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Sorry, I just started playing this (Lost Luke in the first hour). What's the difference between vanilla and Breakdown? I started playing with Breakdown and everything seemed uh, normal, what's the difference? edit: Also you're not supposed to be able to finish every quest, right? Because I try to hurry to save strangers but it's still impossible to help other guys survive.
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# ? Mar 24, 2014 05:33 |
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# ? Apr 24, 2024 19:48 |
Don Tacorleone posted:Sorry, I just started playing this (Lost Luke in the first hour). What's the difference between vanilla and Breakdown? I started playing with Breakdown and everything seemed uh, normal, what's the difference? Breakdown cuts out all of the story components. It also gets harder for each iteration. Basically, your main goal in Breakdown is to find and repair an RV in a location that Lily will give you at some point. After each repair you "leave the area" and go to a new place that is actually the same place, you just start in a random area and the enemies get harder, etc. And yeah, don't stress about doing everything.
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# ? Mar 24, 2014 06:25 |
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Here's some new Lifeline info in the form of a Q&A:Undead Sanya posted:Geoffrey is way too busy to do a design article this week. He's got to get all the features locked down before he's allowed out of his cage again. Fortunately, he and Foge took some time to do this miniature Lifeline Q&A.
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# ? Mar 26, 2014 14:20 |
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Alpha build of the Lifeline map can be found in this thread. Here's a few minutes of gameplay posted by IGN: link. Some Lifeline commentary by IGN: link. There is a 17 minute video posted on YouTube (which I can't find at the moment) that has extensive gameplay. The sound quality isn't the best but it sounds like drones are going to be a thing in Lifeline. There is also a least one new vehicle, a militarized version of the modern pickup. It seems like the centre of the city is totally infested and cannot be accessed but there are so-called Danger Zones that continually spawn zombies while you're in the area. An easy way to level up/kill off characters. In the video for which I cannot find the link, an undergound tunnel was shown with wall-to-wall car wrecks & zombies. And a mission spawned down there. Spooky! Oh, and generators. Generators have been (re)added.
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# ? Apr 14, 2014 14:19 |
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El Seven posted:Oh, and generators. Generators have been (re)added. For someone new to this game, what are generators? Like power generators? Or zombie "generators"? \/\/ Makes sense, but he said re-added. Was wondering what got removed, and/or why? RadioDog fucked around with this message at 17:33 on Apr 14, 2014 |
# ? Apr 14, 2014 16:05 |
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Gonna go with power generators. Lifeline is sounding like a nice change from default SOD and Breakdown. Tentatively looking forward to dropping a missile on a fatty.
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# ? Apr 14, 2014 17:27 |
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meatsaw posted:For someone new to this game, what are generators? Like power generators? Or zombie "generators"? Not sure what they will be used for in Lifeline. ************ In the longer video, the UL guy mentions that there are three types of base defences that can be activated: mines, propane tanks, & explodey fireworks. The mines in Lifeline seem to be triggered by individual zombies rather than only hordes as in the current game. Propane tanks are the same as the current game, you need to shoot them to make them (and the zombies!) blow up. And the fireworks thing seems to be like the whistling box mine...the fireworks attracts the zombies to the location then after a few seconds a bomb detonates.
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# ? Apr 15, 2014 14:39 |
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Man. Watched a video on the UL facebook page. Looking forward to vehicular storage soooooooooooooooooooo much. Will completely refresh my desire to get back into the game.
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# ? Apr 29, 2014 20:40 |
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Mainly I'm looking forward to the new map. Breakdown shook up the original map and made it exciting and tense again (try starting a level 10 game new, with no supplies hoarded from previous maps ), but a new map to explore? Sounds interesting!
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# ? May 2, 2014 02:57 |
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So I got this as a gift and the wiki isn't all that helpful. How exactly does resource gathering work in regard to outposts? It looks like there is a hierarchy (food first and fuel last I'm guessing) it uses in choosing the resource, so is there a point in leaving rucksacks of other resources in there as well? What about multiples of the same type, like a warehouse with 3 boxes of construction materials? Also does the resource menu show your daily losses minus whatever gains from outposts? I saw a post somewhere saying it actually wasn't, but that seems like the dumbest thing.
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# ? May 15, 2014 02:51 |
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Synnr posted:So I got this as a gift and the wiki isn't all that helpful. How exactly does resource gathering work in regard to outposts? It looks like there is a hierarchy (food first and fuel last I'm guessing) it uses in choosing the resource, so is there a point in leaving rucksacks of other resources in there as well? What about multiples of the same type, like a warehouse with 3 boxes of construction materials? What is stated here was generally correct, at least the last time I played a few months back. In regard to your questions: An outpost gives you 3 resources (or reduces consumption of that resource by 3, however you want to look at it) on a daily basis. When multiple resources are in a building you call to turn into an outpost, the building will use, alphabetically, the first resource it finds: ammo > fuel > food > materials > medicine. So if you want a building with two stashes (say, food and medicine) to specifically be a medicine outpost (outposts can only ever give out one resource), you need to remove the food source first by either breaking it down or turning it into a rucksack. Multiples of the same type don't affect the 3-resource output. And yes, previously the resource menu was bugged (I think) and not accurately showing the resources being lost/gained correctly. However! It looks like the game got patched late last month with this in the notes: Outposts and Resources Corrected the daily resource calculations on asset page of journal Capped the number of resources you can receive on subsequent offline days at 15 New outpost resource model Each outpost costs 1 material for upkeep for the first day you're offline All resource outpost types now correctly generate resources If an outpost contains resources it generates 3 of that resource I haven't played the game since the patch went in, so they're claiming they fixed the journal stuff and changed the output model (for example, fuel outposts previous to this patch were worthless because they never gave you fuel). So unfortunately I can't give more info...maybe this will give me an excuse to start playing it again...
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# ? May 15, 2014 03:52 |
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And just to be obvious, "Daily" means an in-game day, rather than a Tiny Towers style, IRL day - if you got the patches.
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# ? May 15, 2014 05:30 |
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Bruteman posted:It looks like the game got patched late last month with this in the notes: I appreciate the response, not sure why that wiki was initially linking me to stub articles. As to the patch notes, I'm not sure how fixed that is. I was sitting at 0, then at -3 ammo at varying times for some reason, but I removed an older outpost from the gun shop by the church and dropped one in the police station in Marshall to clear it out a bit...and now I'm at -15. I guess that makes sense if everyone is always shooting? I have 2 ammo outposts, so I thought it would go down a bit more given that wiki explanation. Little annoying now! I guess I'll just have to remove some construction materials outposts and swap for ammo places, I dunno.
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# ? May 16, 2014 00:42 |
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Synnr posted:I appreciate the response, not sure why that wiki was initially linking me to stub articles. As to the patch notes, I'm not sure how fixed that is. I was sitting at 0, then at -3 ammo at varying times for some reason, but I removed an older outpost from the gun shop by the church and dropped one in the police station in Marshall to clear it out a bit...and now I'm at -15. I guess that makes sense if everyone is always shooting? I have 2 ammo outposts, so I thought it would go down a bit more given that wiki explanation. Little annoying now! I guess I'll just have to remove some construction materials outposts and swap for ammo places, I dunno. IIRC, AI-controlled survivors do not actually "use" ammo individually - the ammo resource for your base goes down based on the number of survivors currently in your base when the end of the day event is triggered (or if there are projects that you initiate which manually consume it). Not knowing what you were doing in your game, if your ammo was that low, you may have recruited more people than you had ammo resources for, and if so, you need to hoof it yourself to bring more ammo rucksacks back to base, or radio in for survivors to get more - one or two ammo outposts aren't going to replenish you completely. I know this is one of the things about the game that people always say they have issues with, but I don't think I've ever run out of a resource that wasn't construction materials I was knowingly using to build additions to the base. It's pretty easy in maybe a two-hour play session to top off all of your resources before you quit for the day, and I've never returned to the game the following real-time day to find my base with negative resources. Again, unfortunately, I haven't played it in a while, so maybe something's changed since then.
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# ? May 16, 2014 01:04 |
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Bruteman posted:IIRC, AI-controlled survivors do not actually "use" ammo individually - the ammo resource for your base goes down based on the number of survivors currently in your base when the end of the day event is triggered (or if there are projects that you initiate which manually consume it). Not knowing what you were doing in your game, if your ammo was that low, you may have recruited more people than you had ammo resources for, and if so, you need to hoof it yourself to bring more ammo rucksacks back to base, or radio in for survivors to get more - one or two ammo outposts aren't going to replenish you completely. Oh no, I understand the ammo resource thing. I had 16 people, so the -15/day doesn't even make sense with the two ammo shops. That and the previous state of 0 or -3 was really strange as well. Any idea if the radio based "locate resource" thing just generates a new thing to look for, or is it just telling you where stuff already is?
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# ? May 16, 2014 01:46 |
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Synnr posted:Oh no, I understand the ammo resource thing. I had 16 people, so the -15/day doesn't even make sense with the two ammo shops. That and the previous state of 0 or -3 was really strange as well. Any idea if the radio based "locate resource" thing just generates a new thing to look for, or is it just telling you where stuff already is? I saw it send me to a warehouse I had previously cleaned out once. I had cleaned out most of Spencer's Mill at that point, but hadn't gone into the city much, so I'm sure there were still construction materials somewhere on the map. Maybe it spawns a new thing if there are no existing things within X meters?
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# ? May 16, 2014 02:10 |
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bitcoin bastard posted:I saw it send me to a warehouse I had previously cleaned out once. I had cleaned out most of Spencer's Mill at that point, but hadn't gone into the city much, so I'm sure there were still construction materials somewhere on the map. Maybe it spawns a new thing if there are no existing things within X meters? Looking around on some of the forums and the wiki, there appears to be conflicting info on whether it's spawning something new or just pinpointing something that's already there - one source says even if you make the call and Lily tells you where to look, there's a chance that nothing will spawn. But some people think that's a bug. I've never used it so I can't say for sure.
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# ? May 16, 2014 02:27 |
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Synnr posted:Oh no, I understand the ammo resource thing. I had 16 people, so the -15/day doesn't even make sense with the two ammo shops. That and the previous state of 0 or -3 was really strange as well. Any idea if the radio based "locate resource" thing just generates a new thing to look for, or is it just telling you where stuff already is?
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# ? May 16, 2014 15:01 |
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I uninstalled the rucksack mod because it felt like cheating. I managed to beat Breakdown 7 on a fresh start last night, completely vanilla game, no bug abuse. On lower Breakdown levels, the backpack mod is just a convenience, but on the higher levels, every time you leave your base/outpost safety bubble, you might not be coming back. Being able to load up a poo poo ton of supplies makes it way easier.
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# ? May 16, 2014 16:42 |
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Well I guess all my questions about resources didn't matter, since apparently I was like an hour out from finishing the game anyway. I'm a little disappointed in the length and breadth of the game compared to what I recall reading last year. My food preservation timer didn't even run down! Also the radio call appears to place rucksacks by the way, it showed up in a few empty houses I cleared out after my move to the warehouse.
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# ? May 16, 2014 21:02 |
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Yeah, the game's less about beating the plot, and more about running around managing your safehouse and survivors over an extended duration. You can beat the story start to finish in a couple hours without too much trouble, I'd imagine.
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# ? May 16, 2014 21:10 |
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The main story mode really feels like an extended tutorial from start to end - the Breakdown DLC is a lot more fun, I thought. In fact, I had put so much time into Breakdown before playing the story mode that I blew through it without moving the base from the church (well, almost - moved to Snyders for the last hour or two) since I knew where everything was.
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# ? May 16, 2014 21:14 |
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I think I'll likely try out breakdown when I get back from the hospital, is it literally just restarting repeatedly and surviving x number of zombies/collect resources until you can find an RV to run away with? I was reading up on older articles about the game and it made me even sadder for what I forgot was mentioned. I was really hoping I could shoot those stupid hillbilly motherfuckers at some point when they turned against my people, but they just stopped doing anything after they murdered some random folks. Or get into a feud with the survivors I couldn't take in due to resource constraint. Or something! I don't think I ever even did enough shooting to level it up on anyone, just used wrasslin moves on zombies.
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# ? May 16, 2014 22:09 |
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Synnr posted:I think I'll likely try out breakdown when I get back from the hospital, is it literally just restarting repeatedly and surviving x number of zombies/collect resources until you can find an RV to run away with? Well, it gets harder with each level, so the sort of stuff you can pull in the story mode (one super guy running around fighting everything) will get you killed. You need to start using more stealth/distraction and less fighting, which makes things a little more tense. It can also take a while to get the RV running, so the repetition isn't anything out of the ordinary.
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# ? May 16, 2014 22:16 |
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Synnr posted:I think I'll likely try out breakdown when I get back from the hospital, is it literally just restarting repeatedly and surviving x number of zombies/collect resources until you can find an RV to run away with? Yes. This is a game for gameplay, not story. The campaign doesn't even make any sense and Breakdown gives you a challenge to drive you to keep playing.
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# ? May 16, 2014 23:26 |
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Also don't try to loot every single house in Breakdown. I learned this the hard way through many restarts on Breakdown 1 because things weren't going perfect. I picked this back up again after 3 months a few days ago, and I decided to play the game instead of loot every single building on the map. Much more fun that way.
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# ? May 16, 2014 23:44 |
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I've started the game again recently, and my initial guy had Pack a Day. Anyone know how bad the XP penalty on that is? Because I don't think I've seen that guy's cardio go up by even a little bit, even through I earned Bad rear end with him so I know I've used him for several hours.
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# ? May 17, 2014 02:15 |
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Cardio is a huge pain to level even without penalties. I'm pretty sure it's based off amount of time you spend sprinting so if you hardly ever sprint because you have poo poo cardio and when you do it barely counts because there's an XP penalty, you just get used to not sprinting.
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# ? May 17, 2014 11:49 |
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It might be cheap, but you can kill 5 ferals using cars to get The Fighter, who starts with maxed Cardio (and Fighting and Fitness Guru). Pretty much my go-to starting hero now. E: I've never gotten a character above 5 cardio without intentionally cheesing it, which you can do by running around in circles chowing down snacks.
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# ? May 17, 2014 18:31 |
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Lotish posted:I've started the game again recently, and my initial guy had Pack a Day. Anyone know how bad the XP penalty on that is? Because I don't think I've seen that guy's cardio go up by even a little bit, even through I earned Bad rear end with him so I know I've used him for several hours. I think all the malus traits are -50% XP.
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# ? May 17, 2014 23:16 |
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I don't know if Pack a Day is bugged or what, but I just ran that character around with 20 snacks and the meter didn't budge a pixel. The penalty must be near total. edit: I was amused to learn during this exercise that if a Juggernaut gets into camp, Lily will run out to meet it, and if it tries to pull her in half, she'll laugh it off and keep fighting. marshmallow creep fucked around with this message at 02:38 on May 18, 2014 |
# ? May 18, 2014 02:30 |
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Wasn't an issue I actually thought about in the story mode, but can one person fill two facility slots that require a trait? Like I had a guy who was my chef and on guard duty, but no one ever seems to get into the tower at snyders and shoot anyway. I'm pruning my list of survivors for the RV and I have a couple of people doubled up on construction + X trait (all assholes though, apparently) that would ease those slots up. Blew up some useless alcoholic coward smoker woman for the sacrifice award already, but jeez all these scrubs with one useful friend I needed to recruit are packing into my warehouse You carry all your stash stuff forward, right? So I can just stick a couple high value items in my inventory to jumpstart influence levels on the next level? Do the heroes you unlock show up as well, or ...are you supposed to unlock them every level? Also, large backpacks? Are they just much rarer in breakdown or something? I have a dozen smalls, and more that I never picked up floating around in houses, but only two large ones. My two powerhouse runners I am going to stuff full of meth and morphine for the next level start got them, but my backup "Jacob has -60% vitality and stamina, needs to rest" guys could use a couple as well.
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# ? May 18, 2014 06:37 |
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Lotish posted:I don't know if Pack a Day is bugged or what, but I just ran that character around with 20 snacks and the meter didn't budge a pixel. The penalty must be near total.
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# ? May 18, 2014 15:16 |
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coyo7e posted:Are you running mods or something? It's slow but not THAT slow. Nope. Playing on 360.
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# ? May 18, 2014 15:42 |
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Weird, I've definitely leveled a few smoker characters to 7 in fitness, but usually I just take them on a Grandpa Simpson walk.
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# ? May 18, 2014 15:45 |
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Well, he hit max wits pretty quick, so he's got ninja and can sneak faster than he can jog. He's still one of my best characters despite being apparently unable to improve his cardio at all for whatever reason.
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# ? May 18, 2014 15:56 |
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Odd. It takes a day or so in-game of running around on foot doing stuff but I tend to get a star a day at least, and it you maxxed Wits on him you've obviously been playing him for several hours minimum. Why didn't you recruit more survivors and use one that doesn't have a bonus to Suck? Are you playing a themed Breakdown run or something? Is he one of those soldiers so you wanted the shooting bonus?
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# ? May 18, 2014 15:59 |
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He was my initial survivor when I started Breakdown, so he's basically my protagonist.
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# ? May 18, 2014 16:31 |
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Synnr posted:Wasn't an issue I actually thought about in the story mode, but can one person fill two facility slots that require a trait? No, I think the game can only assign them to one facility at a time. quote:You carry all your stash stuff forward, right? So I can just stick a couple high value items in my inventory to jumpstart influence levels on the next level? Do the heroes you unlock show up as well, or ...are you supposed to unlock them every level? Yes and yes (and is a recommended strategy) to the stash questions. How the hero unlocks works as follows: in the current game where you satisfy the unlock requirement, you will shortly thereafter receive a "someone wants to join our group" call from Lily, and if you head there, it's that hero. In all games after you unlocked that hero, they will randomly spawn like other potential survivors. quote:Also, large backpacks? Are they just much rarer in breakdown or something? I have a dozen smalls, and more that I never picked up floating around in houses, but only two large ones. My two powerhouse runners I am going to stuff full of meth and morphine for the next level start got them, but my backup "Jacob has -60% vitality and stamina, needs to rest" guys could use a couple as well. Don't think there's anything concrete, but yes, in my Breakdown experience, they become harder to find as you progress.
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# ? May 18, 2014 17:48 |
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# ? Apr 24, 2024 19:48 |
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Synnr posted:Also, large backpacks? Are they just much rarer in breakdown or something? I have a dozen smalls, and more that I never picked up floating around in houses, but only two large ones. My two powerhouse runners I am going to stuff full of meth and morphine for the next level start got them, but my backup "Jacob has -60% vitality and stamina, needs to rest" guys could use a couple as well. They get rarer. It's probably worth taking a day trip up to the mountains, I've never not found at least one in the tents and they are mad useful.
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# ? May 22, 2014 19:50 |