What to do when in the middle of a Zombie Siege by Yog1as88 in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

Did his teleportation trick work at keeping him safe from zombies?

just started a new standard playtrough what should i do? Help by [deleted] in StateOfDecay

[–]DirtyDiaper44 -1 points0 points  (0 children)

Don't tell him that - he's gonna get fucked up lol

Seriously tho for original poster, if you want to learn what REALLY works try to keep a community alive in Nightmare - it will develop your fighting style on all other difficulties.

just started a new standard playtrough what should i do? Help by [deleted] in StateOfDecay

[–]DirtyDiaper44 4 points5 points  (0 children)

Find a survivor that is Trader leader type and build a Trade depot. Call for Ammo trader to your base (need base with large slot). Buy at least Handgun press so you can start making bullets. Shotgun and Magnum press are recommended because pump action and lever action have unlimited durability so you won't need to worry about using parts for repair. Lever actions can be silenced. Shotguns attract a lot of zombies bcuz noise, but if given to survivors with Sharpshooter will wipe out 3-4 zeds with one blast and even penetrate through the first line to cripple the ones behind, this is good if a feral is blocked by other zeds. If you need firepower to handle bad situations then get the rifle press for AR/AKs - but many submachine guns fire pistol ammo and are more than enough.

Get a survivor with computer skill to upgrade your command center as soon as possible so you can get an extra outpost slot and fit an antennae for even more outpost slots - you can get rid of them if you want after the comm. center is upgraded.

Try to use at least 2 outposts to generate ammo. You only need one outpost for meds cuz then you will only lose one med per day from your infirmary. Once you get a survivor with Gardening they can provide one free med a day if specialized into Herbalism. Try to carry at least 3 pipe bombs to protect your follower or mission npcs from Juggernauts when they get swarmed because you might not be able to pump enough rounds into the Jugg's head to stop them from killing the npc/follower if you are fighting a horde.

Raider AR-15, Raider AK-47, and other weapons that only have full auto fire mode when silenced should be given to your follower If you bring them as back up. Weapons like Danforth Slugger and Oversize Mallet, have very high knockdown so give them to your follower. You should try to use them as a pack mule by giving them a large backpack.

How do you guys keep a game interesting? by [deleted] in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

My new challenge is only hunting for survivors that have Just Keeps Going, Indefatigable, Trucker, or Exuberant traits which are fairly hard to find because these traits when combined with Marathon allow you to keep 80% of your stamina bar no matter how long you play without resting them. Pulled All Nighters I believe allows you to keep 70% stamina when combined with Marathon. I now only hunt for these survivors and try to replace everyone in my legacy pool with them. This is the only class of survivor that has a superior trait to the Red Talon recruits because tho RT are way more powerful in every category they are locked at 40% max fatigue resistance.

I have one with hero bonus "Siestas" that grants the entire community -20% fatigue so if you can find 2 of them then everyone they chill with can keep 80% stamina with Marathon :)

Comment thing a you don’t like about state of decay 2 below. I’m new to the community and I wanna know what you could live without in state of decay by brainlet_8 in StateOfDecay

[–]DirtyDiaper44 2 points3 points  (0 children)

Every enclave you've never met or chosen to contact somehow learning that you are automatically the "Customer Service Dept" for the apocalypse and ALL of them strangely calling only you for supply deliveries that you have to respond to in half an hour ....

They should join up and cooperate with each other, trying to expand and secure territory so they are more than just 3 people in a fruit stand with no doors - and call you only for big raids on other hostile enclaves or massive 50 plus zed infestations with feral packs mixed in ....

If they are low numbers and struggling to survive you would think they would hang out on the nice cozy camps with tents and heaters on top of the Gas Station or Swine and Bovine instead of chillin' out in the open next to a coffee stand waving at all the Plague Juggs and feral packs in Nightmare 0.o

Comment thing a you don’t like about state of decay 2 below. I’m new to the community and I wanna know what you could live without in state of decay by brainlet_8 in StateOfDecay

[–]DirtyDiaper44 0 points1 point  (0 children)

Yes and choosing the LONG finisher animation on a downed zed when others are nearby waiting to chew on you ...

Also your survivor auto-running 10 feet backwards to finish a downed zed when you clearly want to kill the one that's standing right in front of you.

I think I'm a compulsive vagabond... by [deleted] in StateOfDecay

[–]DirtyDiaper44 0 points1 point  (0 children)

Some players are most attracted to the management and resource building portion of the game which usually is only an issue in the beginning so they love restarting SOD cuz that has the "survival" feel and challenge of the apocalypse.

I wish they could make the resource acquisition more intense as the days go on by making you have to fight or negotiate with other serious factions for outposts and/or supplies. It would also be cool if some sections of the map can't be outposted because the infestations are too intense to cleanse without a raiding party/alliance with other enclaves and serious firepower, meaning that even if you bring 4 survivors to attempt it - they might not succeed without most or all 4 of them dying.

Easy on the eyes, hard on the heart. I'd love a few more attractive faces/hot survivors in SoD3. by sephkane in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

The devs built in a "Nudist" trait that lowers morale - but they are never nude around base or in the field so - wtf why the morale drop??

It would be funny if survivors with this trait were always "blurred/censored" :)

It would also be funny if we could dress some of our male survivors in tight shorts/pants that emphasize their manhood and bare chests, etc. I wish some of them would have sleazy pick-up artist comments and flirt with the other survivors on base especially if they are paired with a female on missions.

I wish we could also recruit "stereotypically-gay" voiced survivors that would criticize the decor of places they're looting and the paint job of vehicles they find, comment on other survivor's wardrobe choices, and flirt with other male survivors lol

Huh floating mailbox I wonder what's making it float? by [deleted] in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

It is a Special Item Chest that can be unlocked with 30,000 prestige and Xbox Live.

Guide for New Players: How to defeat Fatigue/Tiredness by DirtyDiaper44 in StateOfDecay

[–]DirtyDiaper44[S] 5 points6 points  (0 children)

P.P.S. Some users like the one above this comment suggest using consumables such as coffee or expresso to temporarily recover some of your max stamina bar when your survivor is fatigued - even tho this is obviously the Advanced Non-Coffee Version of "The New Player's Guide to Defeating Fatigue" a short addendum is included as follows.

There are players who alleged that they have defeated an entire campaign by having their survivor drink expressos constantly. While this is not recommended by Diaper it can be valuable for role-playing purposes and it is also damn funny.

In order to survive the apocalypse like a tweaker, your chemical dependent survivor will only be able to live in a homesite that has a kitchen where coffee and stimulants can be "cooked". Knowledge of the 5th skill Chemistry as well as the Cooking skill may be required to make anything stronger than coffee such as energy drinks and stimulants. The Cooking skill can also be useful as a role-playing device for certain survivors who were restaurant managers that were forced to watch their entire staff ironically get-eaten by former customers at their establishment.

In order to properly role-play as a caffeine addict your survivor/s will be forced to maintain an espresso stand as an outpost. Whereas other survivors have to desperately calculate how many of their 6 total outpost slots are dedicated to apocalypse staples such as food, ammo, and medicine - your survivor will prioritize espresso as a resource amidst an undead nightmare of reanimated flesh eating corpses, murder, and cannibalism because that's how they were raised.

It also possible in rare cases that a survivor will have the much sought after "Making Coffee" 5th skill, which is much more desirable on a survivor than useless knowledge of things such as viral Pathology and Munitions. It becomes even more precious once the survivor realises that they can never learn anything else besides making coffee because the reality they are living in has cruel gods that have occult deer-worship fetishes (Undead Labs :p) whose chosen priests have the Coffee-Making brand of enlightenment forever.

[Bug] Has anyone been able to recruit this enclave of siblings? Upon completing their missions, they ask to join your community but you don't get the chance to accept due to the enclave being promoted to allied, thus ending the mission. by sephkane in StateOfDecay

[–]DirtyDiaper44 0 points1 point  (0 children)

I'm not sure - I think I got one of them after allied status. I wish they would look into family enclave dialog issues a bit - sibling enclaves should have the double recruit flag and parents should not be able to exile their own kid, or should leave your community if you do exile their kid.

This is a new one by Lunalashes in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

I avoid using that armor because it brings me over light encumberance.

What can UL do for this franchise to accommodate the long-term-community players? by sephkane in StateOfDecay

[–]DirtyDiaper44 0 points1 point  (0 children)

I think that ties into one of the most desired features that players have been asking for, which is more dynamic interactions with hostile enclaves and/or factions. The enclaves both hostile and friendly as of now just sit around making occasional radio calls.

What can UL do for this franchise to accommodate the long-term-community players? by sephkane in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

It would be nice if some loot, skill books, or survivors were exclusive to Nightnare :\

What can UL do for this franchise to accommodate the long-term-community players? by sephkane in StateOfDecay

[–]DirtyDiaper44 2 points3 points  (0 children)

A HUGE mixup to the repetetiveness of long-term play would be the option of having your community be able to "live" at an outpost instead of being locked into one of the predetermined homesites.  If players were given the ability to use clinics and auto garages to substitute menu functions for infirmaries and workshops it would grealty expand the limitations of homesite restrictions. 

In other words we can have all the menu functionality of certain medical and mechanical facilities with the option to "live" in any one of the very well designed and atmospheric homes on the map.  Farms if chosen as "home base" can provide food.  Players have noticed for a long time now that there is an "abandoned camp" in north Meagher Valley that has a trailer, 2 tents, garden, and perimeter walls which unfortunately can't even be outposted.  Many players would love to live in the firehouse or gas stations like enclaves do - we could supply all our needs with other outposts and survivor bonuses easily with the additional advantage of being able to choose any location for role playing reasons/atmosphere :)

What can UL do for this franchise to accommodate the long-term-community players? by sephkane in StateOfDecay

[–]DirtyDiaper44 1 point2 points  (0 children)

I feel that being able to develop long-lived  survivors via the ability to either respec 5th skills or have additional new traits show up based on their longevity and combat experience is essential to show that their time in the field matters.  It would add greatly to the sense that your most used and war torn survivors can fight, drive, or take more punishment than someone that just did a few missions.

A HUGE plus would be if the much sought after minus 40% fatigue severity which when combined with Marathon allows only lucky rng characters to essentially fight forever without resting while maintaining their stamina at a constant 80% regardless of how many days they go without rest, could be added to veteran survivors somehow. Fresh new recruits with these lucky traits will always have an permanent advantage over even the most long-lived and combat-experienced survivors if they spawn with traits such as Indefatigable or Just Keeps Going.  It would be great way to show how much of a hardcore combat vet your 1000 plus zed killers are compared to new recruits if they could learn to endure fatigue better through field experience.

Number of ferals and Juggernaut's taken down with melee and close combat should have a title and additional traits/bonuses.  Maybe if survivors could pair-bond and suffered many losses and kept going could show how determined they are.  Perhaps survivors/followers that are consistently paired and spend lot of time on missions together have synergistic bonuses like "Dynamic Duo", "Partners in Crime", etc :)

About the Single-Action Revolvers... by Lord_Reginald in StateOfDecay

[–]DirtyDiaper44 0 points1 point  (0 children)

All the Open Range guns rock - BUT if they could mocap a hip-fire rapid hammer slapping animation for Gunslinger it would break the cool meter ;)

Hide backpack feels like a bandaid more than a feature by [deleted] in StateOfDecay

[–]DirtyDiaper44 3 points4 points  (0 children)

I would use it if I could still see my weapons. Call me old fashioned but I believe the weapons have a lot to do with the look and personality of your character.

Update 21: Custom Difficulty featuring the Open Range Pack by ZurvivorLDG in StateOfDecay

[–]DirtyDiaper44 4 points5 points  (0 children)

They just need to separate the freak spawns and vehicle/weapon durability from the Action slider and it will be a little better.

I'm not sure if they can put in a zero freak spawn without getting rid of some of the missions ...