoxious but if you pack some snacks and keep rolling away to 'matador' them into obstacles, they go down to melee weapons pretty quickly.

I wouldn't worry about losing Marcus though. Or anyone, really. Just keep playing. ;)

Atmus
Mar 8, 2002
The last playthrough I did, the second Wilkerson Big Un just ran away and despawned or something. I watched it sprint off and then eventually it said I won.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Yeah, the best advice is not to worry and try not to get too attached to specific survivors. Killing off all the persistant survivors and rolling with randoms is super fun.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
Something that confuses me about this game, not sure if anyone here would know the answer: Why exactly would you decide to have multiple voice actors read the exact same script for various outings like the "someone needs a talking to" missions? Like if you're going to take up the disc space for different people giving the speech why not spend some of that moolah having someone come up with 4-5 different scripts that basically say the same thing?

Are they actually just pitch shifting or something and I'm not noticing it?

Poops Mcgoots
Jul 12, 2010

Intel&Sebastian posted:

Something that confuses me about this game, not sure if anyone here would know the answer: Why exactly would you decide to have multiple voice actors read the exact same script for various outings like the "someone needs a talking to" missions? Like if you're going to take up the disc space for different people giving the speech why not spend some of that moolah having someone come up with 4-5 different scripts that basically say the same thing?

Are they actually just pitch shifting or something and I'm not noticing it?

There's only like 3 or 4 voice actors, but each one has several "characters" so you might have two characters, one who rhymes a lot and another who is really religious, but they both have the same voice actor.

Atmus
Mar 8, 2002

Captain McStabbin posted:

There's only like 3 or 4 voice actors, but each one has several "characters" so you might have two characters, one who rhymes a lot and another who is really religious, but they both have the same voice actor.

He's talking about how two or more distinct voice actors for two or more distinct characters will say literally the same thing, word for word. Basically the opposite of what you are describing. This isn't even the first game that does that, but it's weird just the same.

I figured it made doing the subititles easier or something mundane like that.

El Seven
Jan 15, 2012
Title Update 3 is now available.

ChibiSoma
Apr 13, 2008

by FactsAreUseless
So I decided to walk away from the game for awhile and come back with a fresh start and a cool head.

I died during the Mt. Tanner escape when, after getting into the river, about 40-50 zombies came charging in from everywhere. I had a really lovely shotgun/rifle (looked like the former, acted like the latter) and a plank of wood. I couldn't run, because if I ducked away from one pack I just ran into another. Welp! I tried! I gave it another shot and it pissed in my eye. I dunno if that's some TU3 bug or just unbelievably bad luck, but it definitely doesn't want to make me give it a third try. I will, because I really want to like this game, but god drat.

I didn't even make any loud noises! I basically just gathered from the campsites, saved Maya, and left. I hadn't been hanging around up there or anything. I wasn't doing quick-searching, I left the truck behind and went to the river on foot since I knew the bridge was out... I have no idea what happened. I didn't see a horde on the mini map, either. Would one or more even spawn at that point?

If you're gonna charge 20 bucks for your game, the least you could do is make sure you don't get completely overrun and killed the second you try to leave the tutorial zone. :sigh: I'll step away for awhile again and try after I'm done being crabby about my terrible luck.

Poops Mcgoots
Jul 12, 2010

ChibiSoma posted:

So I decided to walk away from the game for awhile and come back with a fresh start and a cool head.

I died during the Mt. Tanner escape when, after getting into the river, about 40-50 zombies came charging in from everywhere. I had a really lovely shotgun/rifle (looked like the former, acted like the latter) and a plank of wood. I couldn't run, because if I ducked away from one pack I just ran into another. Welp! I tried! I gave it another shot and it pissed in my eye. I dunno if that's some TU3 bug or just unbelievably bad luck, but it definitely doesn't want to make me give it a third try. I will, because I really want to like this game, but god drat.

I didn't even make any loud noises! I basically just gathered from the campsites, saved Maya, and left. I hadn't been hanging around up there or anything. I wasn't doing quick-searching, I left the truck behind and went to the river on foot since I knew the bridge was out... I have no idea what happened. I didn't see a horde on the mini map, either. Would one or more even spawn at that point?

If you're gonna charge 20 bucks for your game, the least you could do is make sure you don't get completely overrun and killed the second you try to leave the tutorial zone. :sigh: I'll step away for awhile again and try after I'm done being crabby about my terrible luck.

The river was always crazy busy with zombies. All you have to do is just cross it and hop in the station wagon parked on the other side. Don't even try to fight anyone. Just pop a twinkie and run.

Fitz
Sep 10, 2002
King of Cheese
I just got this game and its a lot more difficult than I expected, Marcus and Maya are dead and someone shot Ed in his sleep and I've already been through two randoms as playable characters. I can understand that can be frustrating especially since by the time he died, Marcus had gained tons of skill levels. Makes me kinda want a new game+ option or maybe something closer to Dead Rising where your characters can die but if you start a new game they keep the skills that you've gained. Although with the random characters I can see how that would be difficult.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
It really doesn't take THAT long to upgrade people's skills. Especially if they have traits that help. I think the game has a decent balance between making me sit with my mouth agape when someone I've played as for a while gets loving RIPPED IN HALF and feeling like oh well it's only going to be another couple of missions before my b-team is that good anyway.

I can't wait to get back on and play with TU3. I completely forgot yesterday and just ended up playing a lot of some weird RPG called "NBA2k11"

veni veni veni
Jun 5, 2005


Did any of the updates add gameplay stuff or is all pretty much bug fixes?

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
I think the big marquee change is that you can invite NPC's to escort you on most missions.

Edit: Ah why not here ya go...

quote:


NPCs

- You can now ask a community NPC to follow you and watch your back. Followers can also accompany you on most non-storyline missions.
- NPCs who have been told to leave your community no longer remain in your Journal and take up bed space.
- Jacob can no longer be selected for a "Mercy Shot" mission before he gives you the “Home Away from Home” mission.
- You can now train members of another Enclave in your Dojo immediately upon construction of the Dojo.

HOMES

- Fixed Snyder Warehouse not repairing vehicles.
- Fixed community NPCs sometimes blocking the door to Snyder Warehouse.
- You can no longer move to a Home site that supports fewer Outposts than you currently control.
- Vehicles are no longer teleported to Home parking spaces at 6:00 AM.

OUTPOSTS

- Outposts are now numbered on the map.
- Added Journal log entry for establishing an Outpost.
- Outpost bonuses to Stockpiles are now retained when the game is restarted.


MISSIONS

- Added Journal log entries for "Memento" mission.
- Changed AI to ensure zombies are present when you get a training mission or a morale mission.
- You are now reminded every 15 minutes, starting at 30 minutes, that your progress is not being saved while in a mission.
- Fixed bug that allowed save spinner to sometimes display during missions.
- Additional polish to "The Law" mission.

MISC

- Fixed an issue where Influence attrition wasn't scaling properly, which led to some Influence exploits.
- Removed references to generators in Fuel description.
- Fixed a terrain issue that caused parked vehicles to catch on fire when restarting the game.
- Fixed getting “Stockpile maximum exceeded” Journal log entry immediately after leaving Mount Tanner.
- Fixed issues that allowed community to exceed the population cap.
- Minor improvements to shadows.
- Fixed some missing subtitles.
- Fixed some floating bushes and grass.
- Fixed some typos.
- Fixed issues in non-English translations.

Mental Midget
Apr 18, 2005

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

Fitz posted:

I just got this game and its a lot more difficult than I expected, Marcus and Maya are dead and someone shot Ed in his sleep and I've already been through two randoms as playable characters. I can understand that can be frustrating especially since by the time he died, Marcus had gained tons of skill levels. Makes me kinda want a new game+ option or maybe something closer to Dead Rising where your characters can die but if you start a new game they keep the skills that you've gained. Although with the random characters I can see how that would be difficult.

This game definitely has a learning curve, but also has a rigid system that can be learned to let you survive pretty much any encounter. After learning the system, the only time I ever lost a survivor was while the XBox was turned off, or if I killed them off on purpose.

1.) Stamina is more important than health. Keep a stack of snacks in addition to a stack of medication whenever you go out. Never sprint anywhere unless you are escaping from zombies. Eat a snack just before fighting to keep you strength up. If you're alone and there's more than 3 zombies attacking you, run.

2.) Molotovs and firebomb mines are your best friend if you get overrun. Practicing how to accurately throw molotovs is crucial.You can throw a firebomb behind you while running. If an NPC is getting swarmed, just throw a firebomb at the whole group. You'll set them on fire but also save them. Grenades and mines aren't as useful because you can kill yourself more easily.

3.) Never run into an infested house. Just sit outside and honk the horn in a car, let the zombies pour out of the windows, and run them over. Then go into the house and pick off the few stragglers. This strategy can be utilized in almost any situation to minimize risk.

4.) Never "fast-search" something. The time you save is never worth the trade off of a horde instantly zeroing in on you if they hear you.

5.) Always use guns that can be silenced and attach suppressors to them.

6.) This latest patch allows you to bring a survivor friend for pretty much any mission except story missions. Do this whenever possible, if nothing else they can be bait while you smash heads.

Hope this helps!

Mental Midget fucked around with this message at 17:18 on Aug 8, 2013

gileadexile
Jul 20, 2012

Eh, the numbered outposts and the ability to take a sidekick with you are sorta gameplay-ey

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe
Part 2 of their Survival Mode write up went up on the site last week:
http://undeadlabs.com/2013/08/news/thats-so-meta/

Sorry I didn't post it sooner, I've been having computer issues.

El Seven
Jan 15, 2012
When Sergeant Tan visits your home base, what does he give to Lily?

coyo7e
Aug 23, 2007

by zen death robot

Mental Midget posted:

1.) Stamina is more important than health. Keep a stack of snacks in addition to a stack of medication whenever you go out. Never sprint anywhere unless you are escaping from zombies. Eat a snack just before fighting to keep you strength up. If you're alone and there's more than 3 zombies attacking you, run.
Actually, you want to carry maybe two stacks of snacks, and sprint everywhere to raise Cardio and save time. Once you're down to 1 or 2 snacks, pop into a house, open the fridge, break the food open, and keep going with your new twinkies.

Atmus
Mar 8, 2002

El Seven posted:

When Sergeant Tan visits your home base, what does he give to Lily?

He gives her a thing that lets you call in artillery strikes. You have to call it in like any other favor and a marker appears in your inventory (but only if you have room for it) that you toss like a grenade. A few seconds later, everything explodes.

I used it against a Big Un once, but I had to toss it between him and I and run away. I guess it would be a fast way of clearing out infestations or whatever.

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
Huh, interesting so I went and did the escape the valley mission last night and ended the game. I'm pretty sure I missed out on a lot. Seemingly none of my survivors had skillz that would help out the homebase other than a cook, I peaced out on the Wilkerson missions at some point and told them to gently caress off, the first scavenging survivor I ran into that I think is supposed to be a tutorial on inviting people in got majorly injured on that first mission and never joined, I let the Judge/Law missions down south sit so long that everyone there died...

But goddamn the game is still so much fun. Can't wait to get another one going and start exploring what I missed. I just got too wrapped up in choosing a home and making it as safe as possible. Then my girlfriend made me move to the campgrounds and poo poo went crazy.

Let me know if I should spoilerize any of this.

El Seven
Jan 15, 2012

Atmus posted:

He gives her a thing that lets you call in artillery strikes. You have to call it in like any other favor and a marker appears in your inventory (but only if you have room for it) that you toss like a grenade. A few seconds later, everything explodes.

I used it against a Big Un once, but I had to toss it between him and I and run away. I guess it would be a fast way of clearing out infestations or whatever.
Ok, cool. For some reason I thought I got that ability when Erik gives the little speach at the farmhouse after I helped him save the civilians.

Oh, and run away is right. I dropped one of those things on a Juggernaut and I was in the AoE when it hit. ~80% HP damage!

coyo7e
Aug 23, 2007

by zen death robot

Intel&Sebastian posted:

Huh, interesting so I went and did the escape the valley mission last night and ended the game. I'm pretty sure I missed out on a lot. Seemingly none of my survivors had skillz that would help out the homebase other than a cook, I peaced out on the Wilkerson missions at some point and told them to gently caress off, the first scavenging survivor I ran into that I think is supposed to be a tutorial on inviting people in got majorly injured on that first mission and never joined, I let the Judge/Law missions down south sit so long that everyone there died...

But goddamn the game is still so much fun. Can't wait to get another one going and start exploring what I missed. I just got too wrapped up in choosing a home and making it as safe as possible. Then my girlfriend made me move to the campgrounds and poo poo went crazy.

Let me know if I should spoilerize any of this.
I never followed through on all the Wilkersons missions (I think), would someone mind spoiling what happens after you drop the people off as a go-between? Are there more Wilkerson missions after that or do they just like, give you access to the heavy weaponry and that's it?

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!

coyo7e posted:

I never followed through on all the Wilkersons missions (I think), would someone mind spoiling what happens after you drop the people off as a go-between? Are there more Wilkerson missions after that or do they just like, give you access to the heavy weaponry and that's it?



I actually did that mission, if we're talking about the same one you go to act as a third party at some exchange or something...but after you drop off the couple of people they activate the ol' "leave this area" circle and when you leave it you get notices that all those people "died". No real reward other than more trust with the Wilkersons and they let you take those people's rucksacks

They sent another Wilkerson guy to my camp after that mission to ask us to do another and I told them to gently caress off.

coyo7e
Aug 23, 2007

by zen death robot

Intel&Sebastian posted:

I actually did that mission, if we're talking about the same one you go to act as a third party at some exchange or something...but after you drop off the couple of people they activate the ol' "leave this area" circle and when you leave it you get notices that all those people "died". No real reward other than more trust with the Wilkersons and they let you take those people's rucksacks

They sent another Wilkerson guy to my camp after that mission to ask us to do another and I told them to gently caress off.
Yeah, that's exactly as far as I got except as soon as that happened I just restarted my game and ignored them. I was curious if they do more egregious stuff later on. ;)

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
How do you get the cool monster-hoodie guy from some of the promo shots?

And am I nuts or did I see a zombie wearing a "Creature" skateboards shirt?




Edit: This game needs the option to change your friend-level people's names.

Intel&Sebastian fucked around with this message at 18:54 on Aug 19, 2013

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Intel&Sebastian posted:

How do you get the cool monster-hoodie guy from some of the promo shots?

And am I nuts or did I see a zombie wearing a "Creature" skateboards shirt?




Edit: This game needs the option to change your friend-level people's names.

Shark Hoodie guy is just a potential random survivor you can find. I've never gotten him in any of my play throughs, but my girlfriend's daughter got him as her first survivor.

Also after that Wilkersons mission you can go back to where you dropped those people off and grab their packs.



I have to say, I've really grown to miss the dedicated car door smack button when I play other sandbox games now.

TJO
Aug 14, 2006

I had a funny feeling in my gut.

Intel&Sebastian posted:

How do you get the cool monster-hoodie guy from some of the promo shots?

You kill everyone off, then respawn as a random survivor and if it isn't shark hoody guy you dump their inventory and kill them off. After half an hour of listening to the radio or whatever as you do that you have shark hoody guy and a mentally scarred Lily.

He's pretty cool. Chain-smoking boxer that's good with tools.

coyo7e
Aug 23, 2007

by zen death robot

Jonny Retro posted:

I have to say, I've really grown to miss the dedicated car door smack button when I play other sandbox games now.
Sleeping Dogs.

Le0
Mar 18, 2009

Rotten investigator!
Are there been any news about the PC version? I want to play this loving game :emo:

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RStar
Aug 18, 2013

Le0 posted:

Are there been any news about the PC version? I want to play this loving game :emo:

I look once a week or so and it sounds bleaker every time I look.

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