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IS infected survivors will attempt to bite and spread. This will only occur if the infected person and the non infected target is OUTSIDE of direct player watch or the watch of third people that ARE NOT infected.
Even looking away can trigger that event.
IS infected that have knifes kill instead of bite. Now while you might think thats worse, he is dead, its actualyl the best that can happen.
If someone else gets infected he is a target for a clean headshot anyway. And furthermore,he wont turn to IS and cannot infected anyone else. So them killing is your best option.
And you can easily spot them as they are the only one that will full speed sprint away and out of the camp the second it happen. Since the game auto pauses on death of a member you know 100% who it was.
I think questioning is a red herring for players, a misdirection.
Engaging in melee combat works 100% of time with all IS strain variants, after reaching certain threshold all IS will start making sounds.
Example :
Smile with evil eyes, while saying "I'm ashamed of course" :
0\ /0
\----/
Worried look while saying "i'm ashamed of course":
/0 0\
-----
EDIT : .... Test someone with 0% and look at their face. Then test someone you know has the IS (or close enough with high %), and compare their looks. Testing someone who doesn't have the IS is your baseline "look", from that you can figure out who has the IS.
Really folks, try the way of combat, get them excited.
A long time ago (version-wise), I had a community member who had the IS. I used that character to fight raiders and zeds and she first began barking a few times, but as the fighting continued she was barking every few seconds ... wicked exited.
So yeah, really no need to ask any questions, but the problem with excitement is that they can pop in your face, while mostly questioning someone the first time can give you the answer BEFORE they start barking (like when recruiting).
Hence why I think this is a misdirection in the game - something to provide the tool for a player to sometimes detect IS, make them think like they can defend themselves against it, but in reality, you may miss IS symptoms on your friendly, loyal, caring team mommy that spends all their time in the camp cooking that meaty stew for the gang.
EDIT : Hunger, Thirst, Cold, etc .... makes the heart race, gets us excited and aggravated.
NONE .... EXCITABLE .... SUBTLE
As I stated the question doesnt matter at all. It doesnt matter what they answer or say, immoral characters will just do a happy response to cannibalism which is fine.
As stated it all depends on the reaction.
"Do NOT pay attention to what they say, but to their face".
Its important how they react. They will smile or growl or just flinch weirdly for a second when asked the right thing. This works 97/100 times to get a response. The responses are more frequent when exited.
it is not necessary at all to go anywhere with them.
Anyone suspacted of being infected has to be isolated IMMIDANTELY into a cage.
Then you just wait a day for a random growl from him while you question him.
Also Joker personality type may crack jokes at you while making smilling face. Questions are not the way, if you need to discover IS symptoms quickly and in multiple people. Combat works always and you can lure zeds toward the target as much as you please to get them excited.
You see, combat is a reactive measure. Using the scanner (or not) with questions is being proactive. Frankly, using combat means you let someone in your group get infected because you didn't screen them first. These days, getting bitten from someone getting into your camp is almost nonexistent since the patch that fixed biting problems (they bite when not observed).
It's interesting to watch another community deal with the IS. I know one guy has it and his group is an ally. He's come into my base camp as well but didn't bite anyone, I've got too many people crowded around that a hidden bite isn't going to happen. His group is low on food so he might come down and grab a few corn (usually 3) from my stash.
Off topic, the trader of the starving ally hangs out in my camp,saves him the trouble of walking back since the food is right there. Saves me travel time too.
Anyway .... Question = proactive player. Combat = every player.
In my games:
- refugees are not answering questions due to low opinion. Do you shower them with gifts on encounter, or something?
- I can lure lots of zombies towards refugees groups with no problem, due to high fitness (I don't recruit anyone before certain camp/stats conditions are met for my main toon)
So from my perspective, asking questions is a waste of time, I can just trigger combat for refugees and let them go through it, only intervening if they are in danger, or patching them up between combat rounds. Not only I excite IS, I also get opinion boosts for helping them.
Also:
- they bite when not observed? 50%+ of my main toon time is spent outside of my camp, my camp is only the place for npcs to safely harvest resources and for my main toon to sleep. So I am technically not observing my camp most of my time, instead intercepting hordes and raiders, going on friend quests etc. Do you mean when IS is alone with another toon and no one else is in range?
Meh, they usually deal with it by constant infighting as IS often provokes fights, and eventually turns and gets killed.
I'd say question = roleplayer :D
So, while you are away from camp and your crew is outside the base, they might stumble across someone and then turn their back, then get bitten. I use rags not bandages, my bandages are locked away behind a gate inside the camp, old habit from the old days to detect someone bitten but saves the use of bandages.
Here's an old screenshot from v84 .... I let the IS fester in my camp, then one day I came home and they all turned against me at once, hence why I'm outside the gate :
https://steamcommunity.com/sharedfiles/filedetails/?id=2164421154