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DrunkZombie
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« Reply #15 on: July 07, 2012, 03:37:48 pm »

Other survivors/groups
What about other survivors or groups?
Aside from their own allies? Depends on where you go. Looters and other small bands of survivors can show regularly. Some areas are completely dead, some have organized groups that have held out.
You will see less of the unorganized looters over time. You'll meet other groups and find out there's a lot of different ways people have come together and a lot of different methods to keep their group alive.

Do NPC factions have infinite respawn?
NPC factions with bases are finite. Other unaffiliated scavengers are always out there, but time and your experience will probably make them less threatening.

Does another group's presence in an area affect zombie population? Do groups make clean sweeps in their areas?
Some may, yes.

Can you alert and attract survivors with noise or they're too smart to investigate?
Some will investigate, some won't.

Is there some sort of a crazed cult that sees zombies as a divine punishment for the sins of humankind?
No. Frankly, I've seen too many "crazy cults" in apocalyptic games/stories and I find them to be cliche and alive by author intervention. Every single apocalyptic game pitch I've ever read had crazed cultists - sorry, you hit a sore spot. I'll stop now.

If you come across a group of criminals and rapists, can you hang them (maybe even low enough for zombies to reach while they try to break free and yell for help) to make a great example of "how not to behave"?
There are a few cases where you can make an example out of people. Just keep in mind, not everyone's going to agree with extreme methods.

Is it possible to convince other surviving groups to join yours as it's easier to survive in numbers?
Not really, no. Maybe you'll get them to trade, MAYBE one or two might find their way to the shelter eventually, but most groups see you as a threat or potential rival to resources in the area. Larger numbers aren't necessarily an advantage, even in real world situations.

Will other surviving groups interact with each other without player's involvement? Is it possible that two groups will merge or go at war with each other while player is busy elsewhere. To make this question easier - is the world "alive" and dynamic?
The world isn't static and some events will happen automatically. You may find a friendly group is wiped out when you go back to see them, or that a group you hate has angered another group and is no longer as strong as they once were.

What are the chances to be shot on sight while encountering other survivors and what are those chances are based on?
Some survivors will always shoot on sight or flee from you. A good rule of thumb is if they're willing to talk before they shoot, they're "friendly".

Will you be able to team up, trade, befriend and exchange skilled characters with other groups?
You can get other groups to trust you enough to not kill you, maybe trade with you, and maybe open up a few new gameplay options, but they won't join your shelter or loan you new NPCs. You are the competition, after all.

There may be people you encounter who might be convinced to trade, but there is no organized marketplace - it's the apocalypse and there is very little structure left.

Will there be any merchants in the game?
No merchants - as has been pointed out, it really doesn't make sense. Not only would merchants be just as vulnerable as anyone else, but they would most likely be killed for their stuff by pretty much anyone. You may have groups wanting to trade sometimes, but then, you may also have groups that propose a trade and then try to take you out instead. If you find a crazy guy trying to sell you plant seeds to fight the zombies, you might be playing a different game.

Would it be possible to find the base of another faction of survivors and attack and loot it?
Most of them have bases. It would be possible to attack their base, but it's not something you'll be able to do easily.

Will there be some way to keep track of the various factions/survivor groups you meet over the course of the game and your group's relationship with them?
Not really - you'll probably know when they're angry at you, but otherwise the best they will do is ignore you or not shoot on sight. If you really piss one off, you'll know or have killed them off. Factions isn't even a really good way to describe them - that implies influence in the world and power in influencing others in the world. These are organized to semi-organized groups that are in the same situation you're in. That said, there are multiple ways of dealing with most of them, and that includes just letting them be.
« Last Edit: September 19, 2013, 03:58:10 pm by DrunkZombie » Logged

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« Reply #16 on: July 07, 2012, 03:38:48 pm »

Skills

What is the scale for skills?
Stat points - At least a 1 or better.

Skill Points - Start at 0, very easy (1 Skill point) to buy in to the first level. First perk choice is at level 3 right now.

0 = Unskilled (Either you can't do an action or you're miserable at it)
1 = Basic Proficiency
5 = Average
8 = Expert
10 = Amazing

For example, at an 8 in Medical, you'd be a competent doctor. At level 10, you'd be one of the best surgeons in the world. 

Is there some kind of weapon affinity? The more you use a certain weapon the better you use it - any rifle will need some adjustment fire and some time to get used to.
Aside from Ranged or Melee skills? Nope. I'm not a fan of that kind of system, since specializing tends to cut you off from using a new weapon because it's not tied to your weapon bonuses, and then players get upset when they can't find a better weapon in their class. Instead, there are tradeoffs for almost every single weapon type, including the "better" versions of a weapon.

Do you pay for increases in dialogue/social skills and non dialogue/social skills with the same points?
All skills cost the same amount of points to raise. Remember, dialogue skills also have non-dialogue applications to make them as useful as any other skill.

Does leadership reduce morale decay in the same way as negotiation?
No - leadership and negotiation are completely different skills with different functions.

Why are scientists the ones that handle armor upgrades when mechanics upgrade everything else?
For balance reasons - otherwise no one would ever invest points in science. Mechanics are based more on machinists/locksmiths/auto mechanics and scientists would encompass chemistry/engineering/biology.

Will there be any bonus for maxing a skill ? Some kind of ability or bonus?
Yes, and every single skill max perk is a really powerful ability/perk. Just having a 10 in a skill makes your character incredibly effective.

Will someone with high medical skill be able to find more of healing items, will a technician be able to scavenge more parts, scientist more... sciency thingies, and so on?
Healing items - you won't find more, but you'll use fewer items when healing
Parts - You may find more parts if you've got higher Mechanical skill (unless this proves to be too unbalanced)
Scientists - Scientists are kind of the "crafting" experts - they use normal parts and fuel to put things together. They may make more of an item with the same amount of resources if they're really good or cut down on their time to create.

What will technicians exactly be able to do?
Not sure what you mean by technicians, as the Mechanical and Science skills are separate abilities and have different specialties. Upgrades generally need some level of Mechanical skill, but most special upgrades require someone with expertise in other skills - for example, you need someone with medical knowledge to install an infirmary. Mechanics can create weapon upgrades (mostly for guns - not much you can upgrade on a shovel) and they can also repair/upgrade vehicles.

Scientists can create ammo, thrown weapons (like explosives), armor/armor upgrades, and antibiotics - keep in mind, the Science skill is the only dedicated "crafting" skill in the game, so it has more item creation applications.
For item creation, blueprints are created when a prototype is finished, which reduces the skill needed to produce additional copies of that same item. This way, your super scientist character doesn't have to stay behind in the Shelter all the time to create items and is free to go out and scavenge while other allies work off their outline. Of course, for most items, allies will still have to have a certain amount of skill to produce a replica, especially high level items.
People can work together under a supervisor who has the requisite skills - it doesn't affect the quality (we don't have quality ratings in the game) but it does affect the time it take to finish the project. High level supervisors can produce more items for the same time and part costs.

Will there be an option of "teaching" other NPCs when i get really high skill in something?
There's no way to teach others your skills directly, though there are a few upgrades that can help allies learn the very basics of certain skills.
« Last Edit: September 26, 2012, 12:35:07 am by DrunkZombie » Logged

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« Reply #17 on: July 07, 2012, 03:40:28 pm »

Vehicles
Can you actually control the car or is it merely a transportation device?
Transportation.

Getting a car is not as easy as you'd think. Sure, there are cars everywhere, but from a story standpoint, there's a good reason you can't jump in the first car you see. Many cars will have been involved in accidents while trying to escape the cities and are completely unusable. Other cars will have been abandoned with doors opened or headlights on, rendering the battery useless. Some cars will just be too small or fragile to be practical for scavenging purposes. In effect, this means there only a few cars that you're going to find in the game that will be suitable to drive back to the shelter.

Now, you might think that just finding a car is enough, but there's more to it. Before the car can be used on the area map, it's going to need to be transformed into a machine that can withstand the driving conditions of the zombie apocalypse. This is going to require a garage upgrade at your shelter and someone with the Mechanical skill to make these modifications. Once the car is ready for off-road action, the garage can be used to further modify the car (like better fuel efficiency), provided you have the parts and skill to make new additions. Sometimes the car may need routine maintenance to keep it functional, so having someone with the know-how is pretty important.

Cars are obviously much faster than traveling on foot, but at the expense of fuel. Fuel is also used to power the school's generator and in the construction of multiple items (like explosives). Without proper rationing, a fuel shortage could leave the shelter powerless, which could impact Morale. Fuel is also heavy and requires special canisters, so bringing back a lot at once is difficult. The shelter has fuel storage, so you can hold as much fuel in reserve as you can bring back.

Fortunately, the car will allow the player to go farther, meaning access to remote areas where fuel and other supplies might be easier to find. The car will also have its own inventory space, allowing the player to transport more back at once. The car won't automatically make you safe from random encounters, but since you're traveling faster, you can cover more ground in less time, meaning fewer encounters per mile than other forms of transportation.

Cars are a luxury, for sure, just like in the real world. If you want to invest parts, time, and fuel on them, they're a fantastic way to explore the map. But they can also drain your resources pretty quick if you're already low on fuel or parts. To get to some areas, they are an absolute necessity and a boon when you've got a lot to haul. It's up to you decide how much you want to sacrifice in order to utilize their advantages, and in a future update, we'll discuss one of your other options besides driving or walking.

Will there be locations you *must* have a vehicle to access?
Kind of - you won't be able to walk all the way to the farther areas of the map and get back in a night. You'll need some kind of vehicle to take you there.

What classes of vehicles will there be? Will it be something like Truck, Car, SUV, and other?
Without spoiling too much, we have a car and some other options. There's really no reason to have heavy-duty SUVs or Hummers since there is no purpose for vehicles outside of basic transportation/trunk space. We don't have any car combat.
Let's keep in mind some of this is gameplay conceits and game logic (character carry weight is ALWAYS more than is possible in real life). You can raid a lot of those places, and we may have a bigger vehicle, but we don't have a huge variety of vehicles. Also, a bigger car might use more fuel, which is why it may not be appealing to use it frequently.

Will vehicles be upgradable?
They can be upgraded and they must be maintained.

Can your vehicle be stolen while you are doing a mission? Would it be a good idea to leave a guard? Can some characters remain in the car? Can it be destroyed?
No, no, no, maybe.

Will there be any obstacles to vehicular travel? As in, if you're using a car, will you have to send people out to push another car out of the way, or risk your tires by going off-road?
The only thing to worry about with vehicles at the moment is fuel.
« Last Edit: July 07, 2012, 09:01:02 pm by DrunkZombie » Logged

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« Reply #18 on: July 07, 2012, 03:43:23 pm »

Weapons
Can you tell us a little about the guns?
There are multiple guns, but we're going for functionality over modeling dozens of different types of guns. For example, a 9MM has plentiful ammo and pretty decent upgrades, but its not as powerful (or loud) as the magnum. Between melee weapons, guns, and special weapons, we have quite a lot of options available.

Guns do a lot of damage (assuming you're not wearing armor specifically to block gun damage). They do a lot more base damage than melee weapons. The tradeoff is that they need ammo and they make a lot of noise, meaning every living and dead thing in the area will know where you are. Depending on your skill (skill equaling ability to target critical areas) you could theoretically take a weak enemy down in one shot.

Are there options for silent ranged weapons?
There are bows and silencer attachments for some weapons.  Silencers will not be easy to get, they only exist for a few guns, and they reduce noise but do not eliminate it.

Bows are harder to use too. Not good when enemy is in melee range. Require a lot of strength to shoot at a distance. Also have to be "reloaded" after every shot. On the other hand, ballistic armor provides little resistance to arrows.

From my research, it seems like crossbows are a mid-range weapon with a lot of drawbacks like a longer reload time and a lack of power at a distance. I'm going to balance them to be a powerful opening shot at close range weapon or decent mid-range silent weapon, but I don't see them competing with bows for distance and accuracy. Even on the Walking Dead, you'll notice the guy (forget his name, haven't watched it much) that uses a crossbow uses it at really close range (and he switches to a melee weapon when undead get in his face).

What kinds of melee items are availible?
Most of the melee weapons are exactly what you think you'd find in small towns and hardware stores. We have several classes of weapons which is a way of grouping them around their primary function (Hands to wield, type of damage, speed, distance). You can read more on how weapons work if you search through the master list of design updates.

Is hand-to-hand combat possible for a character? For example, let's say Charles knows Tae-Kwan-Do. Can he drop-kick a zombie, or is that possible in game?
Hand-to-hand isn't really an option, and if you think about it, it's kind of ridiculous to continually put your hand/arms/feet near something that wants to bite you. We do have some push and kick moves to move zombies out of the way if you're trying to break from a mob, but they aren't really designed to do damage.

How does weapon damage work?
There are modifiers based on the weapon. For example, slashing weapons do a lot of damage to human flesh, not so much to zombies who don't bleed out.

Can weapons be modified?
Only guns take mods. It makes sense if you try to think of ways to upgrade things like axes or crowbars without getting into absurd Dead Rising territory. That doesn't mean guns are better, it makes them way more expensive (in parts/time) than melee.

Are there flamethrowers in the game?
No. Flamethrowers aren't even used in the military anymore. Also, they are pretty horrible weapons to have to carry around or wear in a firefight.  

Will the player be able to use situational weapons such as chairs, bricks, lead pipes, shanks, stones?
No, we don't have situational/event weapons, though we do have some items that are cheap, easily found, and cause interesting effects if the player uses an attack that breaks them instantly.

Can the player construct a weapon such as a slingshot or a spear by duct-taping a kitchen knife blade to a stick?
The player can find better weapons than that, so no. They can upgrade armor and guns at the shelter, though.

Can you use a ranged weapon as a club in melee?
No. Carry a secondary weapon in your inventory. Some of the melee weapons weigh very little, so they're not hard to carry with you.

Will guns and long range weapons have "special attacks" like the melee weapons?
Melee weapons have special attacks to make them more versatile/inflict statuses, which is kind of their advantage. Ranged weapons may have alternate firing modes that allow for different strategies, but mostly they are for firing at a single target. Combining either with thrown weapons/armor/accessories can give a creative player some distinct advantages for attacking groups/individual humans/zombies.

Can guns cause any status effects?
Currently, no. Guns don't inflict statuses, but melee weapons and thrown weapons (like chemical grenades) do inflict statuses. It's not only to balance melee versus ranged for the player, but also for enemies. If getting shot wasn't already a difficult process for the melee guy trying to attack the ranged guy, it would be made even worse if they bled out before they reached striking range.

Will there be duel wielding? What are the stats of the Sawed Off?
There is no dual-wielding. Sawed-Off stats will be shown off in a future update. They are very similar to the hunting shotgun, but the sawed-off always fires in double-barrel mode, has a shorter range, and is a bit more limited in its tactics (not in a bad way) than the hunting shotgun.

Will there be variation in ammo type?
Not at the moment. All shotguns use the same shells (buckshot), some other guns share ammo types, and a few take their own specific type of ammo. It's not a priority to have multiple types of ammo for each gun right now, but could be something we add in later.

Can a Pinned enemy still engage opponents in melee if they get too close? In other words, if I pin a zombie, and my teammate comes in to follow up with her kitchen knife, can the zombie attack her?
Currently "pin" is a hold, making the enemy unable to take a turn. It's got a lower to-hit rate to make it less cheap. If it's still too powerful, we'll tone it down.

Is the size/length of a weapon (not merely as reflected in the damage stats or AP cost) going to have a tangible effect on combat?
Somewhat reflected in range and special attacks/status effects caused.

Will a weapon's stats and attack details be visible to the players, or are we expected to figure out how best to use it through trial and error?
You'll have the basic info for the weapon.

Does the strength contribute to damage caused by melee weapons, or is it merely a requirement for using it effectively?
You can use any weapon, but to get the full benefit of it you need to have the required strength or perception listed in the item stats.

Strength is never required to use a melee weapon, but to use it without penalty. If you're too weak to use it effectively, you'll do less damage with that weapon. If you're strength is greater than the requirements, you'll do a slight bit more damage with the weapon.

Will combat-type rambo knives have a stab attack?
Weapons will always be one type of damage. All knives do slashing damage.

Will machetes, "sling-blades" and the inevitable pawn-shop katana have more of a use against zombies?
Blades are primarily going to be used to slash at enemies. It'd be nigh impossible in standard combat to take a head off with a normal machete, even for a master swordsman or whatever a master machete user is called. More likely it'd get stuck.

Do weapons that require 2 arms become unusable with a crippled arm?
No, but they become much harder to use.

Will there be grenades and molotovs?
Yes, there will be different kinds of thrown items. Invest in the Science skill if you want to make sure you can always make more of these. We do have Molotov Cocktails - they're not great, but they can set things on fire.
« Last Edit: November 01, 2012, 11:38:07 am by DrunkZombie » Logged

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« Reply #19 on: July 07, 2012, 03:44:56 pm »

Zombies
In the world of Dead State, is zombie fiction and knowledge about zombies common?
In the world of Dead State, the idea of zombies may exist, but widespread saturation of the idea (in popular entertainment) does not. That is, there may have been comics or obscure novels about the dead coming back to life, but there was never any "Night of the Living Dead" type movie to make the concept popular/familiar. If you read old horror comics, zombies weren't an entirely new concept, but Romero's film popularized the modern idea of a zombie. Our characters don't use the word "zombie" because the definition does not exist for them.

The reason that people know to destroy the brain is because either it was shared with the public before TVs went dead or survivors have passed this knowledge on. And people who didn't figure out how to kill the undead probably didn't survive their encounter with them.  

Are all the zombies exactly the same ? if not, are there some "kinds" of zombies (more powerful, or with some weapons or else...) ?
Zombies are all the same, except for if they are crawling (missing legs), on fire (because you set them on fire), or wearing armor because they died with armor/helmets on.
When you’re facing the undead in combat, which you will inevitably be forced to do at some point in the game, the following information will help you understand their limitations and strengths, and hopefully keep your allies or you from getting bit.

1. Zombies investigate sound and movement. They can tell you are human merely from sight and intuition, and therefore standing still or trying to act like an undead will not work. Noises just alert them to an area, so try to stay out of sight. If you are seen, they will be much more tenacious.

2. If you don’t want to confront them, your best bet is to run. The undead are extremely slow, and almost any human can easily outmaneuver them. They have been known to occasionally get “excited” and lunge at humans that are within a few feet of them, so try to keep your distance.

3. The greatest strength of the dead is numbers. They tend to group up when attracted to sound, as loud sounds will bring most zombies in the area to a single point. They will also make noise when they spot humans, drawing more to the area. Either kill individuals with melee weapons to keep the noise down or keep your distance. Be careful not to run straight into a waiting mob.

4. If you absolutely must fire guns or take on a mob, make sure you don’t do it in any spot that can easily get you cornered or surrounded. When friends get surrounded, try to clear a path for them through the mob or they will quickly be overwhelmed by the undead.

5. The worst thing that can happen in a zombie attack is to be knocked down. If a zombie grapples someone and they are unable to break it off, the zombie will pull their prey down. When humans are prone, zombies do extra damage as it is easier for them to grab at vital areas. Characters that get pulled down in a mob are almost certainly going to be killed or end up infected if they cannot get up before the zombies begin feasting on them.

6. Crawling zombies are slow, but are harder to spot. They have also been known to trip up humans as they try to get them on the ground to deliver a bite. Don’t lose track of crawler zombies.

7. Using fire on zombies is ultimately lethal to them, but it takes some time for them to fully burn up and while ablaze, they are extremely dangerous. Flaming zombies can cause fire damage in addition to any other damage they inflict. Keep your distance and let the fire slowly destroy them.

8. Keep an eye on wounded or downed allies. If a wounded ally has been knocked out, they will be a priority target for zombies. Allies that are KO’d cannot defend themselves. If a zombie attacks them in this state, they will almost certainly be killed or infected.

9. Zombie infection isn’t 100%, after one bite or scratch. Most of the time, their attacks do not get through armor, though the bite trauma is still painful enough to cause injury.

10. You can buy yourself some time by closing and locking doors. Zombies will attack doors, but will quickly lose interest if they lose audio and visual contact of a human for a short amount of time.

11. Be careful around bodies of fallen foes and allies. If they are infected, they will rise from the dead rather quickly. Destroy the head of a corpse before they get up. Zombies are attracted to “fresh meat” so you may also use this to your advantage when trying to delay them.

12. There are no such things as fast zombies or puking zombies or anything else outside of the normal shambling corpse. Once you understand how they behave, you should have no problem predicting the behavior of any zombie you encounter.

Do the zombie have all the same stats?
All zombies have the same stats, regardless of whether they just died or not. The only mod they might have is if they're wearing something special like a helmet or other defensive item. Zombies do have other advantages - they don't bleed, they don't take as much damage from firearms, they don't have to breathe, and every single zombie nearby is friendly towards them.

How do zombies prioritize who they attack and where they go?
Sight than noise. As long as they can see a human, they will go after them.

Zombies are attracted to the loudest sounds or the sounds that are within their hearing range. Once they find a live target, they will try to follow it. If you make a great deal of noise, then find a place to lay low, they will eventually forget about you, but then, of course, there are a bunch of them hanging out in the area, so hopefully you didn't leave yourself cornered.

Will there be option to just shoot in the air, to draw zombies to an area?
Yup, or use items to lure them to a spot without leading them right to you.

Are there animal zombies?
No zombie animals.
Dogs aren't affected by whatever reanimates humans. In fact, the zombies don't even care about animals unless they happen to be in the way of the zombie and a human or the animal is attacking the zombie. Dogs are great at knowing when zombies or other humans are around before human party members. They are also great at distracting zombies and intimidating other human survivors.

Are there radioactive zombies?
No.

What makes zombies tick? What is their energy source?
Nobody knows. They don't make sense logically, which is why they're so damn frightening.

How do zombies act when there's no noise or movement present?
Some wander, some stay where they are, some get trapped in places and can't find their way out.

How do zombies react to each other?
High-fives, fist bumps, awkward nods.  But seriously, they really don't care about other zombies, they just tend to crowd together when drawn by the same stimuli.

How do you turn into a zombie?
In our game, it's an infection spread by fluids. For gameplay reasons, that means an NPC got attacked by a zombie and the zombie's bite got through their armor and broke the skin.

Everybody knows that you kill zombie by repeatedly hitting it in a head with some heavy object. Is it true for dead state?
Yes, our zombies are of the "destroy the brain to kill" variety. You don't have targeting, since everyone already knows the rules and focuses on destroying the brain or incapacitating the zombie they are attacking. And yes, melee is generally better for zombies unless you have perks related to headshots or you get very close with a weapon or you use a weapon that does a ton of damage regardless of where you hit the zombie.

Will the behavior of newly turned zombies vary from the behavior of seasoned ones? Newly turned zombie may be slightly faster (no rigor mortis yet), but not as accurate and smart since it hasn't yet adapted to a new form of existence.
No, all zombies behave the same. Nothing about their humanity influences their behavior - they are walking sacks of meat that for some unknown reason are driven to kill the living.

If a human turns into a zombie, will I get to see their zombie graphic?
Yes, for their model. It would be difficult to do it for every portrait.

If you have unique looking characters, or at least a specific character and they get bit and turned, could I as the player be able to go out and find that particular zombie to "put 'em down?"
It's not really accounted for right now (aside from their death). You could put them down while you're on the map, but otherwise, expect them to wander off.
« Last Edit: August 24, 2013, 09:21:35 am by DrunkZombie » Logged

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« Reply #20 on: July 07, 2012, 03:47:27 pm »

All categories in, feel free to post.  Categories were added as I went, so I still need to move a few things to the correct one, but things are basically done.  
A category index will be added when I have time.
« Last Edit: July 07, 2012, 04:01:51 pm by DrunkZombie » Logged

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« Reply #21 on: July 07, 2012, 04:41:43 pm »

Sir/madam, I congratulate you on collecting all the info and putting together this behemoth of a thread. Keep up the good work!  Salute

Also, considering the amount of new information revealed since it was originally published, I suggest updating the official FAQ.
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Caidoz
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« Reply #22 on: July 07, 2012, 04:47:57 pm »

Heh, I was in the middle of making a post a lot like this.  I guess you saved me some time.

Good work.  Salute
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« Reply #23 on: July 07, 2012, 05:11:57 pm »

Everybody knows that you kill zombie by repeatedly hitting it in a head with some heavy object. Is it true for dead state?
Yes, our zombies are of the "destroy the brain to kill" variety. You don't have targeting, since everyone already knows the rules and focuses on destroying the brain or incapacitating the zombie they are attacking. And yes, melee is generally better for zombies unless you have perks related to headshots or you get very close with a weapon or you use a weapon that does a ton of damage regardless of where you hit the zombie.
Oh, thanx.  I was trying to find this snip.  I wrote a post about destroying zombie but couldn't remember the exact post and the fact that we need to destroy their heads.  Good job, anyway.  Approve
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« Reply #24 on: July 07, 2012, 05:23:20 pm »

Holy shit, hats off to you sir.  Salute
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« Reply #25 on: July 07, 2012, 06:13:05 pm »

Nice work! Helped me catch up on some stuff I was wondering about.
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« Reply #26 on: July 07, 2012, 07:58:09 pm »

The index is up now.  That should make it easier to wade through all the info.  Before I organized it and eliminated all the duplicates, it was a 110 page word document.  Considering all the questions Brian has answered, I'm surprised he has gotten any work done on the game.  lol

Thanks for the praise.  With all the questions being asked and having to keep searching for old threads, I decided this was sorely needed.
« Last Edit: July 07, 2012, 09:07:14 pm by DrunkZombie » Logged

Playing DS on my laptop.
8 gb ram
OS: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130828-1532)
Video Card: NVIDIA GeForce GTS 250M
Driver Version: 9.18.13.3489, DirectX version: 11.0, Display Memory: 2729 MB
Realtek High Definition Audio, Driver 6.00.0001.5951
Game Settings: Resolution: 1024 x 768, Refresh 60, Fullscreen On, Anti-aliasing Off, Mesh High, Texture High, Shader High, Lighting High
Direct sound, Speakers (Realtek)
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« Reply #27 on: July 08, 2012, 06:29:04 am »

DrunkZombie, you are now, officially, my hero!  Salute

Thanks a million for this thread, now I have something to read. Even though I was lurking for years on this forum I probably forgot half of what I have read, so thanks again and if I can make a suggestion, please make this gem a sticky post and give this member 2-3 medals (only appropriate, as we are all saluting him) Smile .
« Last Edit: July 08, 2012, 06:35:30 am by Yemeth » Logged
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« Reply #28 on: July 08, 2012, 06:55:31 am »

Thanks for the compilation DrunkZombie, it does answer many questions Grin
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« Reply #29 on: July 08, 2012, 09:53:09 am »

Good job laddie. Have nectar for it.  Salute

By the way, only 40 allies? I would have expected something like 80 chances... (part of them would die without you seeing them)
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