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[State of Decay 2] Coming soon: "Forever" Communities?

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    DusdaDusda is ashamed of this post SLC, UTRegistered User regular
    edited June 2018
    The safe zones in general seem pretty ineffective. I've found that if you stand anywhere long enough, you'll be attacked. I've been on the third floor in my base tooling around in menus and listened as zombies gradually make their way through several layers of doors, past a watchtower, other survivors, and up two flights of stairs just to punch me.

    I think the zombie flocking/pathing always gradually resolves to your current position, and the mechanics at play in defending your base just aren't reliable enough to mask the behavior.

    Dusda on
    and this sig. and this twitch stream.
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    tastydonutstastydonuts Registered User regular
    Right. They're not actually safe zones so much as "secure areas."

    The first State of the Decay had near-zero spawn rate safe zones (and anti-horde mines) and it pretty much made it so all you had to do was put outposts around your base and the only time you'd even see a zombie was if you went halfway across the map and/or had some event that required you to kill a zombie. It's good that they moved away from that, imo.

    Depending on the base, sometimes your survivors will pick up on the stray roamer that gets in before it gets to you... other times... not so much.

    “I used to draw, hard to admit that I used to draw...”
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    NosfNosf Registered User regular
    I haven't played for a few weeks but IIRC my dumbass followers would leave doors open at times and zombies would just stroll in. I mean, it's a fun game but what the fuck where they doing with all this development time? There's barely anything new to the game. I should be able to place my own walls and such and really modify bases - not this shitty "here's your preset base with x # of spaces that you can't increase." Hopefully now that they're bought they have the funds and the staff to crank out a much better version.

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    tastydonutstastydonuts Registered User regular
    edited June 2018
    Nosf wrote: »
    I haven't played for a few weeks but IIRC my dumbass followers would leave doors open at times and zombies would just stroll in. I mean, it's a fun game but what the fuck where they doing with all this development time? There's barely anything new to the game. I should be able to place my own walls and such and really modify bases - not this shitty "here's your preset base with x # of spaces that you can't increase." Hopefully now that they're bought they have the funds and the staff to crank out a much better version.

    Doors being open/closed was partially a product of a evidently low-priority bug where the states of the doors wouldn't match their visual if they weren't changed by you directly or simply got far enough way for them to "reset." They weren't actually open, if you were running you could actually burst through them. This was stated to be fixed as of patch or two ago. Zombies get in either by climbing over the walls in designated weak spots if you don't block them with cars long before they walk through a door too. In the worst case/larger bases it's even possible for them to randomly spawn (usually off camera).

    Placing your own walls, etc was never really part of the State of Decay experience. If you were looking for that in this game, you were mistaken. They don't want to do this at all... I can't find official quotes to this effect atm, but they even removed the ability to board up windows. I would be pretty surprised if they started to move in that direction.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    Sadly the game is lake wide and ankle deep. Can't wait to see the third game.

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    jefe414jefe414 "My Other Drill Hole is a Teleporter" Mechagodzilla is Best GodzillaRegistered User regular
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    edited June 2018
    "Revolutionary war zombies"?

    No. No thanks. Goddammit.

    Between that and the ridiculous DLC content, it sounds like they are taking the game from a serious zombie survival game to slapstick nonsense. /sigh/

    Pixelated Pixie on
    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    tastydonutstastydonuts Registered User regular
    "Revolutionary war zombies"?

    No. No thanks. Goddammit.

    Between that and the ridiculous DLC content, it sounds like they are taking the game from a serious zombie survival game to slapstick nonsense. /sigh/

    I think this is the first survival game to ever do Independence Day themed content!

    Looks like they put in some stuff for the "This game is too easy" meta rider club too:
    Weapon Changes:
    • B50FG weight has been increased to 28.5 (up from 12 lbs).
    • Model 99-50 Magazine now holds 3 rounds (down from 5).
    • M9950 Timberwolf Magazine now holds 4 rounds (down from 7).
    • B50FG Magazine now holds 5 rounds (down from 12).
    • A .50 cal weapon can no longer take down a plague heart without at least one reload, or other tools being brought to bear against it. Without using other tools, it now takes 6 shots from a .50 cal weapon to take down a plague heart (up from 3).
    • Other drum-mag weapons which erroneously had no additional weight for their drum-magazines have had their weight increased (SOCOM II and RTX Hordebreaker, Operator’s M4A1, DEVGRU X12 Infiltrator, and RTX Stormbringer).

    Gameplay
    • Ferals and juggernauts now have the ability to kill NPCs with their special attacks.
    • Juggernaut “execution attack” can now correctly kill survivors that have a ton of different max health buffs simultaneously applied.
      ...
    • Players can no longer initiate a stealth takedown on aggroed zombies.
    • Bandaging action is now interruptable by melee attacks.

    Though...
    • Dead bodies no longer accumulate forever during long play sessions.

    Kind of makes me sad.

    “I used to draw, hard to admit that I used to draw...”
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    jefe414 wrote: »

    So maybe it's just me, but I can't get the motion toggle to stick. I have to turn it off every time I load up the game. Anyone else run into this?

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    tastydonutstastydonuts Registered User regular
    edited June 2018
    Some quick notes on the DLC weapons. The first time you use them they are free, subsequent calls seem to cost 1000 influence. You probably get all 4 weapons and ammo with each drop? IDK. The weapon drop has a cooldown of about 180 minutes. You may be able to craft ammo for them between drops? IDK that either yet. Have to see.

    The melee weapons are as follows:

    The Freedom Ringer (Blunt weapon, weighs 4) - It's an Americana bat. Not much else to be said.

    Grillmeister (Slashing weapon, weighs 2, has a bit better durability than other 2 weight slashing weapons I think). Fast and easy to use. I have to put it on a slashing specialist to see how effective it truly is.

    BBQ Fork - A new CQC weapon. Automatic <3 from me.

    The ranged weapons are as follows:

    Pyro Launcher (40 Capacity, weighs 12) - Fires a salvo of 20 rockets that pretty much AoE an area. I cleared a 3 screamer, 10 zombie infestation with it after firecracking them closer together. Kind of like a molotov that attracts zombies where you point it? IDK.

    Starshank Launcher (2 Capacity, weighs 8) - Fires a single rocket that sticks into a zombie and makes noise to attract other zombies until it explodes. Explosion is strong enough to take out a screamer, moderate range. You can also fire it at walls or w/e to divert zombies attention. A center mass shot can KO a zombie outright pre-explosion.

    They're pretty fun weapons, imo... a little Dead Rising for sure... but not over the top.

    Lastly, there's a bug with gunslinger where it won't work if you have ranks in it. they are aware and working on a fix.

    edit: I don't have any issues with motion blur so I haven't touched that option, just noticed your post.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    jefe414jefe414 "My Other Drill Hole is a Teleporter" Mechagodzilla is Best GodzillaRegistered User regular
    later tonight I'll check and see what happens when I change the motion blur setting, quit, and reload.

    Xbox Live: Jefe414
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    tastydonutstastydonuts Registered User regular
    There's post-patch issue threads on the reddit too, but none have mentioned that particular issue. Also a fair bit of whining about them fixing some Warlord exploit?

    Are you playing on PC or console, Pixie?

    “I used to draw, hard to admit that I used to draw...”
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    There's post-patch issue threads on the reddit too, but none have mentioned that particular issue. Also a fair bit of whining about them fixing some Warlord exploit?

    Are you playing on PC or console, Pixie?

    PC.

    I'll have to test this evening and see if changing any other settings also fail to stick, or if it's just that one.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    tastydonutstastydonuts Registered User regular
    Poked around with the motion blur setting some more on console and it seems to stick. Still haven't seen any additional posts about motion blur setting issues yet.

    --


    Some of the new quests (or new to me as I hadn't seen them before) are pretty interesting too. When I hopped on a Warlord survivor (that wasn't a leader)...
    She got a message from a hostile enclave asking for help. Unfortunately, bloater in a doorway helped kill them before I could rescue.

    While hunting infestations, she decided that another hostile enclave threatened us enough and then got a mission to kill them. i don't know if you can make them leave, or if there's a "we'll go variant" as the objective became "Kill all members" after I arrived. After killing them all (w/o a single "wish I could avoid this" response), she closes the mission out by saying "Sucks to be you," and then I forgot what her thought bubble said but it was the first time I had a survivor be pretty into killing humans. I'm guessing that's a taste of the Warlord leader legacy?

    “I used to draw, hard to admit that I used to draw...”
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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    This game way have the whiniest group of players I've seen. Not as in calling people with legit complains whiny, just whiny about every facet because the game doesn't fit their personal zombie game experience. Some say it's too easy, for some it's too hard, some people want it to be a survival sim (even though devs have said from day 1 that isn't what they wan't) and etc. I'm not talking about you guys at all, it's just kinda mind blowing and I've stopped visiting the other forum for it.

    As far as the patch goes, so glad there's more meta missions and etc, that's one thing the game needed direly. The new weapons aren't slapstick enough to be too over the top (and the game has had a silly-ish tone from day, it kind of straddles the fence). And, guess what? They're fun. They're fun to use.

    The polishing they've done and new animations are noticeable, even though I run on a high end system. Definitely appreciate that.

    Overall, and most importantly, the game feels a good bit more "smooth" now. Not perfect, but animations and physics and etc, even when it comes to driving are a lot better after this patch.

    Are you the magic man?
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    tastydonutstastydonuts Registered User regular
    Yeah, I don't know what is going on with people and this game. Some of the whining is just off the wall, especially given it's not even a $60 game. I suppose we can argue that they are just very "passionate" fans in that weird way that passion manifests itself as toxicity these days? IDK...


    Also, the 2.0 patch was released with a bug that they are aware of and working out a fix for: once you get stars in your gun-slinging skill (or you have a survivor with stars in it), the snap ability doesn't trigger. There is also an issue with calling in supplies occasionally not spawning the extra supplies at one of the markers.

    “I used to draw, hard to admit that I used to draw...”
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    VicVic Registered User regular
    Sadly the game is lake wide and ankle deep. Can't wait to see the third game.

    This is unfortunately my feeling as well. I felt like I'd seen pretty much all this game had to offer within the first 5 hours, and that impression has changed little since. I got my money's worth of it, so I'm hardly complaining, but it's always a bit sad to leave a game not because you felt like you were done, but because the game has gotten so repetitive it can't keep your interest anymore.

    I'm still open to DLC though. It'd be cool to see some kind of end-game challenge, like a fourth extra dangerous map you can only move into from one of the starting ones. It'd also be really cool to see some kind of instance/dungeon system, challenging side areas you can go into alone or with a friend to find rare loot, giving you more reasons to stock up on the most powerful weapons and consumables.

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    tastydonutstastydonuts Registered User regular
    What limited info there is about the Daybreak DLC suggests that you play out a situation similar to what you've described:
    ... After wiping out the blood plague and celebrating your legacy with this festive pack, get ready for completely separate shenanigans in the upcoming Daybreak Pack this September. That all-new content lets you take the fight to the zombies, featuring an exciting new mode where you play as a well-equipped Red Talon soldier. You’ll work to complete a challenging objective while protecting your fortified position against waves of zombies and freaks to earn new rewards and weapons. The Daybreak Pack is also included in State of Decay 2’s Ultimate Edition.

    I imagine that rewards unlocked in the Daybreak DLC would be available as radio drops in your community, or something like that.

    Also, I think that the tone that the State of Decay 2 is shooting for is similar to that of Z Nation's, whereas the first one seemed to hit more on the tonal range of The Walking Dead series.

    (Source)


    “I used to draw, hard to admit that I used to draw...”
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    HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    I can definitely understand the perspective of this game being repetitious as there's not a ton of story-filled meat to be had, but I honestly prefer it for this game. Anything more story-driven would lead to a pretty linear experience and I think there are more than enough of those at the moment, even within the zombie apocalypse sub-genre. I'm on my seventh playthrough at the moment and I keep finding reasons to finish and start a new community, so I'm really enjoying this so far. It's got its share of flaws for sure, between the bugs and questionable design choices but the former is being slowly addressed with each patch and the latter will hopefully be addressed in an expansion or sequel. This is the Walking Dead experience I was hoping to see, just without some of the more ridiculous bits from the comics. Here's hoping MS's blank check to Undead Labs gives them the resources they need to really make this game what it could be.

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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    State of Decay 1 (with the Breakdown DLC) was easily my favorite zombie game ever, and even quite high on my favorites "in general" list. I just can't seem to pinpoint why SoD2 doesn't seem to click for me the same way, but it has really bummed me out.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    It's been a while since I played the original SoD (and I don't think I played any of the DLC for it), but as much as I enjoyed that game my biggest complaint was that it was such a time-constrained, limited experience. UL addressed that with SoD 2 and that may be what turns so many away from it, because it's a much easier game in the sense that resources are easier to come by and communities can be maintained indefinitely. Everything apart from that seems to just be a fresher coat a paint and minor tweaks, but man they could really do so much more with the game. This thing could be a triple-A title pretty easily in my opinion.

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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    edited July 2018
    The first was also one of my favorites and, after some community breaking bugs were address, SoD2 is right up there with it. I think in some cases it might just be the person. Sometimes our tastes change a bit between releases and we don't realize.

    I tthink that's what happened to me between Dawn of War 2 and 3. Actually, that may have been Relic's fault (definitely Relic's fault).

    Also, I'm assuming this weapon is new to the DLC, or I had just never found it... but basically a bike gear attached to a stick. Not "silly" but not utilitarian by any means, but one could see how it would be effective as a cobbled together weapon (on that note, bicycles in this game would be fun).

    Frei on
    Are you the magic man?
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    tastydonutstastydonuts Registered User regular
    edited July 2018
    Bike gear "axe" is a rare weapon in the base game.

    edit: something very similar is used in Z Nation.

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    Frei wrote: »
    The first was also one of my favorites and, after some community breaking bugs were address, SoD2 is right up there with it. I think in some cases it might just be the person. Sometimes our tastes change a bit between releases and we don't realize.

    I tthink that's what happened to me between Dawn of War 2 and 3. Actually, that may have been Relic's fault (definitely Relic's fault).

    Also, I'm assuming this weapon is new to the DLC, or I had just never found it... but basically a bike gear attached to a stick. Not "sily" but not utilitarian by any means, but one could see how it would be effective as a cobbled together weapon (on that note, bicycles in this game would be fun).

    No, DoW 3 was a MAJOR step backwards.

    SoD 2 is a few step forwards and now that UL has Microsoft funding behind them I'm really forward to SoD3 (Though, lets see how long until Microsoft decides that it rather not have any exclusive on its console again).

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    tastydonutstastydonuts Registered User regular
    edited July 2018
    The patch to address the patch has been released. Should address some issues you may or may not have encountered. Details below:
    Patch 2.1 Highlights
    • The “Purchase” DLC button on Main Menu now works properly for players with new profiles who don’t own any DLC.
    • The mission “Builder: Make Your Own Gear” can now be completed if the player has a built-in Machine Shop at their base.
    • Characters on the Community screen now re-orient correctly when changes are made to the community.
    • Newly selected leaders are now positioned correctly on the Community screen.
    • Fixed an issue where sometimes newly recruited community members would overlap or be standing too close to others on the Community screen.
    • Characters now properly gain experience in their close combat specialization when fighting with their close combat weapon.
    • Characters who have earned at least 1 star in their Gunslinging specialization are now able to snap-aim with the [ A ] button as expected.
    • The in-game Independence Pack purchase confirmation banner no longer eagerly pops up with every player session.
    • Fixed several missions that occasionally couldn’t be completed due to missing items (such as Lost and Found: Search for the Mace, Eagle Eye: Sniper’s Stash, and the various resource-scavenging Radio Menu missions). These missions should now properly place the necessary items in the world.



    Link

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    edited July 2018
    @Casually Hardcore yeah I agree with you completely, I just worded it weirdly while making a joke at Relic's expense. I think SoE2 is a definite step forward and they really listened to nearly every big fan opinion I can think of. I was amazed in the first place that they made SoD with so little funding (not THAT blown away, but still) and I' m super glad they're going to have plenty more funding as they continue to develop SoD3 and then other games down the line. Also, I'm still pissed about DoW3.

    @tastydonuts Oh wow, I just assumed it was DLC since I hadn't seen it in like, 2 and a half playthroughs, maybe. It's fun to use and shreds pretty easily.

    edit: got a chance to play with the Burninator and it's really good. Such an enormous fuel hog like you think i'd be, but "truck the blasts jets of flame out the side of it" would be one of my number one impractical things to want in the case of a zombie apocalypse. If you're playing conservatively you can just tap the flamethrower and still get results, and do a donut or two and tap on each pass to set everything on fire. Less fuel used and pretty much on vehicle damage taken which is nice when you're in the stage of the game where you have to worry about every supply.

    Frei on
    Are you the magic man?
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    I started a new game a few days ago with 3 total randos (then went in and customized their outfits and names because hey, that stuff matters! :lol: ), hoping that maybe a fresh start would help the game click for me this time. It's still a great game and I love almost everything they've done with it. But... it's still just way too easy. There's never any threat or risk of death unless you just do something really unwise or have an extraordinary bit of bad luck. The only way to make it challenging is with intentional self-gimping such as "no cars" or "never take a companion" or the like. So I think I might park it until they add difficulty options or something. Or not... who knows... I might take it for another spin in 3 days because that's how I do things. :lol:

    That said, driving around in a pick-up truck with a plow on the front and running down hordes of zombies never really gets old...

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    FreiFrei A French Prometheus Unbound DeadwoodRegistered User regular
    I made the game harder for myself by never realized there was a grenade in my quick use slot and not a bag of chips. Grenades are hard to dodge at night.

    Are you the magic man?
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Oops! :lol:

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    SyngyneSyngyne Registered User regular
    I started a new game a few days ago with 3 total randos (then went in and customized their outfits and names because hey, that stuff matters! :lol: ), hoping that maybe a fresh start would help the game click for me this time. It's still a great game and I love almost everything they've done with it. But... it's still just way too easy. There's never any threat or risk of death unless you just do something really unwise or have an extraordinary bit of bad luck. The only way to make it challenging is with intentional self-gimping such as "no cars" or "never take a companion" or the like. So I think I might park it until they add difficulty options or something. Or not... who knows... I might take it for another spin in 3 days because that's how I do things. :lol:

    That said, driving around in a pick-up truck with a plow on the front and running down hordes of zombies never really gets old...

    Have you tried moving maps a couple of times? The zombie density seems to increase each time you move.

    5gsowHm.png
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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Syngyne wrote: »
    I started a new game a few days ago with 3 total randos (then went in and customized their outfits and names because hey, that stuff matters! :lol: ), hoping that maybe a fresh start would help the game click for me this time. It's still a great game and I love almost everything they've done with it. But... it's still just way too easy. There's never any threat or risk of death unless you just do something really unwise or have an extraordinary bit of bad luck. The only way to make it challenging is with intentional self-gimping such as "no cars" or "never take a companion" or the like. So I think I might park it until they add difficulty options or something. Or not... who knows... I might take it for another spin in 3 days because that's how I do things. :lol:

    That said, driving around in a pick-up truck with a plow on the front and running down hordes of zombies never really gets old...

    Have you tried moving maps a couple of times? The zombie density seems to increase each time you move.

    I haven't, actually. I thought I'd read that this was debunked? Was I misinformed? Wouldn't surprise me. >.>

    If that's the case, I'll give it a shot and see what happens!

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    SyngyneSyngyne Registered User regular
    Syngyne wrote: »
    I started a new game a few days ago with 3 total randos (then went in and customized their outfits and names because hey, that stuff matters! :lol: ), hoping that maybe a fresh start would help the game click for me this time. It's still a great game and I love almost everything they've done with it. But... it's still just way too easy. There's never any threat or risk of death unless you just do something really unwise or have an extraordinary bit of bad luck. The only way to make it challenging is with intentional self-gimping such as "no cars" or "never take a companion" or the like. So I think I might park it until they add difficulty options or something. Or not... who knows... I might take it for another spin in 3 days because that's how I do things. :lol:

    That said, driving around in a pick-up truck with a plow on the front and running down hordes of zombies never really gets old...

    Have you tried moving maps a couple of times? The zombie density seems to increase each time you move.

    I haven't, actually. I thought I'd read that this was debunked? Was I misinformed? Wouldn't surprise me. >.>

    If that's the case, I'll give it a shot and see what happens!

    I’ve switched maps twice and noticed a definite increase in zombies. It may have to do with number of days or number of plague hearts I’ve killed, though.

    5gsowHm.png
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    Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Does switching maps reset the number of plague hearts, or you 'keep' the ones you've already destroyed?

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
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    Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    I wish there's less zombies smacking the door two times and beelining straight to the character im using, 3 floors up, while my entire community does nothing. Sometimes I just want to do things I'm menu in peace.

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    SyngyneSyngyne Registered User regular
    Does switching maps reset the number of plague hearts, or you 'keep' the ones you've already destroyed?

    It resets. If you clear out some or all of the plague hearts before moving, all of them will be back on the new map.

    5gsowHm.png
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    tastydonutstastydonuts Registered User regular
    BTW: When it comes to fuel consumption, for some cars (Vandido especially) you can get a little bit more mileage if you don't gun the throttle (full depression on a trigger). Not really sure how it factors in on PC/KBAM because I guess you're just pressing a key to go forward or backward, but on the controller it helps.

    “I used to draw, hard to admit that I used to draw...”
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    tastydonutstastydonuts Registered User regular
    Kind of in a weird place with this game. I play it less and less, not because it's boring to me but because I know the more I play it the closer I will get to ending a community.

    WTB: Infinite mode w/o having to travel from map to map and w/o some kind of difficulty scaling. I just want to survive forever, man.

    “I used to draw, hard to admit that I used to draw...”
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    HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    I'm having the opposite experience, honestly. I really find myself enjoying the randomness of starting new communities so I have been running through the story, finishing that community and starting a new one every time. I really lucked out on this last one and pulled three starters, two with fishing, one with lichenology and all three with +2 beds as their hero trait. Pretty much instant self-sustaining community when I got my next survivor who had the utilities skill. Still haven't managed to come across a decently-skilled person in a skull hoodie yet, though.

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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Halfmex wrote: »
    I'm having the opposite experience, honestly. I really find myself enjoying the randomness of starting new communities so I have been running through the story, finishing that community and starting a new one every time. I really lucked out on this last one and pulled three starters, two with fishing, one with lichenology and all three with +2 beds as their hero trait. Pretty much instant self-sustaining community when I got my next survivor who had the utilities skill. Still haven't managed to come across a decently-skilled person in a skull hoodie yet, though.

    If you're on PC, you can change the look of your survivors with the save editor tool. Have all the skull and animal hoodies your heart can handle! :D

    (I may or may not have used said tool to make sure all my characters are in varying degrees of pink clothing...)

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    tastydonutstastydonuts Registered User regular
    Halfmex wrote: »
    I'm having the opposite experience, honestly. I really find myself enjoying the randomness of starting new communities so I have been running through the story, finishing that community and starting a new one every time. I really lucked out on this last one and pulled three starters, two with fishing, one with lichenology and all three with +2 beds as their hero trait. Pretty much instant self-sustaining community when I got my next survivor who had the utilities skill. Still haven't managed to come across a decently-skilled person in a skull hoodie yet, though.

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    But roots!

    “I used to draw, hard to admit that I used to draw...”
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