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Just picked this up tonight and holy hell what a great game. It's a little rough around the edges in some parts, but it's just so goddamn fun and charming, in a weird horrible undead sort of way. The voice acting is inconsistent leaning towards bad, the writing is meh, the controls are weird and the zombies like to phase halfway into walls and then spaz the absolute gently caress out, and in spite of all of those things, State of Decay is fun as gently caress and completely worth the purchase. I especially love how the game balances mission exposition with gameplay. "I need you to get some-" "not now." CRUNCH. "You were saying?" "I need-" "I better take care of this, first." SPLAT. "Sorry about that." "I need you to-" "Hold on a second."
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# ? Jun 15, 2013 05:10 |
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# ? Apr 19, 2024 17:45 |
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skoolmunkee posted:I noticed tonight that in the character skills (star) tab, if you check people who have an unusual one, like arts and crafts, they have un obtainable "specialist" skills, like "can sell you a painting (requires art galleries)" which I thought was very funny and spent valuable time flipping through everybody to read more. I had one survivor who was a student and had like three traits that were all variations on "drunkard," and she had a level 4 beer pong skill.
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# ? Jun 15, 2013 05:16 |
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skoolmunkee posted:She joined the group with the most useless survivor ever. He hated exercise, smoked, had bum knees and was an alcoholic so all his major skills were taking hits. Plus the bum knee said that crouching would drain his fatigue. Bye victor. Always a good way to get that "blow yourself up" achievement 404notfound posted:I had one survivor who was a student and had like three traits that were all variations on "drunkard," and she had a level 4 beer pong skill. I have a guy who has no useful traits but "Likes Comic Books" and "Cosplayed"
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# ? Jun 15, 2013 05:26 |
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I decided to start over with the new patch since I wasn't that happy with way were turning up, with Sam dead and Ed missing while wasting a lot of resources on a bad location. Took the suggestion of using the pre-church mission to scout out all the view points so the map is now full of locations to look for supplies now. As for the patch I ran into the infestation and you weren't kidding about them being tougher. Instead of five zombies and a screamer, it was about twenty zombies and the screamer guarding it. Also is it me or nights don't seem as super dark now.
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# ? Jun 15, 2013 05:29 |
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Rirse posted:I decided to start over with the new patch since I wasn't that happy with way were turning up, with Sam dead and Ed missing while wasting a lot of resources on a bad location. Took the suggestion of using the pre-church mission to scout out all the view points so the map is now full of locations to look for supplies now. Never understood this complaint. Does noone realise you have a flashlight?
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# ? Jun 15, 2013 05:44 |
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I'm still at the rinkydink church base and I've had quite a few survivors catch the plague and I put them down. I'm ready to move on to another base - I think. Is there a guide on bases or does anyone have some suggestions on where I should march out to next? The only other viable big base that I've seen so far is a warehouse/garage on a big cement lot with some barbed wire. There's currently a big fat motherfucker sitting outside the fence on the east end - and it seems very close to a town to be a main base. Any suggestions or pointers on where I should head next? I'm going to keep doing missions and killing those who get the black plague with a hockey stick in the mean time. (Edit: What this guy said below me! I want to tear down this old poo poo and surround my warehouse if I go there) Is there any IRC channel where I can actively bullshit about this crazy rear end game? Bonus note: I had a very tiny amount of health left, and after reading (shameless plug) this combat guide I gave a zombie a flying dropkick halfway across the living room, out the open front door onto the patio, where it bumped into the railing and flew over backwards. Saved my rear end and was the best thing I've seen so far. Nerolus fucked around with this message at 05:57 on Jun 15, 2013 |
# ? Jun 15, 2013 05:53 |
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Kymera posted:Most people here agree Snyder's warehouse is the best. You can set up outposts surrounding the base making it basically immune to hordes. It allows you to set up 8 outposts and I think it has the most building slots. It comes with a car repair workshop and a sleeping area. It is surrounded by sites that have building material resources too. The only con is that it is prone to attack when you are first setting up. I just set up for the first time in the warehouse, and I like that advice about setting up 8 outposts around it. Problem is, I already set up 4 outposts around the church. Is there any way for me to "unequip" old outposts so I can set up 8 new ones in close proximity to my new warehouse, or am I stuck with only making 4 more total.
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# ? Jun 15, 2013 05:54 |
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Mental Midget posted:I just set up for the first time in the warehouse, and I like that advice about setting up 8 outposts around it. Problem is, I already set up 4 outposts around the church. Is there any way for me to "unequip" old outposts so I can set up 8 new ones in close proximity to my new warehouse, or am I stuck with only making 4 more total. Select them in the building menu, the same way you would trap them, and there should be an 'X' icon you can select to abandon that outpost.
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# ? Jun 15, 2013 06:19 |
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Mental Midget posted:I just set up for the first time in the warehouse, and I like that advice about setting up 8 outposts around it. Problem is, I already set up 4 outposts around the church. Is there any way for me to "unequip" old outposts so I can set up 8 new ones in close proximity to my new warehouse, or am I stuck with only making 4 more total. Just hit up on your dpad to bring up your journal, go to the page for the overview of your base and at the bottom it should list all of your outposts. From there you can arm/disband them. e;fb
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# ? Jun 15, 2013 06:20 |
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Anyone found a setup better than this? Get supplies, gently caress hordes.
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# ? Jun 15, 2013 06:30 |
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Is Fuel really that useful at all? Apart from making firebombs?
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# ? Jun 15, 2013 06:46 |
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Quick and Dirty Guide to Outposts D-pad Up – Journal LB/RB over to the furthest right tab for the construction menu D-Pad Down - Radio The number of Outposts you have is limited by your base. Snyder Trucking and Fair Grounds can have the most with 8. Outposts have their own supply lockers that are connected to your base supply locker, so you don't have to run all the way back to your base to empty your inventory or resupply. Rucksacks can not be dropped off at Outposts and must be taken to your base. They can also serve as safe zones, potential rally points for missing survivors, and can generate small amounts of supplies for a period, if there are any left inside the building, every 24 real time hours. Most importantly they can be booby trapped to wipe out hordes that pass nearby, which means by placing them around your base you can drastically reduce the amount of zombie horde assaults. You regain 1 use of the ability every real time hour with a total of 5 uses in reserve. Placing an Outpost 1. Clear a building that is not a potential home site by going to all the dots on the mini-map, killing any zombies, and searching all the loot spots.(Note: Loot spots need only be searched, not emptied) 2. Make sure you are inside the building then bring up your radio menu and select “Establish Outpost”. It costs 50 Influence and happens instantly.(You can also place them in groves and campsites. Stand near the map icon or in the tent if there is one.) Removing an Outpost 1. Open your journal and go to the construction menu and select the Outpost you would like removed from the icons at the bottom of the screen.(Note: It doesn't identify where the Outpost is on the map so it is important to remember the order in which you place and remove them) 2. Select the green X icon. Booby Trapping Outposts 1. Go to the construction menu and select an Outpost, doesn't matter which one. 2. Select the mine icon to place booby traps and extend the safe zone of all your Outposts. It costs 1 Fuel. It happens instantly initially, but once triggered traps take a few minutes to reset. They will reset automatically for 24 hours real time, after which you must again set them manually.(Outposts will still have booby trap range with a much smaller range if you don't set them) EDIT:\/\/\/ Well crud, fixed. EDIT 2: Fixed some other stuff. girth brooks part 2 fucked around with this message at 22:27 on Jun 17, 2013 |
# ? Jun 15, 2013 06:46 |
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All of my outposts have been automatically trapping/retrapping. I just have an option to extend trap range.
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# ? Jun 15, 2013 06:49 |
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Croccers posted:Is Fuel really that useful at all? Apart from making firebombs? You can use it to make mines I believe but I'm not entirely sure on that count.
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# ? Jun 15, 2013 06:59 |
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Croccers posted:Is Fuel really that useful at all? Apart from making firebombs? It's the resource used to increase the safezone range of your outposts by arming traps, and is thus really loving important, but at the same time, it costs one Fuel to do this, and you only have to do it once per real-life day, so in practice hunting for Fuel is never going to be a significant priority unless you use a whole lot of Fougasses.
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# ? Jun 15, 2013 07:09 |
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I only have one fuel outpost but it gives me +3 fuel per day somehow. I rarely use the bombs so it adds up pretty quick.
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# ? Jun 15, 2013 07:15 |
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Ok what am I not understanding about Infestations? Even after the patch, I keep getting notices about too many Infestations. They do not show up on my map. What the hell am I supposed to do about this? At least post-patch my people don't seem to be going missing quite as frequently. And lately I can't seem to build outposts. I'll clear a structure, select it, and I'll get a notice that we "can't handle another outpost" ... what am I missing here.
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# ? Jun 15, 2013 07:19 |
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AcidCat posted:Ok what am I not understanding about Infestations? Even after the patch, I keep getting notices about too many Infestations. They do not show up on my map. What the hell am I supposed to do about this? At least post-patch my people don't seem to be going missing quite as frequently. AcidCat posted:And lately I can't seem to build outposts. I'll clear a structure, select it, and I'll get a notice that we "can't handle another outpost" ... what am I missing here. Another possibility is that you've put five outposts in quick succession and now have to wait an hour in real-time to start putting outposts again. It's stupid but unfortunately real-time cooldowns seem to be a thing in SoD.
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# ? Jun 15, 2013 07:25 |
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Nerolus posted:Anyone found a setup better than this? Wouldn't it be better to relocate that central outpost to one of the southern buildings? From what I can see you've got enough overlap to cover that area as it is, so you could spread out your gently caress Zombie Zone either further south for more coverage or further east to make that entire road zombie free.
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# ? Jun 15, 2013 07:38 |
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I'm using the Alamo base and since I moved there I have not been able to build a single outpost. In fact my game just went from fun to hosed after I moved in there, and this is at least 5 hours played after and its not getting any better. The patch has apparently solved nothing. Maybe I do need to just start another game, but I'm starting to wonder if its worth it if it just leads to this frustrating cycle of constantly saving missing people and trying to find infestations and having absolutely no time for anything else, ever. I found just one infestation when I recently surveyed there in town, took it down, and no difference, just the same repeated warnings of too many infestations, people going missing, and lately at night just waves of zeds attacking the alamo. Ugh, I guess I just need to start over.
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# ? Jun 15, 2013 08:03 |
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One thing to really stress about outposts is that they act as a universal supply locker anywhere you go out in the town. Once I realized that it opened up the game quite a bit because I could go much looser with guns since I had outposts set up everywhere to reload ammo at. I've gotta say that shotguns are incredible because the ammo stacks just as much as any other type of round but each shot you fire can do significantly more damage to a horde. If you don't flat out kill multiple zeds with a shot then they'll at least be knocked down for you to finish off with your melee finishers. The nicer shotguns hold just as many rounds as pistols do, but even the double barreled ones are good enough if you luck out like me and grab one in the first backpack searched in a campsite of a new game. e: also it would free up a lot of inventory space because I could visit an outpost for coffee or energy drinks without needing to bring them with me.
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# ? Jun 15, 2013 08:13 |
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Just in case nobody knows this... its a lot of fun head shorting the army and swat zombies with a 50 cal rifle. You don't have to give a poo poo about body armour and helmets with one. Im also sure as gently caress I one shotted a big bastard yesterday with one. Also. Anyone got patch notes?
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# ? Jun 15, 2013 10:25 |
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Cerebral Wolf posted:Also. Anyone got patch notes? http://undeadlabs.com/2013/06/news/title-update-1-rolling-out/#more-6164 quote:-Playable characters can no longer be killed by the simulation
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# ? Jun 15, 2013 10:42 |
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Found a revolver chambered in .50 cal, I think I might have one shotted a Big'Un with it. Max loudness and recoil stat, only two blips of accuracy Too bad I've never seen any actual .50 rounds since then so I can pretty much never fire this thing ever.
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# ? Jun 15, 2013 11:10 |
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Nerolus posted:Anyone found a setup better than this? That's a cool setup but you might wish you had a couple of outposts further afield when you find yourself out of ammo on the other side of the map. I don't think having a massive 8-outpost safe zone around Snyder's is that useful. It's not like you can go tailgating.
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# ? Jun 15, 2013 11:18 |
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Jesus christ did they buff Ferals massively or something? Ed (with 7 fighting, 4 edged weapons and a wakizashi) couldn't take one down after hitting it about 50 times. Burnt through 3 painkillers and 2 snacks before succumbing and being ripped in half. R.I.P. Ed
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# ? Jun 15, 2013 11:19 |
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Did you try drop-kicking it? That still works, right?
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# ? Jun 15, 2013 11:27 |
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Nerolus posted:Anyone found a setup better than this? Yeah, what others have said. No need to overlap circles, and put a few farther away to take advantage of the supply locker for scavenging. The police station near the courthouse is a good place for that. I actually find it useful to leave some un-covered areas near Snyder, because if the horde does any wandering it will walk into one eventually, and its great to get the free morale boosts. If you have total coverage they won't spawn inside. But if you leave nearly surrounded spawn areas it's really just as safe. I also set up an outpost in the shed with the crane in front, to get coverage on that roadway interchange. It takes care of a lot of them from Horde Road. AcidCat posted:Ok what am I not understanding about Infestations? Even after the patch, I keep getting notices about too many Infestations. They do not show up on my map. What the hell am I supposed to do about this? At least post-patch my people don't seem to be going missing quite as frequently. I dunno, I kept getting that notice prepatch and had to go back to the tutorial area (which was actually pretty nerve-wracking) and found three to clear out. I found another near the church. The game doesn't usually tell you where they are, you have to spot them or drive really close to them. They also aren't always in buildings, they can be in fields and orchards and stuff. Anything with a map marker I think.
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# ? Jun 15, 2013 12:40 |
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Bagpuss_UK posted:Jesus christ did they buff Ferals massively or something? Ed (with 7 fighting, 4 edged weapons and a wakizashi) couldn't take one down after hitting it about 50 times. Burnt through 3 painkillers and 2 snacks before succumbing and being ripped in half. Once you start getting farther into the game the feral spawn rate drops dramatically in favor of juggernauts and bloaters. The best thing to do with ferals is spam snacks if you're getting swarmed by other zombies and concentrate on keeping it off balance. If you get jumped more than once you're usually screwed. If you can get the feral off you a firebomb to the face will usually damage it enough that it dies to a couple of quick shots.
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# ? Jun 15, 2013 13:39 |
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I found out you can exploit the UI to spot infestations on the map long before you've actually discovered them. It only works in areas you've explored or scouted from a survey point though. You see, buildings have an icon on the map, and infested buildings have another icon on the map. What happens when a normal building is infested? Well, its icon changes from the original icon, 'House' or 'Minimart' or whatever, to a red 'Infestation' icon. Since you can't see those until you discover them again, this means the building will now count as 'unexplored', and will disappear on the map. To find infestations in explored areas, just look for buildings that have no map icon.
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# ? Jun 15, 2013 15:45 |
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I don't think that works if the location has been Xed out though.
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# ? Jun 15, 2013 16:17 |
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So, I don't know if it was added by the patch or if it's just never happened to me before, but I've found a new mission type, 'Possible Trade Opportunity'. I had never seen it before the patch but I've had two now. It will pop up at friendly survivor safehouses, and if you accept it you'll do a normal mission, like a Zed Hunt or an infestation-clearing mission, but it's for that group instead of yours, and when it's completed, they pay you in resources, like Food or Ammunition. Pretty cool way of making some additional income.
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# ? Jun 15, 2013 17:08 |
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Tyskil posted:Found a revolver chambered in .50 cal, I think I might have one shotted a Big'Un with it. Max loudness and recoil stat, only two blips of accuracy On my second playthrough now and I found three .50 cal bullets in a campsite north of the church. That brings the total amount of 50 cal bullets I've found to... three.
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# ? Jun 15, 2013 17:11 |
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Break open the military grade ammo supplys to find them and grenade launcher ammo etc.
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# ? Jun 15, 2013 17:30 |
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Nerolus posted:Is there any IRC channel where I can actively bullshit about this crazy rear end game? Mister Bates posted:So, I don't know if it was added by the patch or if it's just never happened to me before, but I've found a new mission type, 'Possible Trade Opportunity'. I had never seen it before the patch but I've had two now. It will pop up at friendly survivor safehouses, and if you accept it you'll do a normal mission, like a Zed Hunt or an infestation-clearing mission, but it's for that group instead of yours, and when it's completed, they pay you in resources, like Food or Ammunition. Pretty cool way of making some additional income.
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# ? Jun 15, 2013 18:07 |
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Cerebral Wolf posted:Break open the military grade ammo supplys to find them and grenade launcher ammo etc. I can foresee doing this later. Once you have a library and a dojo you can get most if not all of your ammo needs sorted by trading services with your neighbors.
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# ? Jun 15, 2013 18:23 |
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I'm still not getting further story missions. I think my save is broken. :[
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# ? Jun 15, 2013 18:42 |
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skoolmunkee posted:I'm still not getting further story missions. I think my save is broken. :[ try deleting then redownloading the game, if this does not work the only fix is to restart the game
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# ? Jun 15, 2013 19:04 |
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So, how do I raise the friendship of other enclaves with survivors?
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# ? Jun 15, 2013 19:11 |
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# ? Apr 19, 2024 17:45 |
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Lotish posted:On my second playthrough now and I found three .50 cal bullets in a campsite north of the church. That brings the total amount of 50 cal bullets I've found to... three. I think I've only put about 8 rounds through my .50 cal Anvil in the course of a game but drat were they good ones
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# ? Jun 15, 2013 19:22 |