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Man these IGN guys sell the game so much better than the UndeadLabs people. Some genuinely pretty loving terrifying things happen to them in this episode. Where the UL livestream from what I saw was mostly them driving around in cornfields.
homeless snail fucked around with this message at 23:32 on Jun 3, 2013 |
# ¿ Jun 3, 2013 23:26 |
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# ¿ May 14, 2024 11:17 |
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IGN review is up, if you've been watching their LP I don't think it'll be a surprise what they gave it. http://www.ign.com/articles/2013/06/05/state-of-decay-review
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# ¿ Jun 5, 2013 08:16 |
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Lasher posted:Have I just had poo poo luck finding wood because I have 2 and everyone is exhausted because I can't build more beds. I'm running low on health for all the characters I have and it's only getting worse. If you go into the base menu you can have Lily ask around for resource locations, at least.
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# ¿ Jun 5, 2013 21:26 |
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MagnumOpus posted:Anyone have any idea how to start a new Home? I tried putting an Outpost in the Kirkland Residence, which says (Potential Home) but that doesn't seem to have done it. I've got 12 Survivors and no where to bunk them. Rirse posted:How do I get survivors to join my base. I saved a bunch of girls at their house, but they are not on the list of residents at the HQ. Need to get someone need to swap to since Marcus got hurted doing something offscreen while Maya just wants to sleep so I can't really use her for the time being.
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# ¿ Jun 6, 2013 03:44 |
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Dark_Swordmaster posted:Is there eventually a way to wait out the night? It takes forever and I really don't like the idea of going spelunking in the super dark evenings by myself, especially with new types of zombies rolling around.
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# ¿ Jun 6, 2013 05:17 |
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I know its just random numbers and there's no intent behind it, but jesus christ, having my best guy go missing for a couple hours when I needed him the most was incredibly dramatic. Was on the edge of my seat waiting for some kind of resolution. Now that he's back all I can think about is how I had to eventually put down the last dude that went mysteriously missing.
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# ¿ Jun 6, 2013 07:39 |
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Bland posted:How do I deal with sick survivors at my camp? I heard they turn and start killing people if you leave them alone but I can't do anything but walk up to the guy and say "Hi!"
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# ¿ Jun 6, 2013 17:23 |
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UberJumper posted:Has anyone figured out the point of the RT emote menu?
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# ¿ Jun 7, 2013 01:51 |
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Dark_Swordmaster posted:Kind of miss the attachment that it's missing by not having YOUR character. A roster of decently fleshed out NPCs is better than a bunch of randomly generated faceless pawns, but there's still no attachment to anyone for me. The only reason I don't want anyone to die is the loss of time and inventory.
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# ¿ Jun 7, 2013 04:04 |
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I think I hit my first big game breaking bug, kinda surprised it took so long considering how jank everything else is. Got one of those missions where you have to completely search an entire building, except one of the hotspots didn't light up so I couldn't fill the meter to finish the mission. Party Plane Jones posted:Heavy weapons really aren't worth the trouble it seems, they force you to use way too much stamina for too little gain. I have Marcus using edged weapons and he's such a killing machine that most if not all my edged weapons are in desperate need of repair.
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# ¿ Jun 7, 2013 08:28 |
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Exactly how dynamic are the side missions? Like for the last Law mission, the Judge and Sheriff died before I got there, and most of the survivors were like gently caress this and joined my group immediately after. Things left off in such a janky and unsatisfying way that I would totally believe it if you told me that was procedural.
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# ¿ Jun 7, 2013 18:06 |
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Its totally at their whim, but just going out and bringing stuff back to the base naturally raises everyone's trust.
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# ¿ Jun 8, 2013 00:06 |
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Yeah, everything shows up on the map. The only things that are not time limited are scripted missions, everything else expires. The infestations thing you were talking about is a bug/stupid design decision they're fixing in the next update, right now they get pissed if there are more than a couple houses anywhere on the map. e: NESguerilla posted:Clicking on them in the mission log does nothing and there is nothing telling me if I have failed a mission or not. homeless snail fucked around with this message at 17:47 on Jun 8, 2013 |
# ¿ Jun 8, 2013 17:41 |
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They do have selective fire yeah. I don't know how the pistol/AR skills compare because I don't use guns enough to level up the shooting skill on anyone, but right now I prefer the ARs personally. Auto is really handy for heavies and ferals if you don't have a car. Best use of guns for me so far though is throwing kitchen timers at hordes and then headshotting everyone at once with a shotgun. Spacebump posted:I really hope they add co-op now, the game clearly did well.
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# ¿ Jun 8, 2013 21:13 |
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If you upgrade your watchtower or build a dojo, you should be swimming in offers to train outsiders in exchange for ammo. There are also those trade missions, but they don't happen nearly often enough. Also, the town in the northwest is totally drowning in ammo resources if you haven't been there yet.
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# ¿ Jun 9, 2013 00:33 |
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Soonmot posted:So even after starting an outpost, I won't see any change until a day later or so?
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# ¿ Jun 9, 2013 17:31 |
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I don't think you have to unlock it, select the radio room in the base menu and you can have Lily call around for survivors or resources.
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# ¿ Jun 10, 2013 20:15 |
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Korlac posted:Agreed, but I understand why they don't have any. They're a small start-up production company and probably couldn't afford to license any. HOWEVER, I fully expect State of Decay 2 (With how well this one is selling, you know they'll do another one) to have full tracks in the cars.
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# ¿ Jun 11, 2013 02:15 |
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You can make some easy ammo resources training outsiders at the fully upgraded watchtower, but ammo is kind of the least important resource and you find it everywhere. So no, I guess not really.
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# ¿ Jun 12, 2013 09:18 |
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Slayer1597 posted:I wish your dudes could learn lock picking so you could silently open locked doors.
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# ¿ Jun 12, 2013 20:18 |
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I think you need building materials for the workshop to repair items/cars, but I'm totally pulling that out of my rear end. Just seems like I use way more resources when I put damaged weapons in storage.
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# ¿ Jun 13, 2013 04:31 |
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Nope, you have to take rucksacks back to base.
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# ¿ Jun 14, 2013 00:09 |
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They're sending TU2 to cert next week, another $40k down the drain Here's the draft patch notes. Highlights: quote:
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# ¿ Jun 16, 2013 00:18 |
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Rookersh posted:So, how do Outposts work? I ransacked the fast food place in the first town, and found the two medical bags. Decided to set up an outpost there, and it's telling me something about the steps to set it up. Yet nobody is coming to actually build the place up at all. I told it to start setting up traps, but the bar isn't moving at all. Do I actually have to go around and do that? Any resources in the building get eaten when you turn it into an outpost, and then the outpost will trickle out whatever resource was most plentiful.
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# ¿ Sep 21, 2013 19:08 |
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# ¿ May 14, 2024 11:17 |
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Honestly, calling someone your main dude is just setting yourself up for disaster. Sure I think Marcus totally wrecks poo poo, but its a good idea to spread the experience around a crew of heavy hitters. Unless everyone's tired then go crazy with the trucker speed.
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# ¿ Sep 23, 2013 18:33 |