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回報翻譯問題
The only real danger right now, is being solo and having a feral attack you while you are fighting other zombies. And that has only happened to me when I roll a car and find myself unexpectedly in the thick of things.
All the talk about mods that make the game more difficult excite me. I will be looking into them when I finish with level 10.
Old school:
-slow zombies
-weak vehicles
-fatal attacks with loud firearms
-fulci vision
-durable free melee weapons
-no special zombies with extra ammo
-even more zombies
Infected Rush:
-fast zombies
-fatal attacks extreme
-less zombies
-fulci vision
-durable free all weapons
-no special zombies
One day it will come. Hopefully sooner than later, but I will not hold my breath.
this is of course subjective, you might like other settings
first, the best mod i ve played is not romero, it s "Zombie apocalypse", (UL FORUMS) it s sort of a romero compilation but the guy who made it is smart and everyfeature is a bit tweaked and blends perfectly witrh others, the mod makes sense(sprint longer, but get tired faster in combat, molotovs last longer so you can use them as barriers, fatal attacks are fatal on newbees, but leave maxed out charcaters with something like 10 hit point(unlike romeros who are just ...fatal on everyone,) zombie population makes sense, lots more of them but they respawn slowly, so you can clear out zones, the modder knew what he was doing and his mod is really balanced and a good simlation
BUT, it s not updated yet, so it won t work for you
so you ll want to play romero mod inbstead
after trying out dozens of combinations, here s the one that works the best, it s pretty simple
breakdown lvl7, more enclaves, more zombies
-play on breakdown lvl7, with newbees
-more enclaves
(this feature pops up like 11 enclaves, you first think it s too much, it s not, it s fun, you actually see people in the street being attacked, you won t save and recruit every one, so that leads to moral choice and surpise action when you were just heading home all wounded
more enclaves means less houses to scavenge, their death means a house to scavenge...
-more zombies
since breakdown lvl7 has allready more zombies, the romero more zombie feature makes streets as they should be, sometimes, well, there s 50 Z around the corner, make noise, you ll have 100, run...(breakdown lvl7 or higher just doubles the amount of Z, the mod makes it a t least 4 times the normal population)
as breakdown lvl7 Zeds take about a third of your vitality in one bite, you ll have to think fast
the balance is good, you still can have action, you won t die on spot if you decide to rush 20 Zs, you will if it turns bad, or most likely, once you ve deafeated the Zeds, you ll be short of medecine and snacks, making your next encounter more dangerous
so you can still feel like a hot shot, ten Zs on your own is ok, but, after loosing a few characters, you ll sneak and avoid combat, saving up your snacks for important times
brkdown lvl7 with more zombies and more enclaves works wonder, every run is epic, every mission can lead to death, but it remains playable if you play well, the scarce ressources will make you cry out for medecine and construction material, feeling like your actually having a hard time surviving, cause... you do
the amount of cars is also quite perfect 4 in spencers mill(allready lost 3)
i ve played 300hours of SoD so i m pretty good at it now, i played last night on these settings, recruited 12 survivors, lost 6...everybody is sick, i have 2 painkillers in stock, this is so great, im getting screwed but it still feel like there s a chance i ll survive
quick comment on some romero features that don t really work
-slow Z, it works fine, but...well they are slow and you end up being bored, even with fatal attacks extreme
-loud fire arms, it works too much, it sreally fun , but your base is undesiege everytime a guy fires a shot in the wachtower, unless you ve got supressors for all guns, you have 200 Zs twice a day at your front door, no fun, no time to do anymission
-fatal attacks extreme, instant death on one bite, that is neat, but you also die in one scratch, that is not neat
black fever, this one just doesn t work, you heal everytime
long post, sorry
what ever you do, the thing that works best is a combination of high lvls of breadown and a few simlpe romero mod features, no need to overmod, you ll have contradictions making immersion go away
If you play with a small enclave, say no more than 8 survivors, you will not have a problem with them leaving. It is when you recruit too many people that you have people always away. What I do is say no to everyone who wants to join me, so I have safe spots around the map, and a place to trade my trash to. The only time I recruit is when I am below 8 survivors or I am missing something important like a medic or construction expert. Then I take all the extras or people who cause discord (Becca is the exception usually), and I kill them off.
Play with a low amount of survivors and only the essentials and you should be good. I suppose if you are using a larger base you can go to 16 survivors, but then you will have people gone a lot of the time, and we all hate that crap.
8 survivors is the idea number imo.
As for big zombies... avoid them. In all the time I have played I have only had the big guys catch me twice with no chance of escape. I find they are usually pretty easy to spot. And if you are indoors they are a cinch to kill. Shots to the back of the head, or simply to the head if they are stunned. Takes about 8 shots or so. If an NPC runs outside into them... let them die, unless you want to be the hero. Then things get a little exciting.
Ferals are fairly easy if you spot them from a distance. A couple head shots usually take them out.
Armoured and swat zombies are pretty easy... just immune to headshots. Screamer in front and you have no bullets? Charge them and attack, they almost never have time to scream.
Bloater and no bullets? Best you run. Unless you are playing our favourite hazmat suite hero... then just wade on in.
PS: Thanks for the mod tips happy.