Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

How do I get rid of Joe
I don't know why, but Joe always has the worst luck when I play as him. A walking comedy of errors. The 2 extra inventory slots is not worth the constant depression and medkit tax I pay every time I send him to scavenge (because leave it to Joe to accidentally get seen inside a hiding spot/alert a horde with the sound of his weapon/hit E to take down a zombie right as the zombie turns around and spots him. What do you mean its my fault because I'm the player? Of course it's not my fault. It's Joe's fault.)

Update: Thanks for the advice. Joe is cool again.
Last edited by GOOBER_13; Apr 14 @ 10:15pm
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Showing 1-15 of 27 comments
Run him into a level and let him die.
Originally posted by ShadowBane:
Run him into a level and let him die.
I remember seeing something in the trailers where you could "evict" or "cast out" a survivor and I was wondering if there was a way you could do that instead, because I know that even if I did let him die my survivors would feel bad about it.
Originally posted by GOOBER_13:
Originally posted by ShadowBane:
Run him into a level and let him die.
I remember seeing something in the trailers where you could "evict" or "cast out" a survivor and I was wondering if there was a way you could do that instead, because I know that even if I did let him die my survivors would feel bad about it.
Honestly I have no idea if that is an option, but it should be. Hope the devs see this.
Shadow Apr 12 @ 7:29pm 
Originally posted by ShadowBane:
Run him into a level and let him die.

in the future they will give us option to kick out survivors from our team
Maybe bad RNG, I have pretty great luck with Joe. Most of the time if you craft enough gear and scout before you send in the high inventory characters you might have better luck.
Joe ended as one of my most used Scav sent out.

Like what Dom's said, you can send a character with better combat eg. Evasive, first to clear most of the zombies on 1st run.

Next send Joe in on 2nd run to pick up what is left
tr0n Apr 12 @ 11:38pm 
Joe always ends up escaping with 1/8th his health. Something ALWAYS goes wrong. I swear larger/overweight characters get seen easier or something.
Last edited by tr0n; Apr 12 @ 11:38pm
One of my favorite characters to use is actually Joe. His scav run is pretty good. If you want, you can send someone else to clean out the location and send Joe to scav or locate. With his two extra slots, it helps with looting on the later location where it really big.
Originally posted by Micky The Wolf:
One of my favorite characters to use is actually Joe. His scav run is pretty good. If you want, you can send someone else to clean out the location and send Joe to scav or locate. With his two extra slots, it helps with looting on the later location where it really big.

This is how we played TWoM, you bring one explorer with lockpicks, crowbars, etc, clear the level, unlock what you need, loot the map and drop stuff to first loot pile available. When you are done, just pick stuff you need the most (usually food), and get back to base, then head back with your scavenger and bring the rest.

Unlike TWoM, you don't seem to lose availability on locations and you can visit them any time, in TWoM war spreads so certain locations become unavailable as the game progresses, but I didn't see any similar mechanic here.
Asuzu Apr 13 @ 2:51am 
Originally posted by GOOBER_13:
I don't know why, but Joe always has the worst luck when I play as him. A walking comedy of errors. The 2 extra inventory slots is not worth the constant depression and medkit tax I pay every time I send him to scavenge (because leave it to Joe to accidentally get seen inside a hiding spot/alert a horde with the sound of his weapon/hit E to take down a zombie right as the zombie turns around and spots him. What do you mean its my fault because I'm the player? Of course it's not my fault. It's Joe's fault.)

You monster.
My Joe is ♥♥♥♥♥♥♥ awesome. He keeps saying he is more than pack mule, but he is!!!
Anyway, my routine is explore/kill with Penny, and follow up clean with Joe, carrying everything she couldn't.
Wouldn't trade my joe for nothing.
Originally posted by GOOBER_13:
I don't know why, but Joe always has the worst luck when I play as him. A walking comedy of errors. The 2 extra inventory slots is not worth the constant depression and medkit tax I pay every time I send him to scavenge (because leave it to Joe to accidentally get seen inside a hiding spot/alert a horde with the sound of his weapon/hit E to take down a zombie right as the zombie turns around and spots him. What do you mean its my fault because I'm the player? Of course it's not my fault. It's Joe's fault.)
It's not Joe's fault. It's not that there are a lot of silent and very silent weapons in the game, and the levels are often deliberately constructed so that “something goes wrong”.

I have Robbie, Hudson, Kirk, and Wayne often come in with half health from scavenging because in some areas they either wake up other zombies when killing one (even with relatively quiet weapons like a homemade machete), or walking zombies notice them (because there are two zombies walking at once at one point), or they get attacked by zombies that are always looking towards the player.

Kirk was barely able to leave RM&K Communications at all, because all my weapons broke on a dozen zombies, even though I made almost no noise (except for the cases already described), so I had to quietly trick the zombies and let them into other rooms to find some weapons. It worked out favorably, but he had one hit's worth of health left.
It's depend on what Joe you got, If you got average Joe, he kinda mid.
Joe? Joe who?



whos joe?
Suman Apr 13 @ 10:48am 
Originally posted by ShadowBane:
Originally posted by GOOBER_13:
I remember seeing something in the trailers where you could "evict" or "cast out" a survivor and I was wondering if there was a way you could do that instead, because I know that even if I did let him die my survivors would feel bad about it.
Honestly I have no idea if that is an option, but it should be. Hope the devs see this.

I think the game is really cool, but I gotta admit I feel it's a little misleading if the newest trailer for the game shows features that are yet to be implemented in the game, like casting out survivors because of infection f.ex.
oanthero Apr 13 @ 3:10pm 
In my runs, by mid to late game, Joe wasn’t looting anymore — he just stayed at the base dismantling whatever the other survivors dragged in.
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