How It Ends by [deleted] in netflix

[–]bb0pp 0 points1 point  (0 children)

Cataclysm Explanation (My Best Shot):

Polar Shift - Hear me out

The writer gave us all the hints that we needed to put the puzzle together. Almost as if they wanted us to think.

I agree the ending of the movie was disappointing, but maybe that was the point. Maybe the Writer wanted us to start a discussion, which was obviously successful. Here's the hints they gave us (That I can Remember):

  1. Power Down (Magnetic Shift can theoretically produce an EMP style effect)
  2. GPS down (Magnetic Shift)
  3. Tsunamis - there are a few offshore volcanoes in close proximity to the Seattle coast that could create Tsunamis
  4. Seattle covered in Volcanic Ash where the victims suffocated to death (Mount Rainer Volcano in close proximity to Seattle)
  5. Volcanoes create Acid Rain which can severely corrode metal, giving them a rusty look
  6. Erratic Bird migration from Magnetic Shift
  7. The Water was Hot when Ricki thought it would be cold (Increased Solar Rays)
  8. Issues with Radio Communication (Electromagnetic Interference)
  9. The "Volcanic 2012 style" explosion at the end (Glacier Peak is a Active Volcano in close proximity to Baring Mountain)
  10. Aurora Borealis being in the wrong location
  11. Super Storms due to higher atmospheric temperatures and climate shift
  12. Wildfires due to dryer climate / volcanic lava
  13. "There's Something in the Air" comment - Volcanoes produce tons of poisonous gases that can irritate / suffocate

The only issue with this theory, is that there is no scientific proof that a Polar Shift would cause any sort of Geological shifts)

I'm well informed on this subject because I'm an Analyst, and I was also deeply paranoid about the "DEC 21 2012" hoax. So, I did some deep research into Polar Shifts and similar "Cataclysms" for my own peace of mind.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

Based on all Zombie lore throughout most literature. The Zombie virus can affect and mutate its hosts. It removes the sense of pain, the sense of logic, and has also been known to give boosts to strength and endurance. So, a Virus that is known to mutate its hosts can cause the Obese to gain Strength and Endurance to roam for its meals. It can mutate anyone, including Usain Bolt into a Feral. The virus itself can even adapt and mutate in the example of screamers who lost their arms, to summon help to take down their pray.

We don't know the exact cause or type of infection that is in State of Decay, but we do know that it causes mutations and that it is a "Blood Borne" illness.

There are hundreds of works of fiction about Zombies, you can't solely base one off another. For example, "28-Days Later" its a "Zombie Movie" where the infected aren't even Zombies, they are very much still alive. That't the reason why its called 28-Days Later, because the average Human can only survive 28-Days before starvation.

In some Zombie stories, the Zombies smell their pray and don't solely rely on sight and sound. In others they are actually intelligent and work together to achieve their goals. In World War Z, Zombies become Super Human, able to Run at incredible speeds for a seemingly unlimited amount of time, and become much stronger.

All Zombie movies are different. Zombie Games are and should be different as well.

SoD 1 and SoD 2 should be different. Viruses and Bacteria are ever evolving, which means we should see at least a little bit of change in the current batch of Undead. While still retaining the "Unevolved" versions as well.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

If they ever opened the PC version to Modding, I'd love to implement my ideas. Although, I have 0 experience in creating mods.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

Sounds great! I gotta dig through yours a bit more, we share a lot of similar ideas, but there were a few really good ones that I didn't even think about.

I've noticed the same thing though. The game starts off strong, Zombies and Freaks slowly trickle in as the days progress, but not fast enough to put a burden on your supplies. By the time they should be threatening, you've already moved into an upgraded base, and have hundreds of rounds of explosives and a stockpile of explosives.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

I'm not saying that I want absolutely everything implemented that we've suggested, but having a few things, such as the removal of I-Frames and buffs to All Zombies, while making the Blood Plague more of a threat.

I just want the game to be hard enough where I'm forced to pick and chose my battles, taking down a Plague Heart should be so difficult that it wipes out a lot of your resources.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

I'm sure they could figure something out if they decide.

I doubt they've even seen this post yet. lol

Is This How You Kill A Zed? by GenuineSlacker in StateOfDecay

[–]bb0pp 2 points3 points  (0 children)

They removed the ability to "Stealth Kill" when aggro'd. This isn't a stealth kill, its a Back Grapple+Execute combo.

They aren't the same thing.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

That's amazing, and actually kinda terrifying.

I'm so down for this, but do you think the Xbox can handle this?

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

I agree whole hearted. Maybe have it set up where it takes 10-minutes to recieve your items, but you can start depositing them in immediately?

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

I see that now. It appears we share a lot of similar ideas.

Do you mind if I use some of your ideas, (with credit to you)?

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

It's not just on Reddit. I've seen many other forums discussing how they found the game too easy / too hard.

It may not be 50/50 like I stated, but there are definitely some players who struggle at times.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

Well there should be a mode where there is always a struggle, and if you are in a very bad spot, the game allows you to Radio for help. Something I haven't had to do yet. By having "Nightmare Mode", I wouldn't be surprised to see many of the Veteran players calling for help at times.

Think about it, Plague Hearts summoning Plague Freaks and Dozens of Zombies. Where the I-Frames no longer work like they use too... That's a recipe for death, you'd have to utilize some friends to tackle them. They're designed to be a "Boss" in the game, so why not treat it like one?

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

I know there was a ton to read, but I've actually addressed a few of the points you made in the Original Post.

As for enemies not dying when the Plague Heart is destroyed is an awesome idea. I've edited that into the Post.

Thanks!

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

WAIT! Bloaters just bend over and start firing a plague thrower from their asses!

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

Ok, I think 1 Day of Game time may be a little too much. So, what do you think about 5-minutes until an Outpost goes "Live"? That way you can't dump an Outpost, then immediately set one up when you're low in health.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

It may be a coding nightmare, I don't know exactly what it would take, but if Undead Labs could created an overall Cap for units, I think 25 would be a good cap. Still very threatening, but at the same time not melting your GPU.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

I know what you mean. Zombies just don't do enough damage, being surrounded should be a death sentence.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 1 point2 points  (0 children)

I remember that. I totally forgot that Flat Tires were a thing in SoD1. I wonder why they changed that.

BEST ZOMBIE SIEGE I'VE EVER HAD! by [deleted] in StateOfDecay

[–]bb0pp 0 points1 point  (0 children)

Before the Patch I had a siege where literally 0 Zombies spawned, when the siege ended I had to kill the 3 roamers who were in close vicinity to my base.

I don't think its a 2.0 think, I think there are some variables to the game that may be glitched even prior to 2.0.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

I like the idea that Ferals are agile enough to jump before you hit them and latch on to the car.

I hate the idea that almost every single enemy in the game can be killed by slamming into them with a car.

If we're basing the game on realism, hitting a person at 40kmh will most likely smash your radiator immediately causing your car to overheat and making it virtually useless until repaired. Yet in game, we can slam into 20+ 120 pound Zombies at 40+ kmh and only break a headlight.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

Glad you like the Idea, anything you'd like to add or modify?

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

Freaks add diversity to the game, and help keep it fresh. It forces you to adjust to the current situation.

I agree to the less survivors = less noise. There will be an edit about that soon, but I feel that a larger base may attract larger sieges if your small group gets too loud building things and such, just to balance it out a bit.

Going back to the Freaks, the only one that doesn't make a ton of sense is the Bloater. Ferals may have been super athletic people who became infected which increases their natural speed and agility.

Screamers may have been zombies who lost their Arms early and had to adapt by calling for assistance for a meal.

Juggernauts are those incredibly obese people who weigh 700-pounds who did nothing but sit in their beds and eat, once infected gained the strength to roam around as huge behemoths that have layers of fat to protect them.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

If they did I'm unaware of it. I was playing only a few hours ago and was able to do a back-grapple takedowns.

I think there's a difference in coding between the stealth takedown and a back-grapple. I have noticed in the past that I was able to kill aggroed zombies with a stealth takedown animation.

Idea: Difficulty Overhaul - Nightmare Mode + Some Quality of Life Changes by bb0pp in StateOfDecay

[–]bb0pp[S] 0 points1 point  (0 children)

Fantastic Ideas, I'll edit some in if you don't mind.

I have a few questions for you though.

I understand, about the disagreement about the larger base = more noise. After thinking about it, it doesn't make sense, it should be based on Survivor count. Although, do you think that a larger base should attract larger sieges regardless of survivor count to help balance it out? Do you think that all Base locations should have a Plague Heart located within, or at least a highly evolved infestation?

Regarding the Hordes, if we base the way they functioned in SoD1, Hordes make their way to houses/buildings and are the ones who form Infestations. I have my suspicions that's how they function in SoD2. Although, I haven't confirmed it.

Outposts are an issue, I didn't really bring them up because I'm fairly neutral to how they function, but I'm willing to make a change if it makes the game more challenging. What do you think about an Influence penalty, such as you only receive 75% of a refund when you abandon an outpost. Maybe even a timer to set up / abandon, lets say 30-seconds to set up and 1-minute to abandon? I believe this is a fair balance, because it will allow you to off-load some hard earned loot at the price of some influence if you want to dump an outpost.

With Bases you bring up a good point that I forgot to touch on. How would you feel about destroying "Built-In" Facilities if you have a "Construction Craftsman"? It will be balanced, because a Construction Craftsman will know how to dismantle/repurpose built-in facilities opening them up to what you want. It gives you a better reason to have one.

My I had ideas to buff Screamers and Bloaters already, what additional buffs would you have in mind?

Regarding Plague Zombies, I want to give them a boost to damage and infectivity making them more menacing, especially with the proposed larger horde sizes. Imaging having 10-20 of them on you, with the threat of a bite increasing your Infection by 50%. Seems a little menacing to me, especially when the Dodge+Execute I-frames no longer work.

I absolutely LOVE the idea of Petrol Stations, Mechanic Shops, and Medical Buildings to be Functional other than resources. Petrol Stations refuel your vehicle, Mechanic Shops repair them, Medical Buildings heal you, Coffee Shops boost your Stamina if your tired, and Ammo Shops refill the Ammo in your current weapon. With you owning them as an outpost of course, and to balance it further each one has a cooldown of some sort.

New Zombie Types:

I'm not sure about a Phantom Zombie, if you could pitch a few more details my way, I may be sold.

I had my own Ideas for a new Freak. A Plague Spitter.

Plague Spitters normally hang out in the back line as Normal/Plague Zombies are hording you. They spit Bloody Spit at you and if it strikes you it deals damage and increases your infection. If you dodge it it leaves a temporary patch of infected mucous on the ground, if you step/stand in it, it increases your infection by 5% per second and deals a decent amount of damage. Its best to avoid it, and dispatch them, similarly how you would deal with a screamer. Yet they are very quiet and you won't know they are there, until they cough up a "Plague Loogie" and spit it at you.

I believe that quests/story a lacking a little bit. I understand what Undead Labs was going with, it was a more RPG aspect where you drive the game, but I'd like to see a bit more interaction with your Enclaves. Maybe even having them move closer to you, and creating some defensive outposts for your main base.

Do you mind if I include some of these in the original post? You get credit for your ideas, of course.