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

So I relocated my home base using Jude, and Marcus is just gone now. Did I do something wrong?

Edit: Nevermind. I lost the pastor to the Black Fever, and he took out Marcus and another dude. My first game of SoD has been a clusterfuck. :p
 
There wasn't one. The original in game clock was pretty brutal, some people loved it...I know I did and would love for it to return.

The current in game clock is fine, but it removes a lot of the challenge of surviving.

Somehow the hardcore clock was the name the old timer and its ramifications got identified as. Probably because prepatch having someone die while you were in bed in real life might have seemed hardcore to folks lol.

To me it was amazballz
 
Somehow the hardcore clock was the name the old timer and its ramifications got identified as. Probably because prepatch having someone die while you were in bed in real life might have seemed hardcore to folks lol.

To me it was amazballz

Yeah, people dying when you weren't playing made the world feel more real. The survival element more realistic, it was pretty damn unique. Not sure any game has ever done that before.

Shame they gimped it.
 
Yeah, people dying when you weren't playing made the world feel more real. The survival element more realistic, it was pretty damn unique. Not sure any game has ever done that before.

Shame they gimped it.

As I told Cadiz on one of the podcasts its the removal that bothers me. Add it to a difficulty for christ sakes but removing a feature that was a day one reason some bought the game...is odd.
 
There wasn't one. The original in game clock was pretty brutal, some people loved it...I know I did and would love for it to return.

The current in game clock is fine, but it removes a lot of the challenge of surviving.

Ahh I remember those days of the launch of State of Decay, now it all makes sense. I had no idea it got removed where people can die when the system is gone. Does anything change now when your logged off?
 
Random small events still happen, I think, like people finding random types of supplies, or maybe some materials being used up, infestations found, and other whatnot.
 
Breakdown is like the perfect thing for me. Get thrown in and enjoy your own zombie survival story. I already fell through the world two times though, heh.
 
I am confused on how you release a remaster without solving its technical issues on more powerful hardware.

Sounds partly like it's more to do with the desing of the system and the way everything works in real time more then anything. Just a guess though. That being said, this version might be the most refind way to play. I need more time with it to tell.
 
holy shit, did I just waste $30?

You cant even select a resolution higher than 1080p and the game is stuck in a small window mode on PC?

Am I missing something or is this really that much of a piece of shit?

edit: full window seems to be glitched and just randomly turns on.
 
holy shit, did I just waste $30?

You cant even select a resolution higher than 1080p and the game is stuck in a small window mode on PC?

Am I missing something or is this really that much of a piece of shit?

edit: full window seems to be glitched and just randomly turns on.

Yea I posted the issue with the resolution early on. You have to create a user.cfg to create custom resolution, but this messes up the shadows in my case.
 
If I already own OG SoD on PC and have no interest in the DLC, I'm cool on passing for the new version, right?

I already double-dipped on 360 & PC, and honestly was put off by the game-state decay when not playing (I'm a filthy casual). But all this talk has me interested in diving back in and giving it another shot.

Is there a big presentational leap between vanilla SoD PC and the new version? Enough to consider triple-dipping?
 
Press A when aiming changing the firing type. The ammo indicator will change indicator too

Thanks!



If I already own OG SoD on PC and have no interest in the DLC, I'm cool on passing for the new version, right?

I already double-dipped on 360 & PC, and honestly was put off by the game-state decay when not playing (I'm a filthy casual). But all this talk has me interested in diving back in and giving it another shot.

Is there a big presentational leap between vanilla SoD PC and the new version? Enough to consider triple-dipping?

I would probably pass if I were playing strictly on PC. Here's a video comparison of the old PC version and YOSE, and the visual differences seem very minimal. The most obvious thing is the overall light level is lighter in the new version (unless the creators of the video are at fault). If you look closely you can see that trees are popping in a bit farther out in the new version, and the mountains in the background are less hazy. At one point in the video he's walking down a dirt path and there's ambient dust in the air on the new version.

From what I've played so far the gameplay differences are few:
-If you have no melee weapon equipped, your character will us a knife that can only attack one zombie at a time (instead of being restricted to kicking)
-New character you can call into your game (once per playthrough I believe, you call her in and she shows up at your base). She does start with 2 melee weapons and a decent perma-suppressed gun.
-If you buy early, you get the Prepper's Pack. I'm not sure if you can call this in more than once per game. When you call it in, you get a vehicle, a melee weapon, and a gun with an underslung grenade launcher. These are delivered to your base/stash.



what happens when time passes? fail missions?

I'm not sure if missions can fail while you're not playing, but often you'll come back and someone may have gone missing or gotten upset and started a fight or whatever. Sometimes you'll come back to multiple things like this. I've come back to find out someone killed another person, then themselves (though this was back at the 360 release, and this stuff has been nerfed some since then, not sure by how much.)
 
I'm not sure if missions can fail while you're not playing, but often you'll come back and someone may have gone missing or gotten upset and started a fight or whatever. Sometimes you'll come back to multiple things like this. I've come back to find out someone killed another person, then themselves (though this was back at the 360 release, and this stuff has been nerfed some since then, not sure by how much.)

I need to check on my group tonight lol.

This game is great and a sequel that fixes its bugs and add MP would be a killer. Some bugs/glitches i haven't seen since PS2 days lol
 
I'm not sure if missions can fail while you're not playing, but often you'll come back and someone may have gone missing or gotten upset and started a fight or whatever. Sometimes you'll come back to multiple things like this. I've come back to find out someone killed another person, then themselves (though this was back at the 360 release, and this stuff has been nerfed some since then, not sure by how much.)

One of the survivors died when I started up a game today so it may have been nerfed, but still an annoyance.
 
Stupid question time.... My store sold out of the game,they didn't get many in. So here I am with my slow internet downloading the game off Live. Before purchasing, the store said its around 5 GB (give or take.) Umm does this include the patch thats out for it also?

Please say yes? I'm gonna be grumpy if I have to download the game and then a patch right behind it. I guesss what I mean is the patch already included in the 5 GB download of the game?
 
Stupid question time.... My store sold out of the game,they didn't get many in. So here I am with my slow internet downloading the game off Live. Before purchasing, the store said its around 5 GB (give or take.) Umm does this include the patch thats out for it also?

Please say yes? I'm gonna be grumpy if I have to download the game and then a patch right behind it. I guesss what I mean is the patch already included in the 5 GB download of the game?

Should be the entire thing
 
Only played a couple hours of this game and already I have some stories to tell lol. Went on a mission to a vet office to grab supplies and then I hopped in a car to drive back to home base when my team mate starts berating me for using a car. Ended up running to base with a zombie horde on my butt most of the way.

Then I ran my poor main character so ragged he almost died at the hands of a single zombie. I did make it back to base though and switched to new character because my second was on a mission.

As the new character I went to go get the doctor from a couple of redneck bastards when a giant zombie got a hold of my character and ripped him in half. I failed the mission needless to say, then I called it a night. Interested to see what the consequences of that failure will be.
 
Beat the mission with my main character and a magnum. Also learned the big dudes are Juggernaughts, fitting moniker.

Edit: As said multiple times, dat music.
 
I'm afraid to clear the first infestation..

Shoot the screamers or draw them out and run them over. Kill the remaining zombies however you normally would. Infestations are normally fine even if you're swarmed, you only seem to die if you're on low health/downed near a freak or a big group.


Brief question. I've already played the game on 360 and PC so when I got the new version I jumped into Breakdown and didn't bother with the base game. If a hero dies, can they be used on the next level of Breakdown? I found the cop hero but he got killed by a juggernaut on his escort quest almost instantly. Just wondering if I should start over or get to level 2. Other than that I've been doing decently, found an AA12 for my first gun and got a big stash.

Also, do the guns from Lifeline carry over to the other two games in the new version? I liked a lot of the Lifeline content but prefer the open endedness of Breakdown.
 
Only played a couple hours of this game and already I have some stories to tell lol. Went on a mission to a vet office to grab supplies and then I hopped in a car to drive back to home base when my team mate starts berating me for using a car. Ended up running to base with a zombie horde on my butt most of the way.

Then I ran my poor main character so ragged he almost died at the hands of a single zombie. I did make it back to base though and switched to new character because my second was on a mission.

As the new character I went to go get the doctor from a couple of redneck bastards when a giant zombie got a hold of my character and ripped him in half. I failed the mission needless to say, then I called it a night. Interested to see what the consequences of that failure will be.

This, in my opinion is what makes State of Decay great. Its the stories afterwards.
 
I'm afraid to clear the first infestation..

Alarm clock and car.
Place alarm clock in road near house. Wait till they come out and kill them all in one swoop. Record it post to youtube.

Or ignore the alarm clock and just use the car horn. Also there is a glitch where if a zombie is in the animation of falling or leaping off a fence and you hit it with the corner of the vehicle no damage is done to the vehicle. Can't always work but I just killed about 500 zombies that way with a perfectly fine car afterwards
 
A couple of noob questions:

How do I know when a building is a suitable outpost? Are houses not suitable? I picked out this house, cleared it, boarded it up and searched it, but the game wouldn't let me make it an outpost.

How do I know what resources an outpost-to-be would provide? I read an old post on another forum about no taking rucksacks out of buildings you were going to outpost. Is that accurate?
 
A couple of noob questions:

How do I know when a building is a suitable outpost? Are houses not suitable? I picked out this house, cleared it, boarded it up and searched it, but the game wouldn't let me make it an outpost.

How do I know what resources an outpost-to-be would provide? I read an old post on another forum about no taking rucksacks out of buildings you were going to outpost. Is that accurate?

Almost any building can be an outpost, but you first need to have searched the entire premises for all possible loot (the glowing white objects) and cleared the area of zombies while passing through the dark spots on your mini-map on the floorplan to confirm it is safe. Then you need to have enough influence to request it being made into an outpost. I don't think you can make any property with a retaining wall and proper fencing/gating into one as those are only for making into your home base instead. Why wouldn't you want to take the rucksacks of supplies out? If they provide continual resource value of what is still on the property when it becomes an outpost, then I missed that detail after all of this time and over a hundred of hours of play. I use them more for geographic clustering around the home base to thin out the rising numbers of zombie hordes with road mines and provide a higher chance for AIs to survive return trips from missions. Lowers the incidence level of random zombies in their area of influence.
 
Are mod cross-compatible from the original version, or not?

Also, does the game still have black crush? Had to max out the gamma and use SweetFX with the original version to actually be able to make shit out.
 
Almost any building can be an outpost, but you first need to have searched the entire premises for all possible loot (the glowing white objects) and cleared the area of zombies while passing through the dark spots on your mini-map on the floorplan to confirm it is safe. Then you need to have enough influence to request it being made into an outpost. I don't think you can make any property with a retaining wall and proper fencing/gating into one as those are only for making into your home base instead. Why wouldn't you want to take the rucksacks of supplies out? If they provide continual resource value of what is still on the property when it becomes an outpost, then I missed that detail after all of this time and over a hundred of hours of play. I use them more for geographic clustering around the home base to thin out the rising numbers of zombie hordes with road mines and provide a higher chance for AIs to survive return trips from missions. Lowers the incidence level of random zombies in their area of influence.

Dark spots on the mini-map... I hadn't even noticed that detail. Thanks.

I did want to take the rucksacks and have been. That other information didn't seem right. Just wanted to make sure.
 
A couple of noob questions:

How do I know when a building is a suitable outpost? Are houses not suitable? I picked out this house, cleared it, boarded it up and searched it, but the game wouldn't let me make it an outpost.

How do I know what resources an outpost-to-be would provide? I read an old post on another forum about no taking rucksacks out of buildings you were going to outpost. Is that accurate?

Almost any building can be an outpost, but you first need to have searched the entire premises for all possible loot (the glowing white objects) and cleared the area of zombies while passing through the dark spots on your mini-map on the floorplan to confirm it is safe. Then you need to have enough influence to request it being made into an outpost. I don't think you can make any property with a retaining wall and proper fencing/gating into one as those are only for making into your home base instead. Why wouldn't you want to take the rucksacks of supplies out? If they provide continual resource value of what is still on the property when it becomes an outpost, then I missed that detail after all of this time and over a hundred of hours of play. I use them more for geographic clustering around the home base to thin out the rising numbers of zombie hordes with road mines and provide a higher chance for AIs to survive return trips from missions. Lowers the incidence level of random zombies in their area of influence.

So here's an old post from the Steam forums, which has a copy/paste of an even older post from the Undead Labs forums, from their community manager Sanya. I have no idea if all of this info is still valid, but if it is, here are the basics:

-The resource caches at the outpost location determine which resource the is generated.
-If there's more than one type, it will use the first one, alphabetically. (so ammo first)
-If you leave no resource caches before creating the outpost, ammo will be generated.
-Once you establish the outpost, you can loot the resource caches and the generation will continue.

Given this info, I would load up all the resource caches from a location into rucksacks, except for one (whichever resource I want the outpost to generate). Then make it an outpost, then take the last one.

If someone can point me to info proving me wrong, let me know and I'll edit this stuff out. It could be old information for all I know.
 
Brief question. I've already played the game on 360 and PC so when I got the new version I jumped into Breakdown and didn't bother with the base game. If a hero dies, can they be used on the next level of Breakdown? I found the cop hero but he got killed by a juggernaut on his escort quest almost instantly. Just wondering if I should start over or get to level 2.

I believe that he's gone for the rest of that playthrough. I've never had a hero respawn in a playthrough where they died.
 
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