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Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world

ImpAtom posted:

You can do safehouse upgrades now, they're just poorly explained and you need materials to do them.

Can I start ignoring the story though? It seems like the mission they gave me is important to the story.

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ImpAtom
May 24, 2007

Kymera posted:

Can I start ignoring the story though? It seems like the mission they gave me is important to the story.

I ignored it for a long time without consequence but I can't say for sure that it has no consequence for ignoring it. You shouldn't need to feel rushed though.

Croccers
Jun 15, 2012
I like how the demo is actually the full game, just on a like... 1 hour or so timer. So I can rush through the mountain then bugger around for a while.
I made a circle out of cars and stood in the centre shooting off zombies.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world

ImpAtom posted:

I ignored it for a long time without consequence but I can't say for sure that it has no consequence for ignoring it. You shouldn't need to feel rushed though.

Okay cool thanks. How long are the nights in this game in real time? I was surprised by how long it was dusk at the start of the game.

Croccers
Jun 15, 2012
On the topic of an Australian/NZ release: http://forums.undeadlabs.com/showthread.php?17594-Special-Launch-Day-FAQ!

quote:

Q: I can't find the game! (Australia/New Zealand)

A: We did not hear a final go-ahead from your review board in time to make the launch. They asked us for some additional footage, which we submitted, but now we have to wait and see. Here is what will happen: We'll get a rating, and we'll add it to the next game update. We are working on the next game update right now! But, uh, the update has to go through certification. So I don't have a date. But we are really traumatized that we couldn't launch with you. I'm saving some game codes for you, and we'll have our own damned launch party JUST FOR YOU.
:sigh:

Poops Mcgoots
Jul 12, 2010

Played this a shitload today and have been having fun. Haven't killed anyone off yet, which means I've spent most of my time as Maya since her traits looked good. Heavy weapons are the poo poo once you specialize and level it up a bit, though I imagine that's the case with most of the weapon specializations. Also got some other skill that makes me faster while sneaking, removes all locked doors, and makes the speedy search completely silent. Moved my home base somewhere larger and have been mostly trying to get more materials to upgrade. Kind of sad that, as far as I can tell, you can't teach skills (powerhouse, etc) to characters, though I guess that just means I should diversify.

Outposts, as far as I can tell, are safezones that allow you to access your homestash from far away. As for the person complaining about asking their radio lady for ammo dumps, you need time for her to send the word out. You should get a marker on your map when she's done.

Dark_Swordmaster
Oct 31, 2011
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.


Game is fantastic though. Haven't encountered any issues aside from the aforementioned lack of a gamma slider and the stealth kills becoming pushes at exactly the wrong time.

ImpAtom
May 24, 2007

Kymera posted:

Okay cool thanks. How long are the nights in this game in real time? I was surprised by how long it was dusk at the start of the game.

I think about 45 minutes. I may be wrong but I believe so.

Poops Mcgoots
Jul 12, 2010

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.


Game is fantastic though. Haven't encountered any issues aside from the aforementioned lack of a gamma slider and the stealth kills becoming pushes at exactly the wrong time.

As far as I can tell, you can't just wait out the night. You just kind of get used to the night though, since I don't think it changes spawn rates. Also, something I don't think the game ever explains, or at least doesn't go in depth, is to wander around houses before searching them. You'll see little circles on the minimap which are like exploration markers. Once you've been to them all, it'll put a "safe" circle around the building, which seems to decrease the likelihood of zombies hearing loud noises while you search as well as marking any zombies still in the circle.

xutech
Mar 4, 2011

EIIST

Really looking forward to this once Australia gets its act together. One of the few games where I used to check the website for news updates.

homeless snail
Mar 14, 2007

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.
Night is great because you can just run around not giving a gently caress and the zombies will barely notice you.

Dark_Swordmaster
Oct 31, 2011

Captain McStabbin posted:

As far as I can tell, you can't just wait out the night. You just kind of get used to the night though, since I don't think it changes spawn rates. Also, something I don't think the game ever explains, or at least doesn't go in depth, is to wander around houses before searching them. You'll see little circles on the minimap which are like exploration markers. Once you've been to them all, it'll put a "safe" circle around the building, which seems to decrease the likelihood of zombies hearing loud noises while you search as well as marking any zombies still in the circle.

Yeah I saw the little circles and found out that after you get all of them it counts as "explored" and lets you turn it into an outpost.



How much of this is randomized? I assume non-story missions are, as well as supply locations/quantities, etc. Are survivors? Their names, traits, locations, etc?

One of the "Wow, you're really complaining about that?" things about Dead Rising to me was that the survivors were always in the exact same spot doing the same thing each time. Granted, that game was about replaying it many many many times over before beating it, but still, some randomization to people who aren't you would be nice.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
This really needed a tutorial or a manual or something because there's a lot of stuff that's not really explained in great detail.

Dark_Swordmaster
Oct 31, 2011
Is there an in-game clock? I don't see one on the map or in the journal. Also, I assume all times for radio cooldowns and such are in-game time, as a one real-day cooldown is browser game bullshit.


Yeah, the tutorial dumps you pretty hard. Fatigue and recovery are barely touched as a pop-up. It's part of why I thought you could build beds to sleep in. But you cannot sleep apparently.

e: Also a beastiary. What's the point of telling me "New zombie: Big Bastard" if I don't have reference to consult. Just spawn them and that's that.

Dark_Swordmaster fucked around with this message at 05:34 on Jun 6, 2013

gibbed
Apr 10, 2006

ImpAtom posted:

I think about 45 minutes. I may be wrong but I believe so.
Getting yourself killed seems to change the time to day. :v:

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer

gibbed posted:

Getting yourself killed seems to change the time to day. :v:

Breaking both your legs works too!

UberJumper
May 20, 2007
woop
I just found this out, if you come across a house with a ton of caches (the big thing you can only carry one at a time). If you setup an output there, it will give you extra resources each day until the caches are drained.

Mister Bates
Aug 4, 2010

UberJumper posted:

I just found this out, if you come across a house with a ton of caches (the big thing you can only carry one at a time). If you setup an output there, it will give you extra resources each day until the caches are drained.

Yep, that's what the resource icons on outposts mean. An outpost with an 'ammo' icon, for example, will generate a small amount of ammo each day.

So, to summarize, outposts provide:

- a way to access your main base storage remotely
- traps to deal with hordes
- a relatively safe area to heal up and recharge stamina
- bonus resources depending on the contents of the building the outpost is in.

Also, has anyone figured out how to get other survivor groups to join you? There are three separate survivor groups that I know of, and they all trust me and like me, but I can't figure out how to invite them to my headquarters. I've lost a few people and we're short-staffed now - plus I want to move to a new home, and the site I'm eyeing will require even more people to secure.

THF13
Sep 26, 2007

Keep an adversary in the dark about what you're capable of, and he has to assume the worst.
Where is the biggest place you can move to? I can't build anything else at the starting church and don't see much of a point in doing an incremental upgrade. I'm assuming nothing carries over besides survivors and supplies right?

Cartridgeblowers
Jan 3, 2006

Super Mario Bros 3

"COME TO THE CHURCH"
"Okay cool well we just got these truck keys so that shouldn't take long. What? The bridge is out? FFFF-"

And then I failed jumping the gap, the truck tumbled into the ravine, exploded, and now a gravely injured Maya hates me. The end.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer

Little Mac posted:

"COME TO THE CHURCH"
"Okay cool well we just got these truck keys so that shouldn't take long. What? The bridge is out? FFFF-"

And then I failed jumping the gap, the truck tumbled into the ravine, exploded, and now a gravely injured Maya hates me. The end.

I think this might be the best story to come out of this game so far. :allears:

Sankis
Mar 8, 2004

But I remember the fella who told me. Big lad. Arms as thick as oak trees, a stunning collection of scars, nice eye patch. A REAL therapist he was. Er wait. Maybe it was rapist?


This game is really cool. I just got to the church and there doesn't appear to be any more missions after the one to get medicine. Am I just supposed to start gathering stuff of my own accord or am I missing something?

Also this game would be even cooler if it had some kind of Journey-esque phase in/out or even Dark Souls type multiplayer.

Croccers
Jun 15, 2012

Little Mac posted:

"COME TO THE CHURCH"
"Okay cool well we just got these truck keys so that shouldn't take long. What? The bridge is out? FFFF-"

And then I failed jumping the gap, the truck tumbled into the ravine, exploded, and now a gravely injured Maya hates me. The end.
But at the end of the trailer in the demo the truck jumps the gap D:

T3hRen3gade
Jun 7, 2007

Look in my eye,
what do you see?
I've spent about 7 hours plowing into this game and so far I can definitively state that a) this is the most "complete" zombie game ever made, but b) it is still a work in progress.

I don't care about the graphical glitches and collision issues because honestly, a $20 zombie game with this much sheer stuff is worthy of praise in and of itself. It's really fun if you enjoy a sandbox experience where survival is emphasized over story. I like micromanaging my little post-apocalyptic community. I just wish the game would differentiate its alert system a little better, because I lost 3 people to a viral infection/survivor zombie-turn-attack that happened so fast and had no unique "poo poo IS GOING DOWN BACK HOME" alert that I never even noticed until I came back and was like, "What the hell? Why did I lose so many people?" I had to read through the journal sub-menu to figure it out.

Also, I've noticed that a bunch of people go "missing" no matter what you do, and in my case they go missing faster than the game allows you to go on a rescue mission. It's mostly the same three people that it keeps happening to, but it's like they're stuck in this perpetual cycle of uselessness until I rescue them again.

ImpAtom
May 24, 2007

Little Mac posted:

"COME TO THE CHURCH"
"Okay cool well we just got these truck keys so that shouldn't take long. What? The bridge is out? FFFF-"

And then I failed jumping the gap, the truck tumbled into the ravine, exploded, and now a gravely injured Maya hates me. The end.

I tried jumping it and we all landed unharmed in the ravine. It was great.

homeless snail
Mar 14, 2007

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.

veni veni veni
Jun 5, 2005


Holy loving hell this game needs to explain itself a little better. Just menus and menus and nothing works like it seems it should.

TheAnomaly
Feb 20, 2003

Mister Bates posted:

Also, has anyone figured out how to get other survivor groups to join you? There are three separate survivor groups that I know of, and they all trust me and like me, but I can't figure out how to invite them to my headquarters. I've lost a few people and we're short-staffed now - plus I want to move to a new home, and the site I'm eyeing will require even more people to secure.

If you start building traps outposts aren't relatively safe, they can take out a horde of zombies while you sip energy drinks and drip morphine. Not sure on groups, but every now and again one of the groups will have someone ask for help - if you help them, you escort them back to their base, the others will be dead and that survivor will join you. Haven't been able to get a group to join, and I haven't seen any of the named groups offer that mission, either (Grange in the flower/engineer shop, or the whatcha-ma-callit brothers). If they join up, it will probably be via story missions.

As for the guy complaining about guys going missing, each outpost offers a 15% chance they make it back on their own, so if you've built up outposts regularly you can ignore them. Also, if you keep your crew to a tidy 8 total people you won't need to build a bunkhouse in your second base, leaving you a spot for the garden or something else useful, so you may want to cull if they're useless (not sure if they're actually useless for you, or just unleveled. I had some survivors with traits that were like "lush - wits gains slowly, 2 Packs a Day - Cardio gains slowly" and the like. Got that guy eaten by a zombie real quick. Always check their skills and make sure they don't have anything useful for your outposts before going that route, though. I'd kill for a master craftsman or whatever to make the car shop.

gibbed
Apr 10, 2006

THF13 posted:

Where is the biggest place you can move to? I can't build anything else at the starting church and don't see much of a point in doing an incremental upgrade. I'm assuming nothing carries over besides survivors and supplies right?
I don't know about the biggest place, but there's a factory(?) place over near the cop enclave that requires 12 people. It's the place you stop at at the end of the mission to find a new place, but doesn't reveal itself to be such a place when you get there. I had to survey it before I noticed it.

T3hRen3gade
Jun 7, 2007

Look in my eye,
what do you see?

TheAnomaly posted:

As for the guy complaining about guys going missing, each outpost offers a 15% chance they make it back on their own, so if you've built up outposts regularly you can ignore them. Also, if you keep your crew to a tidy 8 total people you won't need to build a bunkhouse in your second base, leaving you a spot for the garden or something else useful, so you may want to cull if they're useless (not sure if they're actually useless for you, or just unleveled. I had some survivors with traits that were like "lush - wits gains slowly, 2 Packs a Day - Cardio gains slowly" and the like. Got that guy eaten by a zombie real quick. Always check their skills and make sure they don't have anything useful for your outposts before going that route, though. I'd kill for a master craftsman or whatever to make the car shop.

Thanks! This makes much more sense. I use the "call a scavenger" ability whenever I find a second utility (materials, meds, ammo ext.) and I'm already carrying a rucksack. Just out of curiosity, where did you find this information? The wiki is still fairly barebones so if there's a better place to get basic game mechanic information I'd love to see it.

e: So about the COMMERCE: Library Access upgrade... I started researching it for kicks and the timer seems to be a literal 24 hour real-time clock. That has to be a glitch, right? That's like a month of in-game time for a measly +2 ammo trade agreement with another camp. That just seems ridiculous.

T3hRen3gade fucked around with this message at 08:48 on Jun 6, 2013

TheAnomaly
Feb 20, 2003

T3hRen3gade posted:

Thanks! This makes much more sense. I use the "call a scavenger" ability whenever I find a second utility (materials, meds, ammo ext.) and I'm already carrying a rucksack. Just out of curiosity, where did you find this information? The wiki is still fairly barebones so if there's a better place to get basic game mechanic information I'd love to see it.

Most of it is in game, tucked away in the menus to create things like outposts. The rest discovered through trial and error (you can read the character traits by hitting a when hovering on their page, then scrolling down to them, and it will tell you if it has an actual in game skill affect, for example. If you go to the base menu and scroll around the outposts down in the bottom squares they will tell you what each outpost does, and each one I have has the X% chance for a missing survivor to make it back on their own). I also noticed once you've gotten 5 or six of them built, you never seem to lose people unless you do it directly. The bedrooms tell you how many they can fit. It's usually 2 to start, then upgrades to 8. Barracks give sleeping bags, which give you a chance to ignore sleep deprivation, then upgrade to another 8 beds. You can't upgrade any building that starts in the location (Tree house if you guy with the suggested second base is a fort that can't be upgraded, the priests room in the church). If you scroll around on the scavenger menu screens almost everything will tell you what it does, or what it needs. Downside is you can't tell exactly what outposts will do for you until you have them, and you don't know what you can build from various upgrades (to the medical facility, workshop, garden, library) until you've built it either.

I am thinking of starting over and just stockpiling building materials until I hit the ability to make new bases, then move my base to each location and see what they have as upgrades. I may also just keep playing my current game and move to the Alamo, because bunking in a bar seems like a good idea.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

T3hRen3gade posted:

e: So about the COMMERCE: Library Access upgrade... I started researching it for kicks and the timer seems to be a literal 24 hour real-time clock. That has to be a glitch, right? That's like a month of in-game time for a measly +2 ammo trade agreement with another camp. That just seems ridiculous.

Not a glitch, but that time keeps counting down even while you're not playing the game.


I'm going to make the second post a FAQ and Cool Tips from Cool People, so any suggestions would be helpful.

Eponymous
Feb 4, 2008

Maybe I just want to be happy, huh?! Maybe I want my life to not be a trainwreck for five GOD DAMN minutes?!
This might be a dumb question, but is there some way to bring along NPCs with you while you're exploring the world? I kind of feel like the game is asking too much of me, and it'd make more sense if I was supposed to have to other guys helping to drop zombies.

poptart_fairy
Apr 8, 2009

by R. Guyovich
There's an achievement for getting ripped in half. :catstare:

MagicAlex
Jan 6, 2007

I hate how agonizingly slow the turning speed is in this game, especially since there's no button to snap the camera to the direction I'm facing. It really makes looking around feel like a chore.

Ronald Duck
Jun 26, 2005
My mum says I’m cool.

I used a US Xbox account on my Australian Xbox along with paypal to put on 1600 points. Cost me $23.57 AU, which is still better than the $30 AU price. Been playing under my Australian GT just fine :).

Captain McStabbin posted:

Heavy weapons are the poo poo once you specialize and level it up a bit

How do you specialise? Do you just use a single weapon type or is there skill points to spend?

And does anyone know how the workshop weapon repairing and car repairing works? Do they automatically repair items from my stash? I don't think I've seen anything get repaired yet, but maybe I haven't waited long enough.

edit: Found out one of the answers myself, just loaded up the game and my stash weapons have been fixed up a bit :). My car still seems busted up though.

Ronald Duck fucked around with this message at 10:39 on Jun 6, 2013

poptart_fairy
Apr 8, 2009

by R. Guyovich
Cars take a bit longer to repair IIRC.

As for weapon specialisation you have to choose a weapon type at a certain level (4 Fighting, I think?) and you'll then unlock an experience bar for that. Near as I can tell blunt weapons knock stuff down, edged weapons chopheads off and heavy weapons just murder the poo poo out of everything. :black101:

404notfound
Mar 5, 2006

stop staring at me

Can you trade items between people? Just got to the part where I can swap between Marcus and Maya and I can't find any way to do it other than going back to the ranger house and using the storage locker. I can see this getting frustrating fast if I have to carefully think about who I want to hold an item before picking it up.

Poops Mcgoots
Jul 12, 2010

Chick3n posted:

I used a US Xbox account on my Australian Xbox along with paypal to put on 1600 points. Cost me $23.57 AU, which is still better than the $30 AU price. Been playing under my Australian GT just fine :).


How do you specialise? Do you just use a single weapon type or is there skill points to spend?

And does anyone know how the workshop weapon repairing and car repairing works? Do they automatically repair items from my stash? I don't think I've seen anything get repaired yet, but maybe I haven't waited long enough.

edit: Found out one of the answers myself, just loaded up the game and my stash weapons have been fixed up a bit :). My car still seems busted up though.

You have to level up either shooting or fighting to level four, I think. Then, at the bottom of the skill menu (represented by a star) it'll display the weapons you can specialize in. A couple other skills also open up specializations, so check their detailed lists to see which ones unlock when. This is also where you find how to counter attacks, which is surprisingly useful.

E:f,b

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Last Emperor
Oct 30, 2009

Do the markers for your friends corpses ever disappear?

Myles got torn in half on the stairs to some house and his belongings are unreachable :(

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