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and if you know the old school zombie films, a single zombie is not a problem, the problem are the masses that could gather and just overwhelm you.
I think dear Madmole went overboard with the MMO dungeon crawler idea. Quests were nice... but difficulty could have been delivered with darkness, debuffs and accuracy for example.
As for the jumpscares, they scared the hell out of me at first and it's truly stupid that there are wooden tiles on the ceiling with the sole purpose of having idle zombies on top that will jump down. But I found that noise can be my friend. Wake them up and they'll come to you before you can get a heart attack. Just knock really hard on the door and wait for it.
The block damage they deal also seems to have increased, but at least that's one thing you can take care off in the settings whenever you feel like they're breaking through your metal defenses like it's cardboard.
One question, Where did you get grenades? they are not in the game..
So what is a "real" zombie then? The classic slow, dumb as a doorknob Romero style? Romero didn't stick to that either, Bub was smart enough to use tools and fire a gun for Pete's sake. I get the AI being 'too smart' is certain ways, but its just weird to me how stuck we are on the definition of a fictional creature. What prevents zombies from acting on a hivemind as apposed to acting on their own?
Not sure why you think having mild horror elements precludes the game from being an RPG either. They're booby traps, just like you'd find in any dungeon, they just happen to utilize enemies. All you have to do is take your time and go room by room. Use doorways as bottlenecks, block them so you can slow the zombies down. Knock out stairs or pole up high. There's a lot of other strategies you can use.
Its not really even that scary, I've had more jump scares from random zombies sneaking up on me than anything else.
"real" zombies...Lol People really crack me up....
Nowadays the definition of zombie and undead has been wider than the ocean. "Oh, they can do anything a normal living person would do. They may have died, took severe brain damage in the process and maybe should have come back as braindead, slow creatures... BUT: It's the virus. It's super special. It makes them think, makes them plan, makes them drive Nascar."
And while the virus explanation may make some sense, I think that this concept is a far from the original zombies as vampires sparkling in bright daylight.
With that said, the reaction wouldn't be half as bad if the devs had decided for a concept and sticked to it. Of course some people are upset if core elements change in such a drastic, game-altering way. Give The Fun Pimps a few more patches and maybe we'll have zombies crafting and fortifying their own zombie bases and using their own zombie-modified defenses against players. And of course there will be a zombie sniper on the roof.
Which makes you wonder: Why is that a zombie game again? They're clearly just normal people with makeup by that point.
Maybe add an electrocuted zombie that deals electrical damage that’s super effective on metal armor wearing players.
I’ve tweaked my game so much at this point that my character can keep up with a motorcycle, outrun a mini bike or bicycle, and jump onto the roof of the third floor of the hospital from a standstill. I can leap over the Diersville sign at the entrance to town when I’m walking in. I figured since the zombies keep mutating and getting stronger and more varied-why can’t I get stronger like the characters in Dead Island did? Maybe my immunity to the virus that has allowed me to survive this long also is making me faster, stronger, and tougher (how else do you explain the RPG aspects that defy logical sense-such as the ability to jump over 3 meters in height at max level in parkour or just magically take less damage and have more health and become immune to heat, cold, and disease).
Doesn't abuse AI quirks either, which was something I tried hard to avoid. The zombies believe they can reach you directly, so they try.
Out of all the bases I've done over the years, it's probably the best overall design. And I haven't seen a YT video yet of something that is as efficient for ammo usage, repairs needed, or time between first/last zombie. Originally I was going to do separate defense/crafting bases, but the defense of this one turned out so well that I merged my crafting right into it and only have to maintain one structure now. From that perspective the crafting/casual portion is still being built (raised lounging/living areas, sub-structure crafting zone, large outdoor raised platforms, etc) but the defenses are 100% in-place and can be further fortified if I want to - only 2 defense zones per wing are currently setup. No zombie has ever made it past the first zone (out of four) of any defense wing, or done significant damage to the minor structure (retaining walls). Zero damage has ever been done to any support columns.
https://imgur.com/iFVEwDQ
https://imgur.com/rNUxEaA
https://imgur.com/P9JaLLc
Granted - it's somewhat large and required a buttload of resources to build. But you -can- do it if you think cleverly. Always try to think like a zombie - don't work against them, work with them.
There are real life experiences that are very similar to visiting dungeon POIs. Just have a look at the following video. The parallels are astonishing. It feels like an A17 prefab.
https://www.youtube.com/watch?v=SkUrCvKF7SQ