THE BORE

General => Video Game Bored => Topic started by: Stoney Mason on May 06, 2013, 05:54:25 PM

Title: State of Decay
Post by: Stoney Mason on May 06, 2013, 05:54:25 PM
http://www.youtube.com/watch?v=U8yvLrjnGdU
http://www.youtube.com/watch?v=GWymrASLIYg
http://www.youtube.com/watch?v=fXTQhJEwR1Q
Title: Re: State of Decay
Post by: Great Rumbler on May 06, 2013, 05:56:50 PM
I always wondered why nobody tried to make an open-world zombie-survival game before [meaning, Dead Rising but taking place throughout an entire town].
Title: Re: State of Decay
Post by: Steve Contra on May 06, 2013, 06:16:44 PM
Isn't that Day Z game kind of open world survival?
Title: Re: State of Decay
Post by: Great Rumbler on May 06, 2013, 06:24:12 PM
Isn't that Day Z game kind of open world survival?

There's no kinda about it.

It's also terrible.
Title: Re: State of Decay
Post by: chronovore on May 07, 2013, 02:33:50 AM
June, hm? This looks awesome. I mean, there are issues with camera control, in terms of moving into the building during the "Tactics" video; the player-character is placed in a see-all area, but the player can't see in the store; the camera requires manual fudging during the actual entry to an indoor location... BUT I WILL BUY IT. No doubt.

State of Decay looks to have some base management and group morale, etc. I wonder if it started off as a tie-in to World War Z.

I always wondered why nobody tried to make an open-world zombie-survival game before [meaning, Dead Rising but taking place throughout an entire town].

Dead Rush was one of my most-anticipated titles last-gen; I was super sad when it was canceled. According to a friend who was at Activision at the time, it was near to completion.
Title: Re: State of Decay
Post by: Steve Contra on May 07, 2013, 11:44:14 AM
It was near to completion, but they put all their resources on that launch western game because they thought zombies were over in the new gen :-\
Title: Re: State of Decay
Post by: chronovore on May 07, 2013, 07:06:47 PM
I'm not sure if I buy that, as the launch western game, GUN, was ps2/og xbox for main platform, and it wouldn't make sense to take the also-last-gen Dead Rush team, and put them on an uprezzed port.

Then again, maybe that's only clear in hindsight, or maybe Activision just wanted to play it safe. 

But it's not like western games were massively big sellers, prior to Red Dead Redemption.
Title: Re: State of Decay
Post by: Steve Contra on May 07, 2013, 07:12:09 PM
I worked with the producer of Dead Rush and a bunch of the artists from the team :P they kind of got fucked over.
Title: Re: State of Decay
Post by: chronovore on May 07, 2013, 07:20:27 PM
Ah. That's really too bad.

I had a serious chub for Dead Rush/b].

I'm hoping State of Decay scratches that long held itch, but I've not seen any previous epic-scale, open world games on XBLA.
Title: Re: State of Decay
Post by: Stoney Mason on May 31, 2013, 11:12:13 AM
http://www.youtube.com/watch?v=_SxRCZS86nE
Title: Re: State of Decay
Post by: Vertigo on May 31, 2013, 11:35:37 AM
Been following this game for ages.

Looks slightly janky but I don't care.
Title: Re: State of Decay
Post by: Joe Molotov on May 31, 2013, 11:36:49 AM
Isn't that Day Z game kind of open world survival?

There's no kinda about it.

It's also terrible.

No, you're thinking of War Z, which was bad. DayZ is the awesome ARMA II mod that they're making into a game.
Title: Re: State of Decay
Post by: chronovore on May 31, 2013, 08:33:04 PM
The video just makes me want t more, warts and all.
Title: Re: State of Decay
Post by: Stoney Mason on June 03, 2013, 04:55:33 PM
Quote
Undead Labs' hugely ambitious open-world zombie survival game State of Decay is due this Wednesday, 5th June on XBLA.
Title: Re: State of Decay
Post by: Stoney Mason on June 04, 2013, 05:03:52 PM
http://www.youtube.com/watch?v=rm7H3KEzE6g
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 04:31:50 PM
This seems pretty good so far although I'm really early. It's really heavy on the survival aspects which is cool. The graphics and even the controls kind of suck but the premise is very immersive
Title: Re: State of Decay
Post by: Rahxephon91 on June 05, 2013, 05:29:34 PM
I also got it this morning.

And one of the great moments I already had was taking a partner into a house to search for supplies. Well, as I was searching I noticed there was a zombie horde walking down the street. Well I wasn't in their plain of sight and went about my business. I notice they aren't on the minimap  anymore and try to quickly open the last supply box, which of course makes a lot of noise and alerts the horde. The horde swiftly rushes the house and we are overwhelmed. I tried to put up a fight, but their numbers were so overwhelming that I chose to jump the fuck out of there and leave my partner. I mean I simply did not have the supplies to put up a fight.

It was pretty amazing.
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 05:52:42 PM
Yeah has a good feel for the world. I like the tone and the ideas they have. It feels like Walking Dead the videogame at least setting wise rather than sort of the goofy carnival atmopshere of Dead Rising. (Not a knock. I never really liked Dead Rising but it was for separate reasons)
Title: Re: State of Decay
Post by: demi on June 05, 2013, 05:58:41 PM
Might cop this.
Title: Re: State of Decay
Post by: demi on June 05, 2013, 06:00:44 PM
All the issues people are having isn't making it a hot buy at 1600, though.
Title: Re: State of Decay
Post by: chronovore on June 05, 2013, 07:02:40 PM
It's out! It's out! Very excited! PURCHASED through xbox.com.

Can't wait to get home from work and play this.
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 07:19:33 PM
All the issues people are having isn't making it a hot buy at 1600, though.

Haven't read GAF so what issues are people having? I mean the game is incredibly janky and clearly low budget but its not like its crashing on me or anything so far.
Title: Re: State of Decay
Post by: demi on June 05, 2013, 07:24:12 PM
Well... its janky and low budget. I dont think its a 1600 game with these technical issues. Maybe they can smooth it out?

It will drop anyway. Cant stay $20 forever!
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 07:26:12 PM
meh. From the pre-release videos it looks janky and low budget. Its fine for what it is. I guess I didn't go in expecting a lot of polish here is what I mean. The attraction was always the premise.
Title: Re: State of Decay
Post by: Rahxephon91 on June 05, 2013, 07:30:07 PM
I don't know, I feel like $20 is pretty much the perfect price. You're getting  an interesting game with seemingly a lot to it.

And I guess it's low budget ,but I mean it's not like the graphics are offensive. The animations get the job done. The gameplay works well enough. I guess maybe there's some bugs like zombies going through walls, but there's nothing offensive here. Nothing to get in the way of the game.
Title: Re: State of Decay
Post by: Eric P on June 05, 2013, 07:40:05 PM
i'm having quite a bit of fun with this so far just clearing out the opening area of supplies and such
Title: Re: State of Decay
Post by: Steve Contra on June 05, 2013, 07:44:04 PM
Are you trying to get to a boat in this game?
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 07:49:44 PM
And one of the great moments I already had was taking a partner into a house to search for supplies. Well, as I was searching I noticed there was a zombie horde walking down the street. Well I wasn't in their plain of sight and went about my business. I notice they aren't on the minimap  anymore and try to quickly open the last supply box, which of course makes a lot of noise and alerts the horde. The horde swiftly rushes the house and we are overwhelmed. I tried to put up a fight, but their numbers were so overwhelming that I chose to jump the fuck out of there and leave my partner. I mean I simply did not have the supplies to put up a fight.

It's funny how open worlds create these little emergent situations. I passed a guy on a way to mission who wanted me to escort him back somewhere with supplies. I was going to do it, but I wanted to do my mission first which was near him. After the mission I was heading home and the dude who wanted me to escort me was being over-run at his place by the horde. I wanted to save him but I was carrying a bunch a shit and them attacking him had created a distraction. So I just snuck by the nasty incident. I felt bad but hey things are fucked up.
Title: Re: State of Decay
Post by: cool breeze on June 05, 2013, 09:42:56 PM
http://www.youtube.com/watch?v=P_0cAZg3t-Y

Any hints as to when the PC version will come out and in what capacity? been hearing positive talk about it and it looks cool enough.
Title: Re: State of Decay
Post by: Stoney Mason on June 05, 2013, 11:17:26 PM
Game is really fucking cool. Part of that is because this is right in my wheelhouse. I've always wanted a game like this. So even though I can see its flaws clearly, I don't really care. I just enjoy being in the world and doing stuff. EA or some big company is gonna copy this game and turn it into a big budget hit with co-op and great graphics and great production values, etc. It kind of reminds me of the first time I played Test Drive Unlimited. Another completely jank product that had balls and was ahead of its time and budget.

Haven't been following Last of Us that much but it sounds like the multiplayer is doing some of this. But I really dig the game. It has balls.
Title: Re: State of Decay
Post by: Stoney Mason on June 07, 2013, 05:31:35 PM
There are some annoying mechanical things or bugs that make we want to wait until the game is patched.


Apparently its a feature that the world simulation continues while you are away from the game which is kinda dumb imo. That should be a togglable option. I had full morale when I turned off the game and when I came back it was less than half.

Also things like people bitching about too many infestations which also effects morale but there being no infestations actually on my map since I've cleared them all away.

A lot of little annoying bugs and quirks that make me want to wait.

Their first title update is already coming.



Quote
Hola fellow survivors. Just wanted you to know we submitted Title Update 1 to certification this afternoon.

Title Updates have to go through a "mini certification" process, so it will be a bit before these roll out, but we wanted to let you know what was coming. We expect the update to be available next week. We'll keep you posted as we have more specific information.

Here is what we've fixed:


NEW: Playable characters can no longer be killed by the simulation
Workshop now repairs weapons and vehicles at game dawn rather than the next real-world day.
Reduced cooldown times of commands in the Radio Menu, notably Words of Encouragement, Words of Inspiration, and Medical Advice.
NPCs no longer get stuck behind the counter or on the stairs at the gun shop in Spencer's Mill.
The "Too many infestations!" event will now only occur when there are too many infestations within 500m of your Home, rather than anywhere in the world.
The "Too many infestations" to-do item is now cleared when there are fewer than three infestations within 500m of your Home, rather than anywhere in the world.
You must now be close to the ranger station for the Memento mission scene to play. Previously you would be teleported to the station if you left before the end of the mission.
Community members will properly interact with Facilities in your home. Previously they would stop after a period of time.
Feral zombie now properly dodges vehicles approaching at an angle.
NPCs will now reliably reach warehouse between Mt. Tanner and Spencer's Mill when called to gather supplies.
You can now punch out through the windshield of a vehicle if both doors are blocked.
Zombies and NPCs no longer get stuck behind the grocery store in Marshall.
NPCs now properly move to the proper location during cinematic scenes.
Zombies no longer fall through floor in the Marshall courthouse.
Zombies can no longer get under porch or floor at the Wilkerson's farmhouse.
Fixed a few rare crash bugs.
Fixed various translations bugs.


Title: Re: State of Decay
Post by: chronovore on June 07, 2013, 07:44:42 PM
I didn't make it all that far yet, but I'm happy a patch is en route.
Title: Re: State of Decay
Post by: demi on June 07, 2013, 11:52:19 PM
Yup... will wait for them to fix their $20 game :thumbsup
Title: Re: State of Decay
Post by: Stoney Mason on June 08, 2013, 01:13:02 AM
Quote
Arthur Gies ‏@aegies 8m

in other news: state of decay is apparently the second fastest selling game in XBLA history behind minecraft, which is awesome.
Title: Re: State of Decay
Post by: chronovore on June 08, 2013, 02:26:31 AM
I restarted again, did better until I got to the church, and then screwed up my first escort mission. The game teaches you all kinds of stuff, but doesn't state your wounded character needs to rest, or that trading characters will allow one character to rest etc. I was running around all night, wondering why can't I just sleep until morning.

Tried two missions during the night; going into buildings is already pretty bad, by virtue of the problems all third-person open world games seem to have in indoor spaces. Add to this utter darkness, or a feeble flashlight, and things get confusing and jittery pretty quickly.

I can't seem to find melee weapons, and have yet to use a handgun. I should probably start, but ammo feels scarce. Am I supposed to flee instead of fight?

Also, it's unclear if I can recruit survivors from my camp to come with me, or if multi-person missions are only he preset ones. Hard to believe I'm supposed to clear out a "Zombie Infestation" by myself, with a rapidly self destructing two-by-four. I love a challenge, but... hey.

I'm enjoying it, but it is not Grand Theft Zombie, nor is it Dead Rising, which felt very arcade-like in comparison. In DR, there are hordes of zombies which can be waded through, right through the midst of them. The SoD zombies here feel dangerous when there is more than one nearby. They'll grab and leap and bite... And healing is limited.
Title: Re: State of Decay
Post by: Eric P on June 08, 2013, 07:20:48 AM
Quote
“We are still working on the PC version, and I don’t have a really good estimate for completion. Too much depends on third parties. It isn’t going to be soon by any meaningful use of the word ‘soon’.”

http://www.rockpapershotgun.com/2013/06/08/state-of-decay-still-coming-to-pc-but-not-soon
Title: Re: State of Decay
Post by: chronovore on June 08, 2013, 06:28:45 PM
Third party pc port? Ruh-roh!
Title: Re: State of Decay
Post by: Eel O'Brian on June 08, 2013, 07:25:27 PM
stealth release a year from now
Title: Re: State of Decay
Post by: Eric P on June 08, 2013, 08:44:56 PM
spent like 10 hours on this today and State of Decay is an accurate name.  There is no comfort zone as the game ramps up difficulties as time goes one.  Buildings will have more zombies in them, there will be more hordes (large wandering clusters of zombies) and you'll get begged to do more missions.  Ignore the missions and you lose morale, lose morale and things get rough around the homestead.

Great game but as the game progresses without you.....it was really hard to find a stopping point.  I know that when I come back it will all be tears.
Title: Re: State of Decay
Post by: Great Rumbler on June 08, 2013, 10:22:24 PM
Third party pc port? Ruh-roh!

Not uncommon, really.
Title: Re: State of Decay
Post by: Stoney Mason on June 09, 2013, 12:45:34 AM
spent like 10 hours on this today and State of Decay is an accurate name.  There is no comfort zone as the game ramps up difficulties as time goes one.  Buildings will have more zombies in them, there will be more hordes (large wandering clusters of zombies) and you'll get begged to do more missions.  Ignore the missions and you lose morale, lose morale and things get rough around the homestead.

Great game but as the game progresses without you.....it was really hard to find a stopping point.  I know that when I come back it will all be tears.

Yep.

That's why I stopped until the patch because the infestation bug was fucking my morale. I'll probably restart when the patch comes out.
Title: Re: State of Decay
Post by: chronovore on June 09, 2013, 07:07:13 AM
If this weekend is any indication, I won't be not-playing this game long enough for the Morale bug to screw me. Well, maybe I'll sleep. A little.

Third party pc port? Ruh-roh!

Not uncommon, really.
Yeah, I know, but I also know they're not the most reliable way of doing them. My impression is they usually result in less efficient ports, requiring more horsepower in the target PC.

spent like 10 hours on this today and State of Decay is an accurate name.  There is no comfort zone as the game ramps up difficulties as time goes one.  Buildings will have more zombies in them, there will be more hordes (large wandering clusters of zombies) and you'll get begged to do more missions.  Ignore the missions and you lose morale, lose morale and things get rough around the homestead.

Great game but as the game progresses without you.....it was really hard to find a stopping point.  I know that when I come back it will all be tears.
Patch coming next week might take care of some of that, but I am already feeling some despair. I finally got used to swapping out characters when they're tired, and sent a "fresh" Marcus out to pic up the Doc at the Wilkinson's farm. My ammo ran out, and I thought I would not be able to keep the barricades up, so I thought to go out and rear attack the horde -- bad idea.

There are fat zombies which hulk out. Did you know that? I didn't know that.

...

I got a lovely eulogy for Marcus, and he went out in a blaze of glory, but HOLY SHIT at the viciousness.

I discovered again: this is not Dead Rising.

However! There are some really good combat tips over on GameFAQs, with Moves I'd not yet known about:
http://www.gamefaqs.com/boards/681534-state-of-decay/66371048
Title: Re: State of Decay
Post by: Eric P on June 09, 2013, 08:02:47 AM
Yeah found out about the Big Uns yesterday.  My strategy for Freak zombies (Ferals, Big Uns) is to literally just drive over their sorry asses.

I do so much upkeep that I'm having a hard time doing the "story" missions or getting to explore. 

Shit is rough and you have to make a million small decisions which I love, but I just wish there were some breathing room now and then.

edit: oh god i just signed in and i have half of my morale and little to no ammo.  :(  dammit game
Title: Re: State of Decay
Post by: Stoney Mason on June 09, 2013, 08:06:24 AM
What's brutal of course and ratchets up the tension is there being no save slots. So when you come into a new mission for the first time, You have no idea how brutal or not things are going to be. The permanence of everything is what really drives the game.
Title: Re: State of Decay
Post by: Eric P on June 09, 2013, 08:55:37 AM
oh thank god.  My main, Marcus, has been missing for two game days and he just suddenly reappeared at Home.

edit: too chaotic.  too many events and i can't do the upkeep missions and advance the story.  morale is low and i have had two people die "off camera" without being sent on missions or having had zombies attack home.
Title: Re: State of Decay
Post by: Eel O'Brian on June 09, 2013, 04:55:18 PM
I absolutely do not like the fact that this plays itself when you're not on. I hadn't been able to play since Friday, and my base was a mess. Piss on this game if they don't patch in the option to turn that shit off.
Title: Re: State of Decay
Post by: chronovore on June 09, 2013, 05:48:50 PM
Good review:
http://www.polygon.com/game/state-of-decay/4956
Title: Re: State of Decay
Post by: chronovore on June 09, 2013, 08:04:23 PM
I absolutely do not like the fact that this plays itself when you're not on. I hadn't been able to play since Friday, and my base was a mess. Piss on this game if they don't patch in the option to turn that shit off.

Left the game with full Morale, assloads of just-attained ammo, and the dawning of a new day, so I can adventure with glorious sunlight. (insert PRAISE THE SUN here)

Went to bed IRL, got up early, booted the game, and I'm missing most of my ammo, my food is oversupplied (Garden!) but a survivor is missing, Morale is 30% lower, AND IT'S GODDAMNED NIGHT AGAIN.  :maf
Title: Re: State of Decay
Post by: chronovore on June 09, 2013, 09:14:03 PM
State of Decay is great except for when it's super fucking frustrating, like when you are in a mission and the game spawns a feral (super fast, super tough zombie) killing one of your buffed up survivors.  so you take a morale hit from the loss of the mission and a morale hit from losing one of your people.

Not only that, but all the experience and time you'd put into that character.

When I lost Marcus, I'd got him up to Fighting 4, Powerhouse 3, Leadership 3, etc.  :'(
Title: Re: State of Decay
Post by: Stoney Mason on June 09, 2013, 09:17:51 PM
Yeah I don't like the away from game simulation stuff continuing. That just strikes me as unfair and honestly it doesn't even really make sense. I don't care how much you bone me in the game with tough situations and in game dilemmas. But you shouldn't be able to punish me when I stop playing. Or if that is part of the game there should be mechanics I can do, to combat it.
Title: Re: State of Decay
Post by: chronovore on June 09, 2013, 09:34:28 PM
I'm actually beginning to consider just leaving the game paused; it's not like the simulation continues when the game is paused.

I don't like wasting energy, though.
Title: Re: State of Decay
Post by: Eric P on June 10, 2013, 07:54:07 AM
well it's called State of Decay, so "things fall apart the center cannot hold" etc etc

I finally went to the "larger" town in the south and it's a goddamn nightmare.  I have trouble staying alive in the starting town w/ the church, so I don't see how characters would survive in that area at all.  Shit is way overrun.

I wish I could pull a partner for the game so that I could have two people doing things.  I've taken to accepting missions which give me a hanger-on and then I use that hanger on to accomplish my own shit first before doing their mission and releasing them.

I haven't played since yesterday afternoon and I was kind of frustrated so I didn't "top off" my morale or supplies.  I'm really concerned about how it's going to look next

edit: i tried the pause trick and my xbox shut down to save energy.  fuck the earth, i've got fake people to fake save!
Title: Re: State of Decay
Post by: demi on June 10, 2013, 08:04:37 AM
You can disable that, I believe.
Title: Re: State of Decay
Post by: Eric P on June 10, 2013, 08:48:21 AM
probably.  I just thought I was so clever when I did it.
Title: Re: State of Decay
Post by: chronovore on June 10, 2013, 10:54:09 AM
Clever, abusing your wingman like that. I was trying to figure out if survivors could be enlisted, like when you gesture to Homies in Saints Row.
Title: Re: State of Decay
Post by: Eel O'Brian on June 11, 2013, 11:01:19 PM
Yeah, didn't play for a day or so, bunch of people dead, no food, morale in the shitter. Punish me for not playing your game? Fuck you. I never would have bought this had I known that.
Title: Re: State of Decay
Post by: chronovore on June 12, 2013, 02:50:02 AM
Well, it's partly because of a bug; the game is including Morale hits for things which aren't even known to your Community, such as Infestations ALL OVER THE MAP, instead of in your local area. That's a bug.

I'd say if there's an actual game design problem, it's that the simulation continues on an arc consistent with where you've left it, which means not being able to quit until you've cleared out the Morale hits, Fear, Anger, and supply stuff. Hell, that could be an hour's worth of maintenance work before you can safely quit for any length of time, and that's inconsiderate.

Then you add to this its problem with monitoring the entire map for "shit that's wrong right now," and it's basically impossible to work around. You should give a new shot, from scratch next week, after verifying the Title Update is available.

My biggest issue is actually the fact that, out of the dozen times I've turned it on to play, it always seems to start at night. Playing in the night is really, really difficult. There's no gamma adjustment in Options, and my TV is pretty dark. It's exciting, sure, but the permadeath in this game means I'm doing unintentional Kegel exercises everytime the in-game sun sets. I have to remember to unclench.

And usually, about the moment when the sun comes up, is usually when my kids come home and need help with homework or it's time to eat dinner, or something along those lines. The game lets you decline Trade missions where some dumbass survivor wants to trade something I've got in SHORT supply for something we have in PLENTY. "That's a bad idea!" -25 Influence, though it should be obvious.

Anyway, I'd love to be able to pay a small Influence price like that to have my Community skip running around in darkness and just, you know, HOLE UP FOR THE EVENING, like any actual zombacolypse community would do.
Title: Re: State of Decay
Post by: Eel O'Brian on June 12, 2013, 05:14:12 PM
Lost Marcus when a feral sprang out of nowhere and ran me down.  Three blocks from home. I give up. It's just not for me. Difficulty wouldn't be such a sore spot if they didn't heap abuse on you when you're offline as well (it's never good news when I come back to it), and with the scant time I get to play games nowadays, I'll never be able to drag my group out of the gutter and feel like I'm making any progress.  Dude on the official forums posted that they weren't ever going to patch in the option to turn that off, either (he was kind of snotty about it, too). Just not enjoying it at all, feels like I'm being punished for not doing my chores every time I turn it on. Oh well, at least I only lost $20.
Title: Re: State of Decay
Post by: Steve Contra on June 12, 2013, 05:19:38 PM
I'm running this shit after a few misteps.  Moved my base to the larger town, morale is doing fine, plenty of supplies.  problem is story missions aren't coming in fast enough.  My trick is I haven't ever used a gun.
Title: Re: State of Decay
Post by: Eric P on June 12, 2013, 05:21:59 PM
Lost Marcus when a feral sprang out of nowhere and ran me down. 

how i lost Maya

:(

RIP maya.

I quit my old save and am trying again with new knowledge of the game.

My trick is I haven't ever used a gun.

guns are HORRIBLE in this game compared to almost any good blunt weapon
Title: Re: State of Decay
Post by: Steve Contra on June 12, 2013, 05:23:06 PM
The ferals do indeed suck.  Everything else is pretty manageable.
Title: Re: State of Decay
Post by: Eric P on June 12, 2013, 05:24:24 PM
Big Uns can be annoying too.

Before I started a new game, I saw a new kind of freak; one wearing bullet proof vests and a helmet.  took a few more swings to knock down but you could still drop kick / LB+Y their asses into oblivion
Title: Re: State of Decay
Post by: Eel O'Brian on June 12, 2013, 05:25:50 PM
Also - call for scavengers, no one's ever available. Like, ever. These people never get off their asses. Maybe I'd have more fun if I just said fuck it and played as a loner and let everyone else just die. Can you do that?
Title: Re: State of Decay
Post by: Steve Contra on June 12, 2013, 05:26:25 PM
Swat Zombies are kind of useless.
Title: State of Decay
Post by: Eric P on June 12, 2013, 07:04:56 PM
I had 20 people in my camp and never had an issue calling for scavengers.
Title: Re: State of Decay
Post by: Eel O'Brian on June 12, 2013, 07:06:36 PM
Well, I am still pretty early in the game and only have 7
Title: Re: State of Decay
Post by: Steve Contra on June 12, 2013, 07:07:56 PM
The fuck do I have to search an entire house to establish an outpost?
Title: Re: State of Decay
Post by: chronovore on June 12, 2013, 07:19:55 PM
Well, I am still pretty early in the game and only have 7

You can do it with 8. I've only got 8, and I think mine came through an early call to aid some nearby survivors.

Initially I was worried I'd have to feed too many, but then I lost Marcus, left Ed alone until he succumbed because the Doc mission is what killed Marcus and I didn't want to lose another character (irony!), and last night I had to put Alan down. I think I've only got 8 people, which is the minimum for establishing outposts.

For additional irony points, my Home's garden is providing a surplus of Food each day, which is being tossed out.  And for even more irony points, my survivors keep telling me "We can trade one of our THREE remaining ammo crates for MORE FOOD." And then I lost Influence when I said, "No, that's a bad idea."  :maf

I may have dipped under 8, because I lost all my outposts while being offline at some point. Not sure which mechanic led to that.  :-\
Title: Re: State of Decay
Post by: Eric P on June 13, 2013, 12:03:41 PM
Well, I am still pretty early in the game and only have 7

Ok, I didn't realize i could call for scavengers until I had a lot of people in my compound.  Lots of little things I missed my first play through which is why I'm hoping I'll do better the second time around.
Title: Re: State of Decay
Post by: chronovore on June 13, 2013, 06:47:57 PM
Yeah, I only found that option a little bit ago. The game doesn't do a lot of hand-holding, which I like, but then sometimes they will tell you to do stuff without telling you how and where to do it.

I logged in late last night, tried to switch to one of the other playable characters. Two are "on mission," two are "tired," one is "missing." As I toggled through each for more information, one of my favorite characters had ditched her rifle for an Uzi. I'd never yet found an Uzi!

Hopefully the patch drops soon. I am looking forward to re-starting with Marcus, as this game hits all my sweet spots. So much ancillary stuff to do, no locked off portions of the map, a sense of time pressure... tragic and doomed gay barn buttsex...
Title: Re: State of Decay
Post by: chronovore on June 13, 2013, 09:04:59 PM
Had my first hard lock crash last night. Dead stop (no pun), no Guide, no nothing. It was on the third of three buildings I had to check while hunting a Rotter. :mac

Also finally went out to the Wilkersons, and the game's utter persistent nature meant Marcus' car was still where I left it, but the Big 'Un which killed Marcus also smashed his pack through the Wilkerson's porch and into their inaccessible crawlspace, so I can't retrieve that.

Cannot wait for this patch.
Title: Re: State of Decay
Post by: Eric P on June 14, 2013, 04:20:09 PM
I lost Maya's pack in the floor of the Vet.  Thanks, game.
Title: Re: State of Decay
Post by: chronovore on June 14, 2013, 09:18:41 PM
Title Update is now live.

LONG LIVE THE UNDEAD FLESH.
Title: Re: State of Decay
Post by: chronovore on June 17, 2013, 03:17:49 AM
So, this was news to me yesterday:

If you search a building which is also a potential Outpost, and instead of picking up a rucksack of materials (ammo, food, medicine, building materials) you leave it in the container, and then convert the building to an Outpost, it becomes a Stockpile for that material.

This adds an amount of that material, each day, to your totals. So if your community is using -5 Food per day, a Food Stockpile makes it -2 per day instead. Apparently it can go positive as well, e.g. 0 Fuel use per day in the community, it will add +3 Fuel.

I haven't figured out if it's +1 or +3, or if it's directly related to the three "?" slots which appear in the upper-left of the screen when searching a building.

I think in my next run, I'm going to try and get a positive flow from Building Materials Stockpile running. I've not yet had trouble with Food, and I've had some near things with Ammo, but not yet hit zero. Fuel never seems to get used for anything other than Outpost Traps. Building Materials, I've NEVER had enough of, and once they're invested in a structure, they're just gone.
Title: Re: State of Decay
Post by: Stoney Mason on June 17, 2013, 03:18:45 AM
Title Update is now live.

LONG LIVE THE UNDEAD FLESH.

Damn. I missed this post. I could have been playing this weekend.  :'(


edit: Apparently they've posted this.


Quote
Title Update 2 Patch Notes
Here are the patch notes for Title Update 2 (TU2). TU2 is in final QA and we hope to deliver to certification early next week.

Please note this a draft list, and we may add, remove, or change entries before certification.

Big changes here. We're excited to get this out!

Jeff


TU2 Patch Notes


Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing, and the rate of drain during play is reduced from 6 per minute to 2 per minute.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
Made it easier to navigate fairgrounds in vehicles.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.

You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
It is no longer possible to establish an Outpost or relocate your Home while on a mission.
Improved audio volume mixing.
Improved music track selection logic.

Now I kinda want to wait for this one.  :'(
Title: Re: State of Decay
Post by: chronovore on June 17, 2013, 09:41:23 AM
I'm definitely waiting until TU2 for my next run. The ZOMBIE HORDE ALERTED text is the bane of the default camera viewing angle. I had the Feast going and had to log off, losing that benefit. My "Marcus Run" can wait for this update.

I'm on the Warehouse Mission. I'm terrified I'm going to lose Maya.

Again.

I love this game.
Title: Re: State of Decay
Post by: Eric P on June 17, 2013, 11:10:20 AM
Quote
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.

oh that's a bug?  I thought it was a feature.

"go get my dad's watch"
"sure thing, little lady"

go there w/ two bottles of aspirin, two snacks and my trusty crowbar.  sneak sneak sneak and all of a sudden I'm staring at an Infestation and 3 hordes.  I try to sneak sneak sneak away but alert a new spawn zombie which gets them all chasing my ass.  In desperation i run away and managed to get all the zombies chasing after me; hordes, strays and infestation.  I was well and truly fucked.  But then a miracle happened.  I managed to lead all the zombies out of the infestation which the game took to mean that I had "cleared" the area so it magically spawned me in the ranger station you start the game at.  No zombies, nothing.  I was able to "get the watch" and fulfill the mission and then switch to another playable character. 

Amazing game.

Will probably start all over again when the new patch comes out.
Title: Re: State of Decay
Post by: chronovore on June 17, 2013, 08:41:50 PM
Incidentally, that "spawn on the ranger station" thing is a bug, and that will disappear with the next patch.
Title: Re: State of Decay
Post by: chronovore on June 20, 2013, 10:23:44 AM
Can't wait for Title Update 2.

I'm not having huge problems or anything, but the Infestations problem is still present for me, so I've got Morale problems whenever I load the game.

Lost my second character tonight: Brock. I'd been planning to sacrifice this loser for the "You Always Were an Asshole, Gorman" Achievement. This guy had been responsible for two separate gun mishaps, and three anger-management interventions, and maybe another shouting match. I got a routine "come distract these zombies" call, which I'd just finished when I saw the tarp-covered mounds which pass for jumps in this world. This jump crosses a river.

I almost made it.

The car hit he far slope, flipped, and Brock rolled out automatically, but there were two zombies nearby, already on him. This character had only 1 pip in each of his stats, so he was nearly useless, but I got them anyway. I called the Latino "fixer" to deliver a ride, which never showed up as I successfully pillaged a nearby camp for food. Come on, you prick. Where is my RIDE!?

The sun is shining, and the street is clear save for a single Zed, way down the road and across the street.

I notice that it's a Feral at the same moment it notices me. Oh, shit.

The thing tear-asses across the road and tackles the shit out of me, and I'm on my back before I know what's going on. I get away once, but before I can use any items to replenish myself, to have any chance of running away, the damned thing is on me again. Immediately. Clawing.

Brock, autocrat, cook, and lifelong loser went out with a wet splash the first time he ever did anything for the enclave.
Title: Re: State of Decay
Post by: Eric P on June 20, 2013, 01:26:08 PM
logged in last night for the first time in two days and my home base reverted to it's previous location w/ the basic buildings (none of my upgrades) and all of my supplies gone.

was kind of miffed.

so i'll wait for patch 2 and start again
Title: Re: State of Decay
Post by: chronovore on June 20, 2013, 06:43:43 PM
That's a new one on me. Are you sure it's not a save data error, perhaps with a mistaken Cloud Storage synchronization?

That recently happened to me with American McGee's Alice, and I lost several hours of progress.
Title: Re: State of Decay
Post by: chronovore on June 21, 2013, 01:55:26 AM
http://undeadlabs.com/2013/06/news/yes-big-news-day/

Quote
If you didn’t already see the news out of Microsoft headquarters, we’re having an exciting day. (The banner might have given it away.) You can follow the link there for the official version, or you can hit the highlights right here:
- Yes, you guys took us over the half million mark. Actually, that milestone is SO last Friday, Jeff says. Now we’re over the 550,000 mark. We still don’t know what to say besides thank you for your encouragement and support. We didn’t know what to expect, so your continuing enthusiasm is humbling.
- Yes, it’s your feedback that helps us to determine the priorities in the Title Updates, and #2 is in the early phase of certification.
- Yes, when we release on PC, it will be via Steam. Date still TBD.
- And yes, Jeff DID just drop the sandbox mode bomb. We’re working on a pure sandbox mode for State of Decay, in large part because you asked for it. Again, the date is TBD, but we wanted you all to know it was coming.
Can’t stop us now! Thanks again for riding along with us.
Title: Re: State of Decay
Post by: Eric P on June 21, 2013, 10:42:28 AM
PURE SANDBOX!
Title: Re: State of Decay
Post by: Eric P on June 21, 2013, 10:42:40 AM
will probably rebuy on steam
Title: Re: State of Decay
Post by: chronovore on June 21, 2013, 09:45:57 PM
I'm definitely in for a double dip on Steam.

I'm not sur what pure sandbox means in this context. I'm already playing it with little effort to finish story missions.

That said, it does feel like the game has escalated now that I'm dallying on the final mission. Hordes are everywhere, Freaks are on every block, most of my crew is Sick, Tired, or Away most of the time.  I'm largely out of ammo crates.

Today I lost another character to a Feral Zombie. I was investigating a tool shed, and in the 3 seconds or so I'd been wondering how to approach entry to the obviously packed full o' zombies shack, the Feral completely blindsided me. I jumped out of my goddamned skin. :lol
Title: Re: State of Decay
Post by: Eric P on June 22, 2013, 08:19:52 AM
I was secretly hoping i'd wake up to a new patch

i think what happened is that i was "in mission" when i moved my house but didn't complete said mission so i ended up quitting the game, then coming back to find my house moved and my items decimated. 
Title: Re: State of Decay
Post by: chronovore on June 22, 2013, 08:58:21 PM
That sucks.

I ended up finishing the game last night. The last mission is surprisingly easy, compared to the County Faire mission to get the explosives.

I'm going to wait for the 2nd Title Update before starting a new game with Marcus. So much stuff I'm going to do differently this time.
Title: Re: State of Decay
Post by: Stoney Mason on June 24, 2013, 11:32:48 AM
Hopefully Title Update 2 comes out this week.  :-\
Title: Re: State of Decay
Post by: chronovore on June 25, 2013, 12:34:28 AM
Man, no doubt.

I want to play my next run soon, but want it PATCHED.
Title: Re: State of Decay
Post by: Eric P on June 25, 2013, 09:30:00 AM
I think I'm going to skip moving the base the first time around and wait for the other area to open up. just keep everything minimally going if i can.
Title: Re: State of Decay
Post by: Pills Here on June 25, 2013, 11:40:10 AM
I wish the story was longer. Running around the sandbox rescuing people that you would otherwise gladly watch die gets tiresome  :-\
Title: Re: State of Decay
Post by: Sho Nuff on June 25, 2013, 03:38:41 PM
Are they running into cert delays or something?
Title: Re: State of Decay
Post by: Stoney Mason on June 25, 2013, 03:43:41 PM
This will be their second title update so not for what I've seen. Something messed up with the first title update where it didn't work or something though.
Title: Re: State of Decay
Post by: chronovore on June 25, 2013, 09:44:26 PM
Are they running into cert delays or something?

Their first TU was fast-tracked, but it didn't apply, or didn't apply in some cases; they're probably taking their time with the second TU to make certain that it actually, you know, works.
Title: Re: State of Decay
Post by: Stoney Mason on June 27, 2013, 04:32:20 PM
Quote
Hola survivors,

I'm happy to announce that Title Update 2 has cleared certification and will go live for all players worldwide starting in about 13 hours from now (Friday 09:00 UTC).

Thanks for your patience!

Jeff

Quote
Title Update 2 Patch Notes
Status: Submitted to Final Certification

NEW: Fixed story getting blocked if you refuse Quentin's request to talk to the sheriff.
NEW: Fixed soldier and zombie pathing in "The Armory" mission.
NEW: Fixed character getting stuck in passenger seat if hit by a zombie right when you enter the vehicle.
NEW: Corrected displayed weapon type for Hockey Stick.
UPDATED: It is no longer possible to establish an Outpost or relocate your Home while on a mission.


There was one more change we slipped in right at the end there. Something to do with a sink. The sink? Heat sink? 'N Sync? Oh, right:

NEW: Enabled V-sync to eliminate screen tearing.


Find Missing Survivor mission opportunity timeouts increased from 30 to 60 minutes.
All mission opportunity timeouts pause while not playing.
Fixed Leaderboard crashing for profiles with a large number of friends on the SoD Leaderboards.
Fixed incorrect camera angle in final mission.
Reduced frequency of "I brought you a pony..." line.
Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing. Influence in excess of Fame drains for every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
Made it easier to navigate fairgrounds in vehicles.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.
You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
Improved music track selection logic.


Title Update 2 also includes all changes from Title Update 1:

Playable characters can no longer be killed by the simulation
Workshop now repairs weapons and vehicles at game dawn rather than the next real-world day.
Reduced cooldown times of commands in the Radio Menu, notably Words of Encouragement, Words of Inspiration, and Medical Advice.
NPCs no longer get stuck behind the counter or on the stairs at the gun shop in Spencer's Mill.
The "Too many infestations!" event will now only occur when there are too many infestations within 500m of your Home, rather than anywhere in the world.
The "Too many infestations" to-do item is now cleared when there is only one remaining infestation within 500m of your Home, rather than anywhere in the world.
You must now be close to the ranger station for the Memento mission scene to play. Previously you would be teleported to the station if you left before the end of the mission.
Community members will properly interact with Facilities in your home. Previously they would stop after a period of time.
Feral zombie now properly dodges vehicles approaching at an angle.
NPCs will now reliably reach warehouse between Mt. Tanner and Spencer's Mill when called to gather supplies.
You can now punch out through the windshield of a vehicle if both doors are blocked.
Zombies and NPCs no longer get stuck behind the grocery store in Marshall.
NPCs now properly move to the proper location during cinematic scenes.
Zombies no longer fall through floor in the Marshall courthouse.
Zombies can no longer get under porch or floor at the Wilkerson's farmhouse.
Fixed a few rare crash bugs.
Fixed various translations bugs.
Title: Re: State of Decay
Post by: Steve Contra on June 27, 2013, 04:36:45 PM
:bow
Title: Re: State of Decay
Post by: chronovore on June 27, 2013, 06:23:28 PM
YEEE-HAW!

I've been biding my time against starting a new game; I was just about to try Dark Void or some crap to kill time until this arrived. YES! I am looking forward to completing this one, utterly... then getting it again on Steam.
Title: Re: State of Decay
Post by: Eric P on June 28, 2013, 09:29:33 AM
thank god

Title: Re: State of Decay
Post by: chronovore on June 28, 2013, 06:27:31 PM
So nice to have Marcus back. I felt really bad about the way he went out last game.

It feels like my AI companions are more lethal than they were previously. My camping buddy and Maya were TEARING SHIT UP before I managed to get close enough to fight.

The Avatar "Awards" in this are unassociated with the Achievements, and are tied to doing things at specific buildings, so I managed to fail to unlock anything in my whole first playthrough. Gonna grab them all this time.
Title: Re: State of Decay
Post by: Pills Here on June 28, 2013, 07:07:22 PM
Nice update, I'll have to start a new game.
Title: Re: State of Decay
Post by: Stoney Mason on June 28, 2013, 07:27:54 PM
It's nice to just finally be able to play the game again. Now I will try to beat it.
Title: Re: State of Decay
Post by: chronovore on June 29, 2013, 03:21:13 AM
Yeah, I'm curious how different it will be. I enjoyed the game even in its broken state (OMG! --  'state of decay' ell oh ell) but it was frustrating when Infestations ceased being displayed on the map, Infestations which were too numerous and causing stress, all over the map.

Thanks to the Infestations being displayed, I was able to knock out the Pest Control Achievement (5 Infestations cleared in a day). Now I just have to keep Marcus going until 50 missions have been cleared, and I'm done.

I am enjoying this new post-patch game, though "Zombie Horde Alerted!" is not small enough, and still in a not-good position, even if it's not now in the exact default position for the middle of the road when driving.

It also seems like there are more Hordes earlier in the game, and some of the combat has become JUST a little more rough, in that the "invulnerability frames" of some animations may have been adjusted. I'm getting clawed a little more frequently.

Lastly, fuck Ferals. Fuck them in their undead two-hole. There's little in the game more enjoyable than nailing one with a car.
Title: Re: State of Decay
Post by: Eric P on June 29, 2013, 10:26:44 AM
there are a HELL of a lot more hordes early in the game

second mission in the church and there are three hordes running around the first town

i second the combat more difficult as well

i dunno. i think i may be done with this game.  the chores actually feel like chores now.
Title: Re: State of Decay
Post by: chronovore on June 29, 2013, 10:49:24 AM
I'm loving it, don't get me wrong. It seemed like the drop-kick/ground-finisher was unstoppable before now. I'm occasionally getting swiped during it, which is making fighting a little more consciously directed for me. I'm using dodge, and power strikes a bit more.

Also, I don't know if everyone but me knew about this, but when you get 6 levels in anything, you get a new skill or specialization. So if you get 6 levels in Fighting, you can choose a specialty, like Bladed Weapons, which itself gets levels, and when it hits 6, you can choose Beheading or Low Swing for added variety.

I'm guessing Cardio and Wits will have something, though they appear to be lumped under Utility Skill, so you may end up choosing THE SINGLE UTILITY SKILL available to that character before the othe ones even are displayed for comparison.
Title: Re: State of Decay
Post by: Eric P on June 29, 2013, 04:34:08 PM
so far it's just unlocked a utility skill for me

i just have more options as to which one skill i can unlock
Title: Re: State of Decay
Post by: chronovore on June 29, 2013, 07:51:44 PM
I'm done. Used Marcus, finished 50 Missions, and I got full Achievement points. Somehow, I managed to clear 50 activities WHILE getting ready to move from the church.

Still thinking about finishing the game with Marcus, but I'm likely to move on to other things now.
spoiler (click to show/hide)
Then again, since Marcus' best friend survived in this run, I'm thinking about trying to max him out.
[close]

I'm seeing more story moments this time. I spent so much time on base maintenance last time that I missed a bunch of side story stuff about other characters. These frequently reveal new attributes, which sometimes convey new advantages when playing as them.

The game is great. I can't wait for an MMO version of this!

The Utility Skill previously only displayed what is available with the current level 7 stats. Current patched version displays a greyed out icon, an explanation, and its prerequisites. Very nice.
Title: Re: State of Decay
Post by: Stoney Mason on June 29, 2013, 07:59:12 PM
Yeah I been playing today. The game is indeed great. Certainly one of my GOTY contenders. And the only real surprise of the year that has come out of nowhere for me.
Title: Re: State of Decay
Post by: chronovore on June 29, 2013, 08:10:33 PM
It is harder now than before the patch, too. Nothing but hordes as far as the eye can see; not even on the second Wilkinson call, and there are a half dozen hordes in the Church town, and Marshall is overrun. Crazy.

Also seeing more incidental Freaks than before. There've been maybe a half dozen Ferals, just cruising around, showing up outta nowhere. Big 'Uns, too. Scary. During the Sgt. Tan insubordination mission, after it was finished there was a big bastard outside the neighbors' home... I had to buy Molotov cocktails from them to save their own asses.

:lol
Title: Re: State of Decay
Post by: Stoney Mason on June 29, 2013, 08:24:10 PM
I don't mind them making the game tough while I'm in game in the world. The thing was the out of game simulation with all the bugs was completely fucking me. But that isn't the case anymore so I'm happy. My morale doesn't get completely fucked when I come back to the game now.

I've made like three saves and then come back later and things have been alright which is what I want.

I don't know if its just luck on this playthrough or not but I also seem to find better stuff when I loot after the patch.
Title: Re: State of Decay
Post by: Eric P on June 30, 2013, 01:27:17 AM
my luck worsened with "drops" personally

way too many hordes for me.
Title: Re: State of Decay
Post by: chronovore on June 30, 2013, 07:14:32 AM
Yeah, there are a sick number of hordes now, and it always seems like they're nearby when I'm trying to sneak a rescue or do a quick supply run.
Title: Re: State of Decay
Post by: chronovore on July 05, 2013, 04:03:38 AM
Played for 3 more hours today. The "Ninja" Utility Skill is pretty awesome, but a little game-breaking. All the suspense of searching falls away when it takes ONE SECOND and is ENTIRELY SILENT.  ;)

I relocated my peeps to a new house, built improved the facilities to just about everything they could want, upgraded medical and workshop facilities, upgraded sleeping area, etc.

It's funny, the way cars play into the storytelling of any given "run" I've had on this game. They don't change location or state from where they've been left, so if I've hopped out of a car which was on fire, it stays on fire endlessly, and is sometimes a landmark when driving around at night. There's an upside-down Sheriff's car just outside Marshall's eastern bridge, where I hit a rock at a bad angle trying to be fancy. They're always there, and it really adds to the feeling of permanence and persistence for me.

I am probably done now, but may still drop in from time to time.
Title: Re: State of Decay
Post by: Eric P on September 20, 2013, 02:31:00 PM
http://store.steampowered.com/app/241540/

Title: Re: State of Decay
Post by: Stoney Mason on September 20, 2013, 03:01:07 PM
Yeah I was gonna mention this is out on early access beta.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Great Rumbler on September 20, 2013, 05:14:45 PM
Most people here seemed to like this game, right?
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on September 21, 2013, 11:15:28 AM
It is way awesome.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Eric P on September 22, 2013, 07:51:53 AM
Most people here seemed to like this game, right?

loved it myself, spent many many many hours with it on the xbox but one patch gave us too many hordes (groups of zombies) and I haven't really gone back to it sense.  i was interested on PC because i was hoping for better performance, but i haven't purchased it to see if it runs better on PC than xbox
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on September 23, 2013, 09:52:35 AM
It did have pretty choppy performance.

Are you serious about "too many hordes"? The pre-patch problem was that it counted hordes for the entire map, not just nearby your base.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Eric P on September 23, 2013, 10:45:28 AM
no no, i mean too many hordes would pop up way earlier in the game.  not the sub-mission "too many hordes"
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Great Rumbler on October 16, 2013, 10:20:54 PM
Played about an hour and half today and I'm really loving this game.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on October 17, 2013, 03:10:26 AM
How are the graphics compared to the Xbox 360 version of the game?
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Cerveza mas fina on October 17, 2013, 06:43:59 AM
Is there a PS3 version?
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on October 17, 2013, 07:06:35 AM
LOLno

Microsoft Studios published... I suspect part of the agreement is "no Sony."
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Cerveza mas fina on October 17, 2013, 07:38:42 AM
Will check it out on Steam then maybe.

Isn't that other zombie game that was mod to Arma supposed to come out soon?
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Great Rumbler on October 23, 2013, 08:41:53 PM
Just beat this today, took me right at about 13 hours although there's still things that I can do to extend that out. Overall, I'm very satisfied with what they delivered, but there's plenty of room for improvement with a sequel. Mainly, they need to flesh out the NPCs, only one or two had any kind of unique quests, maybe add some variety to the morale quests [those got really tedious after a while]. I also think they could make vehicles more of a premium item, have less of them around and make them require more maintenance and upkeep, but balance it by providing alternate means of transportation like bicycles.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on October 23, 2013, 08:48:08 PM
Yes, yes to all of that.

In Dead Rush, they mentioned that the vehicles would require upkeep, repairs, and could be modified. Adding a "Mechanic" skill and a "Garage" unit option for Home Base, they could really get some mileage (pardon the pun) from using cars as a resource, similarly to how Ammo and Materials play a role.

I found Fuel was completely useless as a resource, and building a garden or farm meant that Food was never a problem. Materials and Ammo were always in short supply.

I'd also like to see more human antagonists, and even potentially have to fend off raids by other humans, though I know programming another entirely different AI behavior would be hard. I'm guessing that'll be covered by the next version of the game, which is planned as an MMO.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: Great Rumbler on October 23, 2013, 08:57:50 PM
I almost never actually went out and got food, medicine, ammo, or fuel, as I always seemed to have those in abundance. Within the first hour of getting to the church, the only thing I really focused on getting was materials. That's something they need to focus on, making each resource vital in its own way.

I'm guessing that'll be covered by the next version of the game, which is planned as an MMO.

Meh, that doesn't interest me at all.
Title: Re: State of Decay (Now on Steam Early Access)
Post by: chronovore on April 15, 2014, 09:01:21 PM
http://marketplace.xbox.com/en-US/Product/State-of-Decay-Breakdown/

SoD's Breakdown DLC is part of the Spring Sale on XBLM for US$3.5

I should probably bag this, but my HDD has NO ROOM ON IT.
Title: Re: State of Decay
Post by: Stoney Mason on April 30, 2014, 10:14:10 AM
http://www.twitch.tv/xbox/b/524248393
Title: Re: State of Decay
Post by: chronovore on April 30, 2014, 11:22:51 AM
Wow! I hadn't yet heard anything about this new DLC. Looks like fun... though I'm still watching it and don't see how it's different from my as-yet-unplayed Breakdown DLC.

I'd just assumed they were working on their Phase 2 or Phase 3 online MMO zombie thing.
Title: Re: State of Decay
Post by: Stoney Mason on May 26, 2014, 09:40:49 PM
https://www.youtube.com/watch?v=NRCk7-DMAkE
Title: Re: State of Decay
Post by: chronovore on May 27, 2014, 01:42:32 AM
Yes! YES YES YES!

Very excited.
Title: Re: State of Decay
Post by: Stoney Mason on June 15, 2014, 12:51:37 AM
State of Decay 4.99
Breakdown 1.74

http://www.greenmangaming.com/?gclid=CjkKEQjw5e-cBRDysazatpTm5b8BEiQAWxTHh2n1RKyLalMjFTQ_pGsiEtnzyrUI5cXjWg41kIa052Hw_wcB
Title: Re: State of Decay
Post by: chronovore on June 03, 2021, 11:12:59 PM
I'm enjoying this game's sequel enough that I'm doing a thematically appropriate "WWWWWWISE FWOM YO' GWAVE" on this thread.
/necromancy

I re-read this whole thread, and I'd forgotten more about the first game than I thought. There are a tremendous number of changes in the sequel. Some are good, some less so.

I'm still making my first SOD2 run, and "bad mistakes; I've made a few, but then again, too few to mention..." Nothing on the scale of losing Marcus early in the first game, and it generally feels easier than the first game, while actually having more simulation complexity added to it. There are numerous facilities that can be constructed, each of which have costs and prerequisites. Character skills determine how well each facility can be used, and community skills also have a specialization which further tailors gameplay experience.

My impression from the first game was that Survivor PCs were primarily randomized from datasets. There are more elements of backstory and tied together traits, which makes it feel like PCs are bespoke, though a few are significantly more special than others.

Huge amounts of content. There are several maps on which to start. I'm not sure if unlocking "exit points" to the current map is the end-game  process, or if my current community will have access to those other maps. There are other modes which play differently from the default one. Many players on Reddit felt that the "higher difficulty" of the later content was disappointing, as some of them play the game on Lethal difficulty consistently.  I'm feeling enough of a challenge keeping it on default -- though it is easier than SOD1.

I'll continue to post thoughts here. Did anyone else pick this up? Did I miss a SOD2 thread at some point?
Title: Re: State of Decay (Now on Steam Early Access)
Post by: MMaRsu on June 04, 2021, 09:50:28 AM
Played about an hour and half today and I'm really loving this game.

Theres coop right? I have a good community but a shitty base.

The other day I played like an hour and had to do a mission across the entire map. I drove there in my car and when I was getting back it was all fucked up, smoking and shit.
Then after professionally dodging zombies for 5 minutes the car ran out of gas, and I had to walk back with my two best characters.

Thankfully they didnt die! Had some blood plague but nothing serious.
Title: Re: State of Decay
Post by: chronovore on June 04, 2021, 09:46:17 PM
I necro'd the thread, so you're responding to a post from 2013, and the previous version of the game.

SOD2 has co-op.

Cars have shitty mileage, and are made from tissue paper. Using the rear bumper for smashing helps. Using your car door to smash prevents engine damage as well. Passengers will also use their doors.
Title: Re: State of Decay
Post by: MMaRsu on June 05, 2021, 05:11:03 AM
Lol I didnt see I was responding to a 2013 post lmao 🤣
Title: Re: State of Decay
Post by: chronovore on June 06, 2021, 05:47:09 AM
STATE OF DECAY 2 was on sale on EGS, so when I looked at the price, I still had a credit voucher, so I paid $11 for the full JUGGERNAUT version of the game on PC. Had to login with XBox Live in addition to being on EGS account.

I’m gonna eat!
spoiler (click to show/hide)
Or be repeatedly eaten.
[close]
Title: Re: State of Decay
Post by: MMaRsu on June 06, 2021, 06:31:14 AM
Egs 🤢. But oh well at least you have a great game now. Is there crossplay on pc from MS store to EGS? I also have the Juggernaut edition 😎
Title: Re: State of Decay
Post by: chronovore on June 06, 2021, 09:55:45 PM
Looks like Xbox, Steam, EGS versions all support crossplay.

https://www.windowscentral.com/state-decay-2-juggernaut-edition-adds-cross-play-graphical-improvements-and-more