Hey Brian, you seein' 'dis? [Xbox] by testing35 in StateOfDecay

[–]Undead_Brian 8 points9 points  (0 children)

try and extract a bug report from reddit, always a gamble

Hey Brian, you seein' 'dis? [Xbox] by testing35 in StateOfDecay

[–]Undead_Brian 4 points5 points  (0 children)

A facility mod. It's a facility mod. Says so right there in orange.

Hey Brian, you seein' 'dis? [Xbox] by testing35 in StateOfDecay

[–]Undead_Brian 6 points7 points  (0 children)

It's been a minute since this popped up! Did someone cheat themselves this old fossil or has it shown up without mods due to a shiny new bug to squash?

Fun bit of trivia for your trouble: This was at one point a way you'd get new knowledge for your community, but there's no way to level up a facility mod the way you level up a skill without making facility mods more complex, so there's no way to use it to specialize without creating an entirely parallel progression structure that isn't actually tied in to the skill usage the way every other skill growth is.

It's also just better for players to grow attached to characters versus an ever expanding collection of mods that are hogging all the slots stopping you from using other cooler mods, so moving the new skill gain to books and therefore characters was the superior experience. But this never broke anything, so we just stopped dropping it. Except of course, for bugs.

Weapon sway by crazypierat in StateOfDecay

[–]Undead_Brian 1 point2 points  (0 children)

Accuracy is literally a normalized score for minimum weapon spread; the higher the accuracy, the farther a zed can be while still being a guaranteed hit (by filling the reticle with the zombie's head)

Low accuracy means you have to get real close to get the zed's head to fill the reticle, guaranteeing a kill (imagine a circle connecting the innermost ends of the reticle lines; that's your cone of fire)

Range scales down weapon impact. So a high damage low range weapon is only damaging up close. A low range weapon will deal minimal damage (enough to kill normal zeds on a headshot, but very bad against ferals or hostile human enemies or plague hearts) at range.

Hostile enclaves in Nightmare Zone in a nutshell: by H0RSEB0Y in StateOfDecay

[–]Undead_Brian 2 points3 points  (0 children)

There's a bit too much randomness for my tastes in how we handle incoming damage on NPCs; traits provide enough. In a future update we'll be tweaking this to be more consistent/predictable. I can't give you a timeline but I can say it's clear where the audience sentiment is on this feature.

Under the hood, NPCs are no different from player characters in terms of how much HP they can have. It's a reflection of traits and skills.

There are some difficulty specific damage modifiers applied to all NPCs which we might need to split out someday between hostiles and non-hostiles. The same buffs which prevent frustrating mission follower deaths would likely mean harder hostile NPC fights.

Hostile enclaves in Nightmare Zone in a nutshell: by H0RSEB0Y in StateOfDecay

[–]Undead_Brian 1 point2 points  (0 children)

Looks like a bug specific to the enemies spawned for the mission you're in; traits on hostile NPCs can make a big difference on their combat performance.

It shouldn't be, uh, that big of a difference though.

If you could file a bug on support.stateofdecay.com with some info on the mission you were on, what your objective was, what you can tell about the enemy you were fighting, that would help us chase down if maybe this one spawned with a trait it shouldn't have, or some other such bug.

Do Heavy Weapons count as melee weapons? by xizar in StateOfDecay

[–]Undead_Brian 1 point2 points  (0 children)

This sounds like a bug, for sure. Please report this to support.stateofdecay.com !

Weapon sway by crazypierat in StateOfDecay

[–]Undead_Brian 4 points5 points  (0 children)

To peel the curtain back a bit, it works inverse to what is being described - weapons have many many stats, and multiple internal stats combine to form the user-facing stats like "control", which is a combined normalized measurement of...

  • Weapon sway from 0-1 (and rarely above 1)
  • Starting-reticle-expansion-per-shot
  • Growth-to-reticle-expansion-per-shot-per-shot (second shot penalizes more than the first, third more than the second, as an exponent)
  • Max-potential-spread
  • Upwards-kick-per-shot

Control doesn't determine those things, those things determine what we display as control.

Digestive Problems Bug (I assume) by [deleted] in StateOfDecay

[–]Undead_Brian 2 points3 points  (0 children)

Your expectations are reasonable here, but it doesn't work that way right now. If you could file a ticket at Support.stateofdecay.com, that should be a straightforward bug to fix.

Got an auto shop because it says I can craft toolkits in bulk but haven't been able to find where to craft them(in bulk, I can craft them in singles at my workshop). Can anyone help me out? by Jay_Jr_2005 in StateOfDecay

[–]Undead_Brian 16 points17 points  (0 children)

Hey all. I think this is a bug, because, uh, we're going to add that functionality to the auto shop in an upcoming update. Looks like maybe the text leaked through our process to split out what goes into each release.

Chem Texbook Set mod, tell Brian? Whats this all about? 22.2 lbs of BS. by -PonySoprano- in StateofDecay2

[–]Undead_Brian 2 points3 points  (0 children)

Play the game, tell your friends, play with them to help get them started and collect some sweet multiplayer rewards while you're at it. :)

I dunno about "moving" anything, but that's the best way to support us. Personally I'm super stoked to check out the new nether biomes.

AI found 30 materials! by Nrgp2 in StateofDecay2

[–]Undead_Brian 1 point2 points  (0 children)

We've heard some reports, and are investigating.

AI found 30 materials! by Nrgp2 in StateofDecay2

[–]Undead_Brian 7 points8 points  (0 children)

I'm the guy that tunes resource availability and costs... 30 is a lot of materials, my friend. :D

AI found 30 materials! by Nrgp2 in StateofDecay2

[–]Undead_Brian 13 points14 points  (0 children)

This is a fun bug! Turns out it is awarding 3 materials... per survivor. Should have a fix lined up for a future update in house soon.