|
Ha! Babies... You missed the entire 360 pre patch; 1min=1min craziness. poo poo was seriously frustrating. That said, once you figure out how Outposts work, other then people in-fighting & jacking the locker, the real-time aspect is completely irrelevant.
|
# ? Nov 19, 2013 07:57 |
|
|
# ? May 30, 2024 06:39 |
|
Dirty Karma posted:Ha! Babies... Don't clue any of us in on your little secrets, then.
|
# ? Nov 19, 2013 15:58 |
|
LeJackal posted:Don't clue any of us in on your little secrets, then. All of his 'secrets' have been repeated several times in this thread. Pick your base, surround it with outposts, have 2-3 outposts gathering building materials, and at least one for food, medicine, and maybe ammo. Ignore fuel entirely. If you have enough survivors, they will usually scrounge up more than they use anyway, so you have a magical net profit.
|
# ? Nov 19, 2013 17:23 |
|
I just came back after playing the second day and similarly: - all of my snacks were gone from inventory (I think I only had like 20-30 so nbd) - morale was at ~50% even though I left it at full Fortunately my resources were more or less where I left them, food took the biggest hit, but that is the easiest to fix. Useful things I've found: - Right now I am cheesing the heck out of the shooting exp glitch: If any zeds die in view while you are aiming with a gun, you get shooting exp. Therefore train hordes/stragglers to minefield/watchtower and level up! I don't feel particularly powergamey doing this since shooting doesn't seem to be that useful at all until higher levels. Specializing in a gun seems even more useless since you don't get a special move out of it. - Characters with the Reflex skill tree (via the "Nimble" trait possessed by such characters as Ed and Sam) should definitely take the 'Spin Kick' skill since it hits very fast, very little cardio cost, contrary to description can hit multiple enemies, 99% of the time is a knockdown, and can even instakill reliably if there is a wall to your character's right since it will smash their head into it. - The level one workshop can make "homemade suppressors" I basically had a lifetime supply after a day (it makes two at a time). Once the workshop levels up or you move to base like Snyder that has a machine by default you can make "Flaming Fougasse" for 1 fuel resource and it gives you FIVE molotov mines. This is awesome. You can quickly get a 100 of these and have a low risk way to kill Big Bastards and hordes for the rest of the game. - Edged weapons is the best weapon tree imo (fastest swing, lowest weight, highest instakill %, can do a wide area attack via 'low slice') the downside is that edged weapons break the easiest and are the rarest. However once you have a good stockpile and a workshop to repair them this isn't an issue. Heavy weapons are a close second since normal attacks can hit 3+ enemies although it is very slow, highest weight, but also the highest durability. Blunt weapons supposedly can can stun->instakill Big bastards via 'uppercut' skill but I haven't confirmed this. - Instead of using an outpost to strategically deny a road to hordes, you can just build a barricade with parked cars that will be impassable to hordes. (This is particularly doable in Marshall where you could block a road with 2-3 trucks between storefronts). Note that hordes will sometimes glitch through anyway. - By keeping an eye on individual "Attitude" ratings on the roster screen you can sometimes pre-empt a "Depression" or "Anger management" quest by just switching to them and completing a supply run mission or other quest, which will sometimes kick them over to a positive attitude like "Ambitious" or "Determined" Random questions: - Has anyone gotten any positive "storyline" traits on a character? If you are escorting a character sometimes it will trigger them into telling a random backstory which then gives a new trait on their profile (Note: I have never triggered this for the character I am currently controlling, its only the escorted character). I have only gotten gag traits out of this, and once a negative one (alcoholic) - How the heck are you supposed to park in the "repair spots" at the Snyder Warehouse? Parallel or Perpendicular to the fence? Left or right of the pylon? - So you can keep researched abilities if you knock the related building down (ex: research everything you need from the library, then demolish it for something else), but do you keep research if you move bases? - Having 'remote' outposts seems like a good idea for scavenging further away, but does that mean that survivors will just start getting "lost" or "in trouble" further from home base?, since survivors seem to just bounce around your outposts when you're not playing them - Do 'combat training' missions at least give xp to the escorted character? I don't think any stars went up... - Does leadership actually affect recruiting neighbors? How to take advantage of this other than having the leader character do any missions the neighbor gives. Ex: right now I have two enclaves at full trust but they stopped giving missions, can I trigger them to join by having a leader character go over and donate some lovely weapons and board up windows?
|
# ? Nov 19, 2013 17:31 |
|
This game is really fun. I missed the Death from Above quest, sadly, which almost makes me want to start over but I figure I'll finish this playthrough first then try to do a game where I rally up a bunch of survivors and beeline for Snyder. I cannot wait for a full-on infinite survival mode.
|
# ? Nov 19, 2013 17:40 |
|
Mr. Pool posted:
Park parallel to the street. The game moves the cars into correct position when it fixes them anyway, so just get them close enough Yes. No. No. It just gives bonus 'trust' or whatever when you do stuff.
|
# ? Nov 19, 2013 18:21 |
|
So how do I make make my partners shoot or throw grenades? Every time I get someone to come with me they only seem to use melee even though I always make sure they also have a gun and some throwable. There have been a few times when I really needed them to go loud but they just run into the middle of a horde to swing their bat around, leaving me to save their sorry rear end. Amazing how I haven't lost anyone yet apart from the compulsory storyline casualties.
|
# ? Nov 20, 2013 14:24 |
|
You don't, really. The only time they will fire at enemies is during the guns part of a training mission, or while on the watchtower. Sometimes they'll still shoot for no obvious reason, but it seems to only happen when they can't find a path to the enemy.
|
# ? Nov 20, 2013 16:38 |
|
Can you switch control with them in combat, or no? Cause at least then you could switch to them, throw your nade/molotov/whatever, then switch back. I assume the conversation is disabled in combat, though. Also I inadvertently drained my materials stockpile because all my outposts were food/medicine related. Doh. I also realize I missed out on a BUNCH of survivors because I just basically focused on getting my bases running well, so I need to spend some time cobbling together a ragtag bunch of 12 people to take over Snyder. I missed so many enclave it's nuts. I like that there's no real direct impact, though, I just have to wait for the RNG/the radio to find me more survivors. Is the preacher dying actually avoidable? I was told "Black Fever: Preacher So and So Has it " and then within a few minutes, Alan shot him, so I finally went back to base. If I went back sooner, would Alan not shoot him? How far into the plot is the "Meet the Law" quest? I noticed that quest just isn't disappearing so I assume it's a major plot point. Does it unlock anything in particular?
|
# ? Nov 20, 2013 17:43 |
|
S.T.C.A. posted:
Spoiler 1: Nope. His death is scripted. Plus Alan is a gigantic dick. Spoiler 2: You're right in your assumption. And yes it gives you a chance to recruit more survivors to your enclave.
|
# ? Nov 20, 2013 17:47 |
|
Fibby Boy posted:Spoiler 2: You're right in your assumption. And yes it gives you a chance to recruit more survivors to your enclave. Does doing that quest suddenly make my life noticeably more difficult? I've been avoiding it because I'm too busy preparing to move bases and was afraid it might cause even more freak zombies to spawn or something like that. However I also need more survivors in my gang asap so would that be worth it? I only have like 10 and want to move to the warehouse.
|
# ? Nov 20, 2013 18:42 |
|
Overdoze posted:Does doing that quest suddenly make my life noticeably more difficult? I've been avoiding it because I'm too busy preparing to move bases and was afraid it might cause even more freak zombies to spawn or something like that. However I also need more survivors in my gang asap so would that be worth it? I only have like 10 and want to move to the warehouse. Nope. Those people, apart from the guys you save, just flat out die. Whoever you save gets to be apart of your enclave afterwards. Zombies don't spawn more frequently and neither do the freak zombies. Just knock that out of the way and get some more people to throw at zombies.
|
# ? Nov 20, 2013 18:45 |
|
jfc Has anyone ever gotten a survivor with the chemistry expertise yet? This is the only one I can't find. I probably killed off Marcus and Maya 50 times trying to randomly generate a new survivor with that skill, but no luck. Finally settled on a new main that has farming, powerhouse and two neutral skills. Oh well.
|
# ? Nov 20, 2013 23:12 |
|
Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees.
|
# ? Nov 20, 2013 23:31 |
|
Overdoze posted:Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees. Yeah, it is surprising how many cowards and alcoholics have somehow managed to survive the zombie outbreak.
|
# ? Nov 20, 2013 23:36 |
|
Best survivor I've ever seen was one my buddy got. He was taking him around town when the survivor just goes on this long rear end speech about toilet paper. Essentially, he though it was funny that you can generally find food and guns and stuff lying around but toilet paper is just gone. Then the perk thing popped up with "New trait discovered: Priorities."
|
# ? Nov 20, 2013 23:41 |
|
Overdoze posted:Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees. The best one I've found was a lady that had: Braggart, Army Medic, Electrician (tools expert), Tough as Nails. Two for one!
|
# ? Nov 21, 2013 04:53 |
|
Last night I loaded up my game that I had basically abandoned a few months back when it looked like they really did just cap the number of survivors you could have. No one was hurt, sick, or killed, none of the resources ran out, and instead, my base in Snyder has some ridiculous 390 units of construction materials. Everything but ammo and food are way over max too, but not by that much.
|
# ? Nov 21, 2013 17:34 |
|
Atmus posted:Last night I loaded up my game that I had basically abandoned a few months back when it looked like they really did just cap the number of survivors you could have. That's what happened to me. I was shocked and surprised. My suggestion? Start just chain building as many suppressors as you can.
|
# ? Nov 21, 2013 23:47 |
|
Is there any easy way to aim the throwable items? They have really slight arcs or randomness, to the point of being almost a straight trajectory with random recoil, right? I ask because I burn through molotovs every time I use them since they're always juuuust outside of the point I wanted them to be but don't quite go exactly where I aim. Or is there a character skill that governs making them more accurate? Either way, hey hey hey club zeds erry day anyway
|
# ? Nov 21, 2013 23:56 |
|
S.T.C.A. posted:Is there any easy way to aim the throwable items? They have really slight arcs or randomness, to the point of being almost a straight trajectory with random recoil, right? They definitely require practice to get right, but once you can throw them reliably, they can be a hugely valuable way to get out of bad situations. One common thing I've noticed is to always aim lower than you think you need to, if that helps at all.
|
# ? Nov 21, 2013 23:59 |
|
If molotovs had a nice throwing arc illustrated, I would be joyous. It would also be great if I could load like 4 rucksacks into the pickup trucks. I have all this cargo room!
|
# ? Nov 22, 2013 00:27 |
|
Mental Midget posted:They definitely require practice to get right, but once you can throw them reliably, they can be a hugely valuable way to get out of bad situations.
|
# ? Nov 22, 2013 16:20 |
|
What's involved in this free-play DLC? It looks really good on paper, but does it add anything beyond the free gameplay?
|
# ? Nov 22, 2013 16:21 |
|
Demiurge4 posted:What's involved in this free-play DLC? It looks really good on paper, but does it add anything beyond the free gameplay? Video Tour. This should help.
|
# ? Nov 22, 2013 16:29 |
|
LeJackal posted:If molotovs had a nice throwing arc illustrated, I would be joyous. Throwables in games should always have their arc illustrated, even in super-realistic type stuff. Your brain calculates that kind of thing really well in real life, but with no feedback in a game, you really need that assist to have decent aim.
|
# ? Nov 22, 2013 16:33 |
|
Just got into this last night. My lootwhore ADD from playing Bethesda games put me off at first that I couldn't search every drat thing that looked like a container. However, once I was out of the tutorial area, I realized you have no time to casually search everything as you are constantly on the move when in the open. Idle time is not something this game affords you that's for sure. It is a nice change of pace and I like the sense of urgency and survival so far. Definitely worth the $20 on PC. I am also a semi-perfectionist when it comes to kitting out gear, and save states are something I normally have in games I play so this is going to get interesting.
|
# ? Nov 22, 2013 20:22 |
|
tl;dr: In SoD, I can do a mission and still gently caress around looting places because it seems like most missions last for the time it takes you to do 3-4 other missions, and it seems like they take a very long time to disappear even when not playing. I'm kind of finding that I have more idle time than I initially thought. My usual loadout for whoever I'm using is a large backpack, a stack of snacks (3-4, not sure why some people can carry 4 in a stack and others only 3), a stack of crappier meds (tussin or tylenol), and some lighter non-heavy melee weapons (frying pans are 8.5 pounds; gotta be a bug because they literally weigh more than rifles which are like 6-7 pounds). No need for guns, using the shift+jump attack in the OP means I can just knock them down with that and then do an execution. Every character I take out, I just loot whatever I like, and then dropkick zombies and smash them all day. Blunt Weapons really do seem like one of the best specializations; the Wrench is a 1-pound 5-durability blunt weapon, and with the shift-attack that attacks everyone around you, I'll just go into a horde and do that till I'm out of stamina, eat a snack, and then keep doing that while I execute every chance I can get. Reflex characters get an AOE knockdown without even having a weapon specialization, so that's cool too, especially since they tend to get higher Wits for faster and quieter looting too. I bring combat up because once you know you can kill virtually any number of zombies between dropkicks and cars (dropkicked zombies stumble zombies they hit, btw) looting becomes a lot more leisurely. There's a sense of urgency of "drat I need to get these morale/enclave friendship missions done before they expire," but it's nowhere near the "I CAN NEVER EXPLORE OR HAVE NICE THINGS BECAUSE OTHERWISE I LOSE ALL MY MISSIONS" urgency that I got from playing Dead Rising 1 and 2 (which were still awesome).
|
# ? Nov 22, 2013 20:52 |
|
S.T.C.A. posted:My usual loadout for whoever I'm using is a large backpack, a stack of snacks (3-4, not sure why some people can carry 4 in a stack and others only 3), If you have the Powerhouse trait you can carry stacks of 4 in an inventory slot.
|
# ? Nov 22, 2013 21:02 |
|
Can someone tell me how well this game sold?
|
# ? Nov 22, 2013 23:24 |
|
Spikeguy posted:Can someone tell me how well this game sold? Very drat well.
|
# ? Nov 22, 2013 23:29 |
|
LeJackal posted:Video Tour. At approx 30 minutes they go to difficulty level 10. It looks amazing.
|
# ? Nov 23, 2013 02:37 |
|
I installed this yesterday on the PC. I'm not sure what I expected, but the mouse support is utterly hosed. I had a survivor completely despawn (just vanish), and my Marcus got eaten by a zombie twice the size of god. I played for twelve goddamn hours. How did I not play this sooner?! Jesus god this is fun as hell. Yeah, the interactions between survivors are shallow because they're randomized, but overall this is one of the most ridiculous fun games I've played in months. I'm in a car right now (like, an actual car in real life heading to a party with friends) and I am already thinking about what to do once I get home and I unpause it. My wish list: -Deeper, more meaningful interactions between survivors so they have more personality. Unique quests (such as Lily's father's watch) randomized would help this. I'd also like the ability to see the survivors fall in love; romance subplots and jealousy triangles would be interesting. I'm an old lady so I can say that. -Respawning resources or resource drops. The world is supposed to be living, right? So stuff is always changing, regardless of whether you're the one changing it. It fits within the world to have other survivors moving through, leaving stuff around as they die or move on. Hell, you could even find a functioning base... maybe one with a giant hole in the wall and a lotta corpses. -More skill specializations.
|
# ? Nov 24, 2013 20:06 |
|
You can see a truly massive game in State of Decay's bones. Now that we saw where they were going with it, it reminds me of Dead Island. The game was a buggy mess, but fun and addictive at its core, and now they're coming out with the much more interesting looking Dying Light. Being one of the bestselling XBLA games ever, I really hope they can find their funding for that dream game they were reaching for. edit: vvv Outposts accrue resources infinitely, as far as I know. Kasonic fucked around with this message at 18:16 on Nov 26, 2013 |
# ? Nov 24, 2013 20:09 |
|
So I started a second profile after my first began suffering from survivor loss. I had no idea the random "kill zeds" or scavenge missions were usually one of your guys out in the field requesting help. I let a lot of these pass thinking they were not so important. By the time I made it to Marshall, I was missing some of my key survivors with good skillsets. I am glad I started over as the first set of random survivors I found this time had some desirable skills. Multiple cooks, multiple sharpshooters, one electrician. I am reacting more quickly to random missions as they come up and morale is doing much better. Has anyone fully experimented with Outpost resource farming? I know that leaving one rucksack resource in a building, tags that building with that resource. Setting up an outpost there will give you X amount of that resource per day. Ive then removed the last item (cleaned out the building) and it remained tagged with that resource. Will it stay this way permanently? Or is there a time limit? If you decommission that outpost, will it lose that tag? What if you leave multiple of the same resource in the building (IE 2 or 3 of the resource icons in the upper left show food) will that increase the amount of resource the outpost gives per turn?
|
# ? Nov 26, 2013 18:03 |
|
It's pretty weird. I've had a place with no resources/nothing left turn into having materials when I had my base radio looking for resources. I then turned it into an outpost, looted it, and it's still (apparently) generating materials for me several real days later. My biggest question/wish for this game is that you could get an itemized breakdown of what's consuming/generating each resource. I have no idea why the gently caress my Materials stockpile alternates between +5 and -14 every other day. I would love to know, but no idea. Morale is also really weird. I logged in to like 20% morale, killed a horde, saved one survivor, and bam, 95% morale. I also wish training your survivors did gently caress-all for making them less stupid when they're on their own, and that you didn't forcibly drop your rucksack when you have someone following you. I had tagged this massive stockpile of materials across the map, took someone with me as backup, and then found out that after i packed my rucksack and switched to the other guy, it forces me to drop the rucksack. Annoying.
|
# ? Nov 26, 2013 18:16 |
|
Bah, of course when I finally post my Outpost questions on SA, I find the answers after days of searching: (These were prior to the last update, but the mechanics here apply) Undead Labs Sanya posted:RESOURCES
|
# ? Nov 26, 2013 18:31 |
|
I'm with Jacob, I think the Savini house is just adorable , my favorite base. Easily the most defensible, since it has the river to its back and steep terrain on two sides that zombies can't get up.
|
# ? Nov 26, 2013 21:45 |
|
lunatikfringe posted:I was missing some of my key survivors with good skillsets. I read this as "good skillets" I have personally seen Sam Hoffman kill a juggernaught with a frying pan, she is not to be trifled with....
|
# ? Nov 26, 2013 21:47 |
|
|
# ? May 30, 2024 06:39 |
|
S.T.C.A. posted:My biggest question/wish for this game is that you could get an itemized breakdown of what's consuming/generating each resource. I have no idea why the gently caress my Materials stockpile alternates between +5 and -14 every other day. I would love to know, but no idea. The materials thing takes consumption and trade into account for some reason, so if you are making big batches of suppressors or making a Big Meal all the time, it counts that as part of the daily averages for what happens when you aren't playing. Also, if your rucksack gets dropped anywhere near your base, some other guy will go get it and bring it back for you.
|
# ? Nov 26, 2013 22:08 |