State of Decay Year One Survival Edition |OT| More P's, Less D's

Totally agree. Wish I had jumped on this train earlier.



Interesting. So all outpost can pay out three resources? Does that make the whole rucksack discussion irrelevant?

outposts also protect your home by creating traps
stops hoards from getting to your home
the best home is the warehouse easy to defend

I created 8 outposts around the home.. and its easy to do that there
[church is 4]
also you must leave the material, food ammo etc in the spot in order to make it an outpost
but you need a lot of material constantly afterwards for upkeep or the outposts fail

once you get the warehouse you get extra storage for food
I always had too much food.. always short on material
had a greenhouse, library etc bunkhouse

but I had happy people
then I made a mistake and moved to the fairgrounds, mistake
will not do that again
Zeds were jumping the back fence constantly

and to get a tired guy untired
I just quit out the game and return

Played with Marcus only this time
last Maya almost right away
so trying again will stay at the warehouse this time
 
Breakdown level 5, tons of construction resources in my car.

Car flips, slows up

*Turns Xbox One off*

Aint got time for that disappointment :(
 
I thought you were all crazy talking about Breakdown and Lifeline because I couldn't figure out how to access it.

Of course you do it at the title screen. Duh!
 
I'm probably missing something really obvious but...

How do you increase your breakdown level? I've been playing for a while and I'm still at level 1. Do I need to repair the RV and continue that quest line?

I was wondering that too. I am so busy surviving that I don't have time for some broke ass RV. :)
 
Fix RV, leave in it -> move to level 2, rinse repeat
I think I messed that up somehow. I fixed it and told everyone to get in it but no one was doing anything and I couldn't get into it. I thought maybe I had to go and relocate my base and they'd come to me with the RV, but after I relocated to the warehouse the RV stayed at my previous base.
 
Beat the main campaign.

Was trucking along with the new character that got added for this addition (the ninja girl), get all the way to the last mission and start it (of course it a zombie rush) and realized I forgot the damn 'nades & molotovs.

Not to mention a rifle would have been better than a shotty for long range sniping.

The savage zombie thing wrecked her but not before I was able to kill it.... just in time for a big tank zombie to waddle over and ound her to dust. :(

My only death the whole game.

Next character I brought throwables and a rifle, it was easy as pie.


Good game though sort of short, though once I had a a huge stockpile of stuff I kind of wanted it to end.

Now for the modes/DLC stuff
 
Played this for a few days when it first came out on 360. Initially loved it except for the pop-in, crappy framerate & slight combat jank. What kinda put me off the game at the time turned out to be the "real time/simulation clock" that allows time to pass when you dont play the game. I remember about a week passing between my 1st and 2nd play sessions & I came back to a complete cluster-fuck...several members of my population dead or missing, half the rest depressed or pissed off, the church in shambles, supplies depleted, surrounded by infestations, etc.... I get the concept of the game allowing for time passage when you're away & in theory its cool...but things were so bad it seemed that without my presence my crew went full retard. I basically sort of forgot about the game for over a year, at least partially because of that issue.

Then a few months ago I randomly picked up SOD & Breakdown on a Steam sale for $7. Finally got around to playing it this past weekend & I have to say this time around I'm enjoying myself a lot more. Even the hard-core aspects like don't bother me that much & on balance add to the experience. For example, in the first 5 hours of play time I got Maya torn apart by a horde & a freak who ganged up on me when I tried to help a scavenger bring supplies back to the church. Marcus was also battered up pretty bad with a broken arm (bad driving on my part) so he was bed-ridden for a couple days. So, as soon as he heals up I take him out on a mission to a farm-house to get the doctor to help Ed. Of course part of the mission is to defend the house during a zombie horde assault. Things were going ok until this hugely fat super zombie shows up & starts knocking out the boards on the windows faster than I can put them back up. So I decide enough is enough & I go outside to take care of business with fat-boy. I get in a couple swipes, a shot or two with my pistol...but space in the doorway was cramped & I couldn't move too well with tons of zombies trying to pour in. Then fat boy picks Marcus up &...rips him in half. Lol

I was slack-jawed. And kinda pissed. Not only had I gotten Maya killed...I just got Marcus killed. The urge to quit or restart the game was strong. But I decided to stick with it. Things felt bleak for several hours of game time, constantly scrambling to keep up with all the disasters happening. To top things off Ed died because I didn't bring the doc back. I wondered out loud cursing at the screen if the game was set up to make it next to impossible if both Maya & Marcus die. But 7 hours of play time later & I finally have things in a fairly solid place after moving the crew to Marshall.

Despite initially being really pissed off that both my favorite characters are dead, I'm glad I kept going without restarting. The perma-death aspect adds a level of finality & tension that other games simply lack. In addition, the offline game clock/simulation seems to have been toned down somewhat so that it still effects things between play sessions but it seems it isn't quite as punitive. I left things in good shape on Friday...came back Sunday...and aside from 1 person being missing everything was generally ok. If anything Id like to have the option of a difficulty setting or "realism" toggles to govern the offline passage of time. Now that I'm more familiar with the game I enjoy this aspect more & accept it as part of the game...wondering what is going on with my community when I dont have time to tend to their needs. So that part is cool. But needs to be opened up to flesh it out I think. At any rate, since getting the crew to Marshall I've had a constant barrage of "morale missions", which I think are related to not having any outposts set up yet. My group barely survived the church section & hasn't had time yet to get familiar with the surrounding area other than doing supply runs.

The upshot? After about 15 total hours of play time so far this might just be my GOTY 2013. I'll almost assuredly be buying a hard copy of the Xbone Year One edition at some point. I'm having a blast on the Steam version which, btw, markedly improves on the 360 versions frame rate. My Athlon 760k + GTX 960 feels like I get a solid 30-60 fps on Ultra spec with only rare drops. That said, there is still crazy bad pop-in & tons of zombies clipping thru walls, etc... It's disappointing the new version doesn't fix the visual problems, but the PC version is enough better than the 360 version I'm ok with it. Besides, this is a game where the whole definitely exceeds the sum of its parts...by a great deal. Amazingly addictive, fun game that creates constant moments of tension & outright terror.
 
Then what's the point of having a save transfer feature? lol
Guess I'll start a new save then.

Several of mine did but not all. The Badass, 500 fame, and some random ones like outposts and building each facility did for the main game while it was loading my transferred save.
 
A couple questions for those who have a fair amount of playtime in the original and year one editions:

I'm reading a review right now of the year one edition that details some of the changes. In particular, he notes that EXP accrues faster in the new version so that your crew grows in strength quite a bit quicker. I'm not sure if this is a good thing or not. One of the particular charms of the original is just how vulnerable you feel at all times & part of that is how long it takes to improve various skills. I could see a slight bump in EXP as possibly a good thing since the original does feel like a bit of a slog sometimes before you see or feel results. But if EXP acceleration is overdone it may make your team feel less vulnerable, like you can turn everyone into hardened survivalist zombie asskickers much too fast.

If you've played both versions what are your thoughts on this? Does the game still feel balanced & like you're struggling to survive? Or is it too easy to create a team of rambo wannabes now?

The other thing he notes has changed is combat. Apparently you now always have an unbreakable knife instead of defaulting to hand-to-hand if your weapon breaks. Again, I'm not sure if this is good or bad. I like the idea of feeling vulnerable & always worrying if my main weapon is going to make it or if im going to run out of ammo before I get back to base can create terrific, terrifying tension at times. I'd hate if the always present knife gives an artificial sense of invulnerability. I'm guessing they balanced this correctly. But if anyone cares to comment on how this changes things...if at all...id love to hear your thoughts....

Looking forward to playing the year one edition and haven't even come close to finishing the original yet!
 
If you've played both versions what are your thoughts on this? Does the game still feel balanced & like you're struggling to survive? Or is it too easy to create a team of rambo wannabes now?

The other thing he notes has changed is combat. Apparently you now always have an unbreakable knife instead of defaulting to hand-to-hand if your weapon breaks. Again, I'm not sure if this is good or bad. I like the idea of feeling vulnerable & always worrying if my main weapon is going to make it or if im going to run out of ammo before I get back to base can create terrific, terrifying tension at times. I'd hate if the always present knife gives an artificial sense of invulnerability. I'm guessing they balanced this correctly. But if anyone cares to comment on how this changes things...if at all...id love to hear your thoughts....

Looking forward to playing the year one edition and haven't even come close to finishing the original yet!

Leveling definitely feels faster to me. It may take away some of the fear of losing your best character(s). I know I mostly invested in Marcus in the 360 version, and the thought of losing him was awful. Honestly though, the fact that exp felt faster made me spend more time developing other characters, so I feel it's a good change overall.

The knife sucks just about as much as kicking used to. Doing a knockdown move to open up a finisher move is way more effective anyway. I think it's the single target nature of it that makes it feel like a liability to use. Either way, I always carry two melee weapons on me just like I did in the 360 version.
 
Got it in the mail and installed it the other day. So ready for this! Had such a blast on 360, but never finished the story or did the DLC.
 
Leveling definitely feels faster to me. It may take away some of the fear of losing your best character(s). I know I mostly invested in Marcus in the 360 version, and the thought of losing him was awful. Honestly though, the fact that exp felt faster made me spend more time developing other characters, so I feel it's a good change overall.

The knife sucks just about as much as kicking used to. Doing a knockdown move to open up a finisher move is way more effective anyway. I think it's the single target nature of it that makes it feel like a liability to use. Either way, I always carry two melee weapons on me just like I did in the 360 version.

Thanks, good to know! It sounds like the balance hasn't been negatively effected by either change so thats good.

When you leave the game for a couple days & come back do resource depletion/random events feel about the same or different? I'm curious if they've continued to tweak this. When the original first released it was way too punitive if you left the game for a week or a month...you'd come back to your team and home base being a flaming cluster-fuck more often than not. They eventually fixed that for the most part so its more balanced & doesn't overly punish if you have to take serious time away from the game.
 
When you leave the game for a couple days & come back do resource depletion/random events feel about the same or different? I'm curious if they've continued to tweak this. When the original first released it was way too punitive if you left the game for a week or a month...you'd come back to your team and home base being a flaming cluster-fuck more often than not. They eventually fixed that for the most part so its more balanced & doesn't overly punish if you have to take serious time away from the game.
As far as I'm aware it's just like the tweaked version you mentioned. Whenever I've come back it's always been the typical amount of supply loss and/or community changes you'd expect from competent survivors. Nothing close to "fuck, x died while you were gone" or "fuck, too many hordes, wat do"
 
So I ran over some zombies with a truck only they phased through it. Happened 2 times before I finally managed to actually hit them. Still having a blast with the game though the door glitch where zombies run right through a fully closed door is getting on my nerves.
 
How is the frame rate for you guys ?

I must say it´s all over the place.

Sometimes its smooth but about 75% of the time drops are really noticible with 10% absolutely bad.
 
How is the frame rate for you guys ?

I must say it´s all over the place.

Sometimes its smooth but about 75% of the time drops are really noticible with 10% absolutely bad.

Pretty much. Some parts are really bad. Hasn't took away from my enjoyment though.
 
Had a weird glitch hit me. I was finishing up every challenge as I went through the Breakdown levels and after coming back from a suspended play session I was apparently not signed in when i came back and it loaded up my game with a "who are you" sign in screen. Well, it reset a bunch of my challenges from levels 1-3, while I was currently on 4. Strangely the heroes that I had carried with me from the reset challenges kept their names but their models were replaced with generic random male survivors. The challenges that got reset were very random, but the worst is that it rest The Killer achievement, which can be a pain in the ass. Once I finished level 6 it kept me from getting the achievement for unlocking all the heroes too. So, just givin a heads up with using suspend during your Breakdown playthroughs.
 
Finally set up home at the truck station, place is easy to get lost in. Oh and I took on a feral with pretty much one hit point left and won, felt damn good not getting halved for a change.
 
Courthouse, first floor, one of the corner offices, there is a painting of C'thullu getting ready to wreck a boat. Just in case you are into the Lovecraft mythos, thought it was neat.
 
Well... I was doing a mission to help some of my Neighbors. Got very far from my home base, destroyed the car fighting herds. I finally finished the mission while my new friend died surrounded by zombies.

I ran away from there as fast as I could but had no energy left. I finally outran the horde and was left alone, in the middle of the night, so far from everything. No car...

After some very tense moments, I found a car and got back to my outpost. This game is truly amazing.
 
Been awhile since I've played SoD. Im playing lifeline right now and was wondering when you can upgrade your base? I just finished fighting my first siege.
 
After pre-ordering this, I finally got around to playing and beating the SP campaign for the second time this past week. It's really one of the best games of last gen.

However, I started a Lifeline game and jesus, I'm not really diggin it. It seems like Lifeline gets super, super dark at night (way more than the main game) and I can't see shit which makes the driving, combined with all of the debris on the roads, an unfun experience.

Zombies seem to spawn out of thin air and they never stop coming. That's all fine and dandy for atmosphere, but let me check a goddamn crate every once in a while.

Sieges suck as well, and who thought it would be fun to not mark refugees on the map?

I'm all for difficulty and stuff, but Lifeline doesn't seem to have that fun balance that the main campaign does.
 
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