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#1 | |
Posts: 22,695
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State of Decay
Has anyone else been following the progress of this game?
Taken from their website: Quote:
IGN have got a couple of videos up of their play through, they're doing it for five days up until the review on Wednesday. It looks great despite them saying there is a few technical problems, but even they say it doesn't ruin the experience. It's rumoured to be out on Wednesday 5th June for XBL Arcade and PC. ![]() |
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#2 |
Hey Mister!
Posts: 54,952
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Been waiting for a game that takes this approach ever since the zombie genre was rejuvenated a decade ago. Hopefully the gameplay delivers. Wish it was a full game. The premise deserves a game massive in scope, but I can't see that from a LIVE game.
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#3 |
Hazardous to Your Health
Posts: 21,730
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Dunno if permadeath will be taken well by the gaming community.
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#4 |
Hey Mister!
Posts: 54,952
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Pussies.
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#5 | |
Hey Mister!
Posts: 54,952
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From the wiki article:
Quote:
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#6 |
Ron Paul 4 EVA
Posts: 152,467
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Any game that focuses on "community" makes me nervous, as per the Greater Internet Fuckwad theory.
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#7 |
Posts: 22,695
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Day 3:
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#8 |
Hey Mister!
Posts: 54,952
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Amazing. So when a character dies, you just take control of another survivor. Nothing wrong with that.
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#9 | |
Hey Mister!
Posts: 54,952
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Quote:
Though as the article says, they are planning a much bigger mmo version in the future. |
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#10 |
Hey Mister!
Posts: 54,952
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So yeah, officially confirmed to be dropping on Wednesday for 1600 points.
Odd day to release a game but, hey I got Thurs and Fri off, so it works for me. |
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#11 |
Posts: 22,695
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Whoa, that death was brutal. 1600 is quite a lot for a XBL game but this seems worth it, given the potential to keep going for ever.
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#12 |
Posts: 22,695
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IGN Day 4:
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#13 |
Hazardous to Your Health
Posts: 21,730
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Man now I am seriously interested. I hope they announce this for PC sooner than later.
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#14 |
Posts: 22,695
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It's coming to PC, but at a later date.
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#15 |
Hey Mister!
Posts: 54,952
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Can't fucking wait til tomorrow.
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#16 |
Posts: 22,695
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#17 |
Grim Fandango
Posts: 5,192
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Might pick this up on PC, the zombies seem a little fast but I think I can live with it. If they were slower but had a "one bite and you're fucked" kind of deal that would be the best.
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#18 |
Hey Mister!
Posts: 54,952
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Well the whole stealth element is based upon the fact that they are slow until they see you.
I don't think the tension would be as high if they were slow all the time. |
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#19 |
Posts: 22,695
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Part 5 from IGN, will most likely get this later today.
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#20 |
Grim Fandango
Posts: 5,192
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Yeah I can see why they made them fast and there's a health bar for gameplay reasons, but I'd personally still be pretty tense if one mistake meant slow zombie death.
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#21 |
Hey Mister!
Posts: 54,952
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Been playing for a couple hours. Absolutely love it so far.
Ultra Mantis, getting detected doesn't mean game over. It's not that strict. You can fight off a few zombies at once, and even more if you have a companion. I haven't alerted a horde while on foot though. |
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#22 |
Grim Fandango
Posts: 5,192
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I was just talking hypothetical about slow zombies and the lore of one bite being fatal. Like a "hardcore" mode type of thing. I've watched the IGN vids and it does look pretty great the way it is.
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#23 |
Two weeks.
Posts: 6,406
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I have no clue how this flew under my radar until it's release, but kinda glad it did...pleasantly surprised to have such a game drop out of the sky.
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#24 |
Hey Mister!
Posts: 54,952
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Probably around 8 hours in. I'm not going to be touching any other game for a while.
Love how all the side missions disappear after a while, and how they continuously throw so many at you. Really makes you think about what your next actions are. Cause there is no way to do every mission and keep your survivors and home base in good shape. I have to say, if you are at all a fan of the zombie genre, even if you're jaded with it like I was, get this fucking game. Being an arcade game, yet so huge in scope, there are flaws, but they aren't a big deal. And dead labs has already put forth a patch and are working on more to iron it out. A.I. is pretty good for the most part. Defend themselves well, depending on their combat rating, and always follow closely. I did have one rough spot with the A.I. I had to meet a contact of another group of survivors for a supplies trade. I get near the building I'm supposed to get to, but there is a horde of zombies stalking past. So I crouch in a bunch of bushes behind the building. Since I'm impatient and don't feel like waiting for the horde to slowly shamble past, I start moving through the bushes toward the building, thinking there maybe a back door. When all of a sudden my follower jumps out and starts running toward the front door, because apparently if you get close enough to an objective the A.I. just sprints toward it. So obviously this alerted the horde, and the contact and my follower had to fight about 15 zombies by themselves, while I hid in the bushes like a coward praying they wouldn't see me. Luckily my follower survived, but she ended up badly injured. Contact died, but hey, we got the supplies without having to trade, and I got all her equipment. So....hooray? |
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#25 |
Posts: 22,695
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Sounds amazing. Despite me making this topic and hyping the game I still haven't bought it yet due to lack of funds, hopefully will be able to get this in a couple of weeks.
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#26 |
Ron Paul 4 EVA
Posts: 152,467
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I think I'm getting this.
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#27 |
Hey Mister!
Posts: 54,952
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So when you're not playing, the game world advances. This sucks. Came back on the other day, to find one of my best survivors dead. Two more were missing.
This is a bullshit feature, that cripples what could be the best zombie game ever. Hopefully there's a patch coming. Can't believe none of the reviews touched on this. Even the gamefaq forums didn't say anything at first. |
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#28 |
I'm Mr. White Christmas
Posts: 44,526
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hmmm that makes me wonder if I should buy it or not
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#29 | |
Posts: 22,695
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I knew about this feature but wasn't sure how it would play out, seems a bit harsh that people die, although wouldn't have an issue with them going missing. I guess there is no pause button in the zombie apocalypse though :-/
*edit* A patch is currently going through certification, apparently the following things will be fixed, including people dying when you're away: Quote:
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#30 |
Posts: 22,695
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Update is now live, going to buy the points for this in the next few days and finally get this game.
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#31 |
Posts: 22,695
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Finally got round to getting this, but due to starting a new job I haven't actually played this yet, hoping to get some time soon and really get into it. Anyway, patch three is currently in pre-certification and has the following updates. Taken from Undead Labs forum:
Title Update 3 Patch Notes Hola fellow survivors, Here are the draft patch notes for the upcoming TU3: -You can now ask a community NPC to follow you and watch your back. Outposts are now numbered on the map. -NPCs who have been told to leave your community no longer remain in your Journal and take up bed space. -Added Journal log entries for "Memento" mission. -Added Journal log entry for establishing an Outpost. -You can now train members of another Enclave in your Dojo immediately upon construction of the Dojo. -Outpost bonuses to Stockpiles are now retained when the game is restarted. -Changed AI to ensure zombies are present when you get a training mission or a morale mission. -You can no longer move to a Home site that supports fewer Outposts than you currently control. -Fixed an issue where Influence attrition wasn't scaling properly, which led to some Influence exploits. -Fixed Snyder Warehouse not repairing vehicles. -Fixed community NPCs sometimes blocking the door to Snyder Warehouse. -You are now reminded every 15 minutes, starting at 30 minutes, that your progress is not being saved while in a mission. -Fixed bug that allowed save spinner to sometimes display during missions. -Removed references to generators in Fuel description. -Jacob can no longer be selected for a "Mercy Shot" mission before he gives you the “Home Away from Home” mission. -Fixed terrain issue that caused parked vehicles to catch on fire when restarting the game. -Fixed getting “Stockpile maximum exceeded” Journal log entry immediately after leaving Mount Tanner. -Vehicles are no longer teleported to Home parking spaces at 6:00 AM. -Fixed issues that allowed community to exceed the population cap. -Additional polish to "The Law" mission. -Minor improvements to shadows. -Fixed missing subtitles. -Fixed floating bushes and grass. -Fixed typos. -Fixed issues in non-English translations. Note these are draft notes, and may change before release. All changes will be noted here. Jeff Also, an article from OXM.co.uk regarding sandbox mode: The folks over at Undead Labs have given some initial insight as to how the upcoming Sandbox mode for XBLA hit State of Decay will work in a blog post on their website. The team explain that their goal with the Sandbox DLC is to ask players if they can survive a zombie apocalypse: "We want to create a setting where players can answer that question, not just until the story is exhausted, but indefinitely." To elaborate, it seems that rather than resources eventually respawning as they do in the normal mode, in Sandbox they'll eventually completely expire, forcing players to move their communities on from their relatively "comfortable" fortresses: "As the world decays, and as supplies are gobbled up, you have to keep moving deeper into the most infected areas, facing bigger crowds of deadlier zombies, for as long as you can handle the challenge." Once the situation calls for it, you'll have to find and fix up a broken RV somewhere on the map - this will take time and precious resources as well as people who - as ever - can all still die while the project continues. Eventually you'll be ready to move on - although not with everyone, you'll have to leave some folk behind - then you'll set off and a loading screen will kick in. When you're back in control, you'll find yourself in a new instance of the same map but with everything renewed and randomised as if you'd started anew - only this time with more hordes of undead lurking around: "That is what we want to simulate with our Sandbox DLC - moving towards the danger, and stepping up your game, because in the long run, that is the only way to stay alive." There'll be rewards for all of this, which Undead Labs promise to reveal at a later time along with more details. |
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#32 |
Wrestling Marks Rejoice!
Posts: 10,166
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I like this, especially the "team up" option. I've been exploiting the hell out of morale and rescue missions for an extra hand, especially while grinding Cardio, as not to get stuck exposed somewhere trying to rest.
Hopefully they've addressed a couple of other issues, as well... such as car tires that sometimes clip into the ground and cause vehicle damage just by driving around normally, explosives hurting your allies if they're ANYWHERE near the explosion (read: nowhere near the fucking flames, they just combust, run away flailing on fire, and you get dinged on trust). Showing ammunition on map markers when you ask Lilly for caches (Fuel, food, and meds sets a waypoint, but ammo never shows up after she says she found a location for me, for some reason.) And hopefully they slow down exactly how much of your resource gets used up on sim. I had copious ammounts of meds yesterday, and when I played today, I'm single diget "low". Hate to think if I decided not to play what would have happened. Also, didn't know people could randomly die while I'm not playing. That disturbs me a bit to think that one of my 7 star built survivors can be cheaply taken out while I'm not even playing. |
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#33 |
Posts: 22,695
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The issue of people dying in sim should have been sorted out in the last update, but seeing as I've yet to play this I'm just going by what's been posted on their website.
With the degrading stockpiles, there is a certain limit as to what they'll lose within a time frame, and once it hits that, it doesn't lose anymore, regardless of if you play a week later or a year. |
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#34 |
I'm Mr. White Christmas
Posts: 44,526
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this is probably the only game I've ever had to quit due to fear of panic attacks
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#35 |
Posts: 22,695
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Finally got round to starting this up, absolutely loving it so far. So far the only annoying thing I've found is how quickly a character tires out when using the same one. I really like the scavenging aspect and rooting around for supplies. Am so far holed up at the church where I have kitted out every available spaces. But I agree, I could quite easily see myself getting panic attacks over this.
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#36 |
Posts: 22,695
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I've had numerous days to play this and have gotten pretty far into it. Really loving the game so far, it does feel like you are trying to survive and things can get pretty stressful when you run low on things like food and ammo. I've been playing the whole game so far with Marcus, levelled him up to a high level and pretty much owned everything until I got ambushed by a horde on a mission, and a feral zombie came out of nowhere and tore me in half
![]() Everyone else is pretty low level, so will have to take some time and build up my next guy, I feel pretty vulnerable with my low level guy at the moment, just because his cardio is shit and tires easily. Love this game though, can see myself playing this for a long long time. |
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#37 |
Wrestling Marks Rejoice!
Posts: 10,166
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Hope you find Ismaiel.
He's about a big a beast as Marcus built up, and has pretty much the same "extra" stats to build (leadership/powerhouse), and what looks to be slightly MORE carry weight than Marcus... though I never bothered to actually comparitively measure it. Only difference being Marcus seems to be the only character who can carry 4 of a usable item (everyone else seems to cap on 3... doesn't seem like much, but that one extra snack or med could have been the difference on surviving that feral) Also, revolvers are useless, as is the .50 cal rifle (sounds good on paper, and is ok for people you're leaving at home to sit on watchtower duty, but for mission usage, it's way too heavy and the rounds are excessively rare) and modern pickups rule everything. And to build cardio, have your people jog some laps around the outdoor area of the church (or wherever you're holed up). As long as they aren't indoors in any safe area, the stamina drain feeds the xp. Just takes longer with any alcoholics or smokers, as does building fighting takes a hit for anyone described as a "coward". If you feel too much like that is "cheating", then you could also send someone out scaving, pick up a rucksack, and when they get tired, drop it on the spot, then have a new person foot it there to grab it when you get back home. You drain far less stamina without it, and you can always see where it's located on the map to go back for it with someone else and give them a workout to boot. |
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#38 |
They're eating the dogs..
Posts: 27,469
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I like this game but it pisses me off too. Some dipshit is always getting in trouble and needs rescuing. Then when you bring them home and about to do a mission; some other retard needs rescuing. Why don't they go out in a big mob and purge the town of zombies? Like an Einsatzgruppen for zeds.
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#39 |
Wrestling Marks Rejoice!
Posts: 10,166
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It usually makes more sense later on when you have a higher rotation of usable folk. Near the beginning, though, when you just gt 2-3 people... yeah, some pants-on-head retardery happens. I had the same person be a problem (Maya) and had to repeately go on morale missions. Sucked ass because she was one of the 2 people I could switch to, and doing that crap makes THEM tired too, so I kept getting 2 people tired at the same time, and my 3rd barely had time to rest up.
Couple more more tips: I try to give each person a particular gun/brand of ammo as opposed to everyone running around with, say, 9mm. Except .50 cal and grenade launcher shells, I have rarely had a problem finding more of anything except maybe shotgun shells, and since I whittled shotty usage down to just Sam (with an amazing 14 round riot gun I looted) that wasn't much of a problem. Also, assault rifles *seem* like a waste of ammo... unless you unlock that "bullet time" perk. A side effect of the time slowdown is single shot capability instead of realtime full auto. So, instead of tooling around with a max 17 round pistol, you can clip 20-30 rounds per gun (+1 if chamberable) and not have to think about trigger dicipline to conserve rounds. Hell, you find the SAW, and it's 100 rounds of fun before you even have to think about a reload... so it works out better than the slow bolt action of a rifle and "wastes" less stamina between firing much like a pistol. Also, they're silencable like a pistol/rifle. Just keep in mind that guns degrade much like melee weapons. Just not nearly as quickly. |
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#40 |
I'm Mr. White Christmas
Posts: 44,526
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When I was playing I used Maya more than everyone and Marcus was a real cunt
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