Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

Barricades and base attacks
Barricades seem either incredibly weak or attacks are just so frequent, Im always having to repair them , one undead attack knocks out three health on a barricade at a time just obliterating any wood that i had stock piled and wood seems to be in hot demand. By the time I got around to upgrading barricades , my wood supply was shot and my survivors were just getting rolled once they broke through then I would try to heal them as they didn't enough health to go back out looting then the next attack would just finish them off. There doesn't seem to be any rhyme or reason behind the attacks you don't have a generator running, you don't seem to be emitting a ton of noise so it must just be on a timer which doesn't seem exactly fair.
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I was thinking the same thing. In fact I was using so much wood I was thinking of letting the zombies break in, because it was cheaper to just use medkits. Though eventually I decided not to go that far, but I was considering it.
When your barricades come under attack, they lose one board and eventually progress to two boards, then to three boards. Idk if it goes beyond that.

I've had a pretty successful run so far and my strat is what the game loading tip also tells you. If the barricades are under massive attacks, move to a new shelter.

So im definitely moving at 3 boards per attack and sometimes 2 boards if it makes sense.
Indeed, generally one bar, or sometimes two in the demo (unless I saw wrong), disappears with each cycle, sometimes none. Wood with food and basic pieces for kitchen workbench for meat and some vegetables, and weaponry for lockpicking and knives, are the priority if one favor the survival style and not kamikaze with rotation of teammates as the deaths progress, in addition to a shelter with a garden to plant vegetables before moving on. But it is possible to reinforce the barricade in one go, by adding several planks in the available slots, like with any workbench.
Senast ändrad av Ordisoftware; 10 apr @ 3:14
I think the problem I had, is that the first quest tells you to move as soon as possible and so that is what I did. However if you do that, you are kind of making it harder for yourself. It is better to chill in the first area a little bit so when you move you can get off to a quicker start.
I think its a mechanic that is supposed to "make you move to another Base". Like, you stay too Long, the undead threat becomes Higher and Higher.
In fact this initial message is a tip at the beginning of the game after the video, and it is valid for each shelter, to indicate that the goal being to wander from shelter to shelter to explore the block of houses, the shops and the stations in order to progress with the workbenches and to discover the clues of the story via the flyrs and other places with the spyglasses, these clues and the progression on the map allowing a priori to reach the final checkpoint of the game which should have several possible endings if I understood correctly. In addition I noticed that the starting shelter is now random, if we avoid the tutorial.
Senast ändrad av Ordisoftware; 10 apr @ 3:25
Maybe i stayed too long in one place, I didn't want to screw myself by moving on too early as the next shelter cut me off from previously discovered areas, like i was too far to loot them, so maybe you have a day , maybe two at most for each location before you need to move on? Kinda makes things like the water collector and rooftop garden a moot point then? because you wouldn't be in the area long enough to really benefit from it.
Yup, a 4 day rule is needed, if you dont move you lose all wood
Jet 10 apr @ 11:38 
will you eventually run out of wood to barricade and essentially game over? If only RNG could exist in our favor to prevent this with some type of renewable loot locations. Maybe event destinations that are only available for a short time
Ursprungligen skrivet av Jet:
will you eventually run out of wood to barricade and essentially game over? If only RNG could exist in our favor to prevent this with some type of renewable loot locations. Maybe event destinations that are only available for a short time

Well you lose more and more wood, the longer you stay in one place. The threat level rises over time, which causes more and more damage to the barricades, and at one point you wont be able to keep up getting enough wood. (Not talking about running out of wood to loot, since i cant tell, if ressources / loot spots "regenerate" at some point or not... but most likely not, makes no sense.)

But,... i mean, your goal is to flee from the town... Thats basically your "time limit", managing to flee, before you are not able to reinforce your base(s) anymore. At this point, my guess is, once 3 wood are damaged every day, its best to move. But i didnt play enough yet, to be able to tell for sure. It just makes sense, that once the damage is at the same level, as you are able to repair, moving seems logical.
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