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nijuu: Missed that one. The one thing that does disturb me though is that although its basically a survival game, there apparently wont be much of variety of zombies.
As already said plenty of times in this thread, the survival part of the game is more about managing your group's morale and supplies, and interacting with other groups of humans, than about fighting tons of zombies.

This is NOT the turn-based RPG version of Left for Dead.
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nijuu: Missed that one. The one thing that does disturb me though is that although its basically a survival game, there apparently wont be much of variety of zombies.
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mystral: As already said plenty of times in this thread, the survival part of the game is more about managing your group's morale and supplies, and interacting with other groups of humans, than about fighting tons of zombies.

This is NOT the turn-based RPG version of Left for Dead.
I know that. I know its a survival game. Just pointing out there isn't much variety in zombies as per the faq. Thats all
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Gonchi: Also, don't know how I feel about combat not yielding any experience gain. Not even a character's skill with a weapon?
I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
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Gonchi: Also, don't know how I feel about combat not yielding any experience gain. Not even a character's skill with a weapon?
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Vestin: I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
We'll see, I'm not entirely sold on the premise. I'm concerned the combat might end up feeling like a chore, an unrewarding one at that.
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Gonchi: So at 4:45, when he attracted the attention of that zombie, it could initiate combat but didn't? That doesn't sound right. Makes sense if you don't want to deal with a zombie to just run pass it and not initiate combat, but that zombie didn't even follow him. Half expected it to go "'sup?" when Vic casually strolled by it. Going to notch it up to WIP glitch, hope it gets addressed.
Just saw this looking through the dev notes
"What was that, a blind zombie? (characters run past a zombie with no reaction)
It was a zombie with very little peripheral vision being run past. We’re still tweaking AI reaction to running and their vision cone. Right now, they don’t perceive NPCs that are running very well."

"How do you give out quests/experience in a game without random quest givers and a world where any NPC can die?
The answer is – the player character assigns their own goals. This is kept in a “To-Do” list that is constantly updated as new objectives are discovered through exploration, conversation, and events. The list keeps track of new goals, goals in progress, and completed tasks. For example, if the player discovers the location of a hospital, they may get an objective to “Explore Northern Cross Hospital” in their to-do list. The goal might be triggered by talking to someone who knows the location of the hospital or spotting it while traveling across the map. Next to the goal is the amount of Skill Points that can be earned for completing that particular objective.

There are several types of goals in the game, and most likely the player will reveal them constantly as they discover new areas, talk to people, and complete other goals. The goals fall under the following categories:
•Reoccurring Goals – Milestones for food, fuel, parts collected, etc.
•Exploration Goals – Goals for exploring areas (Explore 5 Fast Food Places, Scout a city perimeter)
•Challenge Goals – Goals with specific or difficult requirements (Kill 15 Zombies in one day, Collect one complete set of books, Talk your way out of an encounter)

Skill Points are used to increase Skills, with more points needed for higher levels of the Skill. Stat Points are given out every time a Skill Point milestone is reached. Killing zombies/humans does not give out experience (unless meeting a specific challenge goal) so going in guns blazing, quiet as a mouse, or using words (when possible) is completely up to the player."

"Account/Kickstarter
I heard that you will be working on Torment: Tides of Numenera. How will this affect Dead State?
It is very exciting to work on Torment and work with Kevin again. I was thrilled to be asked.
But, don't worry DS fans - the first thing we worked out were potential schedule conflicts. This isn't going to interfere with Dead State production at all."

Didnt know that :)
Post edited March 17, 2013 by nijuu
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Vestin: I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
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Gonchi: We'll see, I'm not entirely sold on the premise. I'm concerned the combat might end up feeling like a chore, an unrewarding one at that.
That's what I consider a desired outcome. Either way - we shall see.
Greenlit as of yesterday unless im wrong....
"State of Decay" is the one I've been waiting for. 'Dead Linger" a 2nd option.

http://undeadlabs.com/about-state-of-decay/

http://www.thedeadlinger.com/