|
Post by JMMREVIEW on Jun 17, 2013 8:25:53 GMT -5
Just some of my thoughts on State of Decay enjoy
|
|
|
Post by Blade Runner 07 on Jun 17, 2013 11:46:54 GMT -5
Great vid JMM. Shows some great tips and exactly how the game is.
I like it that it is a new survival horror. It IS about survival and there are instances of real horror in the game. This at times feels like GTA: San Andreas but with Zombies.
I think you can* run and oyu should to build of your characters cardio and make it all the harder for them to run out of energy but you have to pick when. Never ever leave the home base without some snacks, medication and a large backpack if you have one. Never run tward a bunch of Zombies because then you will be out of energy and surounded by Zombies. Don't need to explain how bad that is.
A week and a half and hours upon hours later I am still playing this game and having lots of fun. It never gets old, exploring the country side and looting secluded farm houses. The detail pu tinot this game was great.
I do fear what happens when the resources run dry. People are already dying off now and I don't mind casuse my stronger ones can take care of themselves it seems but I do dream of a DLC add-on that will solve this problem... and the babysitting.
|
|
|
Post by JMMREVIEW on Jun 17, 2013 11:53:28 GMT -5
I dont know if you noticed by at 3:20 that first zombie that jumps be came through the wall, if you look at the radar picture (might be hard to see on youtube) you can see it running through the wall!
No news for DLC or co-op but here are the list of updates
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 music track selection logic.
|
|
|
Post by Blade Runner 07 on Jun 17, 2013 12:10:46 GMT -5
I like it that they shortened real-time build time. Was going to go for the build one of ever type of structure cheevo but knew it would take days of real-time and didn't want to chase that one anytime soon. Post-patch, I got it last night.
I hope they keep the patches coming. I never found any game breaking glitches myself but I have did hace a few zeds clip through doors and visual/technical performance updates are always nice.
|
|
|
Post by JMMREVIEW on Jun 17, 2013 12:39:41 GMT -5
If you press down on the D pad there is a thing that will let you build quicker. its pretty handy
|
|
|
Post by Blade Runner 07 on Jun 17, 2013 12:56:25 GMT -5
Thanks. Also found how to reset your outposts. It requires destroying ones you currently have as you can only have 8 at a time but now over half of the southern most town is a Zed free zone in my game. That makes me happy.
|
|
|
Post by Blade Runner 07 on Jun 17, 2013 14:30:09 GMT -5
Hey did that patch not work? I didn't go hunting for the changes it made but I thought it was better overall but I keep seeing these forum posts and articles about how the patch wasnt working at all... I don't like how a failed patch leads to imidiate backlash from trolls that this game is a buggy unplayable mess. Don't anyone be fooled. This game is great.
|
|
|
Post by JMMREVIEW on Jun 17, 2013 14:39:17 GMT -5
Yeah I was reading that, I just posted what they plan to fix if they havent already. For me the game isnt too buggy at all. I drift away into my own world when I play it maybe I am too zoned out to notice bugs!
|
|
|
Post by Blade Runner 07 on Jun 17, 2013 14:41:02 GMT -5
Other than the rare drop in frame-rate and asset pop-in I'm never taken out of the expereince.
|
|