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re: State of Decay - Open World Post Apocalyptic Zombie Survival Game - Xbox\PC

Posted on 6/15/13 at 8:04 pm to
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/15/13 at 8:04 pm to
It does need evening out, however, I did have times when I turned it back on and had gained some materials.
Posted by Slingin Pickle
Fancy side of the North Shore
Member since Jun 2008
3043 posts
Posted on 6/15/13 at 10:21 pm to
i beat it last night and started a new game today. gonna try and make it through this bitch without losing anyone. Definitely makes a difference now that i actually know how to play

Not sure how i feel about the fact it really doesnt matter how many characters you go through or how much you level them up, you'll always have some scrub you can beat the game with.
Posted by RTR America
Memphis, TN
Member since Aug 2012
39600 posts
Posted on 6/15/13 at 10:27 pm to
quote:

Not sure how i feel about the fact it really doesnt matter how many characters you go through or how much you level them up, you'll always have some scrub you can beat the game with.


This is why I can't wait for the new updates. They are talking about expanding the map and adding different missions.

They are still working on trying to get their game allowed in other countries right now, but their sales are already through the roof.
Posted by RTR America
Memphis, TN
Member since Aug 2012
39600 posts
Posted on 6/15/13 at 10:34 pm to
TU2 patch notes:

LINK

quote:

U2 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.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/15/13 at 11:12 pm to
This time around I want to explore across the river a bit more. I really didn't touch it unless I went on a mission. Has anyone found a better site than the warehouse?
Posted by RTR America
Memphis, TN
Member since Aug 2012
39600 posts
Posted on 6/15/13 at 11:31 pm to
quote:

This time around I want to explore across the river a bit more. I really didn't touch it unless I went on a mission. Has anyone found a better site than the warehouse?



My friend told me he moved to the fairgrounds over there from the warehouse and extremely regretted it.

I think I may check it out now that I have beaten the game.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/15/13 at 11:32 pm to
Did anybody try the McReady farm?


Taken from GameFaqs message board:

quote:

So when is undead labs going to send me my check for beta testing it's game?


quote:

so what was Maya doing camping? with 2 Guys?


This post was edited on 6/15/13 at 11:36 pm
Posted by SaintLSUnAtl
THE REAL MJ
Member since Jan 2007
22193 posts
Posted on 6/16/13 at 8:20 am to
When does the first patch come out? I'm done for now.

Last thing I did was built a fleet of about 10 cars. I log back in. 2 cars. Wtf.
Posted by RTR America
Memphis, TN
Member since Aug 2012
39600 posts
Posted on 6/16/13 at 8:26 am to
quote:

When does the first patch come out? I'm done for now.

Last thing I did was built a fleet of about 10 cars. I log back in. 2 cars. Wtf.


That is strange. I have never had any of my cars move.

They sent it in for MS certification about 2 or 3 days ago, so it should be out some time this week.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/16/13 at 9:26 am to
I received one update the other day. Infestations and guard towers are working correctly for me now. Your home has a limited number of spaces btw.
Posted by sbr2
Member since Apr 2011
15425 posts
Posted on 6/16/13 at 9:31 am to
quote:

My friend told me he moved to the fairgrounds over there from the warehouse and extremely regretted it.


I thought about moving from truck stop to fairgrounds but decided against it. Seemed to be more zombies there and less resources than the city. I think building up the church by draining the surrounding areas and then moving to the truck stop is the way to go.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/16/13 at 9:38 am to
Everything I have read on message boards supports that as well. I won't be advancing the game faster than I have to on my second go around.
Posted by sbr2
Member since Apr 2011
15425 posts
Posted on 6/16/13 at 9:43 am to
The only positive to the fairgrounds is proximity to military caches, but you can get ammo just about anywhere.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/16/13 at 9:46 am to
I never had any problems with resources other than construction materials. Once you get everything built and your outposts set up you have very little worry about in that regard.
Posted by SaintLSUnAtl
THE REAL MJ
Member since Jan 2007
22193 posts
Posted on 6/16/13 at 10:24 am to
I must have been drunk. They just moved my cars back to the repair spots instead of across the street where I had them. I moved them back, them got some beat up cars and parked them in the repair spaces. Have about 10-12 now.

I keep talking trash but I can't quit playing this pos
Posted by WestlakeTiger
San Antonio, Tejas
Member since Feb 2012
9502 posts
Posted on 6/16/13 at 11:11 am to
I haven't played in four days. I'm sure my people are all dead haha.
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/16/13 at 11:21 am to
I'm still addicted. After this play through I should be good. God help me if they make this co-op.
Posted by DrunkPachyderm
Member since Apr 2009
770 posts
Posted on 6/17/13 at 3:57 am to
anyone know if you can drop rucksacks somewhere will it stay there forever? I was wondering if for certain resources that I have plenty of if it can just start a pile of rucksacks somewhere for keeping, and then I can just drive there and grab a bag of whatever resource I need when I need it?
Posted by SaintLSUnAtl
THE REAL MJ
Member since Jan 2007
22193 posts
Posted on 6/17/13 at 4:42 am to
I still have rucksacks laying around by the church town. I can't verify that it stays there forever but I haven't had one disappear yet
Posted by jmarto1
Houma, LA/ Las Vegas, NV
Member since Mar 2008
38843 posts
Posted on 6/17/13 at 7:11 am to
They stay there for a long while at least.
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