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翻訳の問題を報告
You don't need a damn link you lucky SOB you are on STEAM you can opt in!!! its we poor original founders that have to wait for you guys to get done helping them test :D
But sure here ya go!
https://www.stateofdecay.com/join-our-steam-open-beta/
my personal fav is the fact you will be able to upgrade outposts to give more resources and the fact the ENTIRE map will now clearly have a end goal and incentives.
My very first attempt at Lethal I got grabbed mid window vault and got stuck partially inside the windowsill. Tried everything to get out but nope. Couldn't even menu to the "Stuck" command because every time a zombie slapped me it canceled out the menu. I could have quit out and reloaded but not only does that feel cheap, but the survivor already had BP and it being very early game they were as good as dead.
Second attempt I drove by a Screamer and it spawned a Bloater literally on my car and of course it insta exploded. Survivor was already at about 20% infection so that set it over the limit. Manged to get them back to base and in a bed with about 20 seconds left. Early game so not enough samples to make a cure. Go set up an outpost near a plague heart to safely beat it to death with a sledgehammer. Loot the heart and the building, deposit at my outpost and start to drive home. Survivor randomly shows up in the middle of the damn road with a bunch of zombies on them and dies. I know I checked them in to the Infirmary, even on the character swap screen it said they were unavailable, but then they just show up out of nowhere to die.....
Bugs can at least be tolerated on Nightmare but on Lethal its a death sentence because of something completely out of your control.
Sorry kid, and yep, with your post its obvious you are a kid or the dude-a-doodle-do that you use. This is as much attention as I am willing to give you. I already received a good objective response to think about, you should review this thread and try to learn how rational people behave and improve your behaviour, you are not worth attention. Sorry to disappoint you, you should look for these childish flame battles by someone else. P.S.: I am going to ignore you from now on. Ciao.
IMO that's the real purpose of Green mode. To make the grind less time-consuming. :O
Why play lethal? In my opinion the reasons are really many, but I will say instead why play lethal in beta rather. The lower difficulties are just too easy, I don't perceive the risk of losing a survivor, even if I mess up a bit, it will be okay somehow. In addition, if you complete once in lethal go back it will give you the impression that the game is stupid, easy and boring. Following this logic the only combination of skills your survivors will have will be: Backpacking, Discipline, Swordplay and Gunslinging or Sharpshooting. In terms of efficiency for non-lethal difficulties this is the best combo, the rest is just for fun. In lethal difficulty everything changes, it will be useful to have stealth survivors, have survivors with powerhouse and so on ... The beta (in my opinion) in addition to bringing a breath of fresh air, ease of a lot, perhaps too much, the management part of the game , and consequently increases the difficulty of action a little. Let me explain; the outposts, if at level 3 will now produce 3 resources of the type, also offer the possibility at level 2 to teach the 5 skills to the survivor almost practically for free, and what not to be underestimated as often as you want and when you want. Even some of the community skills that I previously didn't consider at all, such as soundproofing or sleep psychology, now acquire a logic of their own. However, it is true that the impossibility of immediately claiming any outpost is not something that for many players is simple. The historical outposts are really exceptional and in some cases perhaps "too" exceptional because of the bonuses you get. Even the speed with which the plague contracts, especially in the plague territories discourages many survivors. But it is equally true that you don't have to break out every single zombie that comes your way, your aim is to survive and clean up the territory. From my point of view the only difficulty in lethal / beta are the packs of feral, but only if you don't notice them, or if they appear behind you. Finally, completing the game in lethal automatically unlocks all legacies of the lower difficulties.
Terraria did.
Anyway, the AI actually just sucks, you can exploit by many... many ways, kinda ruin the game experience with how easy it is as long you don't do something outrageous.
I only did a single run on lethal difficulty myself tbh and the real difficulty was the bugs: bloater spawning in road in front of car with granted kill on you, feral doing dmg or applying blood plague just by staying there. I know that they adjusted a lot of things by now but still that was my experience at the release.
Still, my point is that the core flaws are still there and while the AI do suck a lot, the game feels like it was projected to be played at normal difficulty and all they're doing is decreasing the overall quality of map and pushing many penalties against the player and boom: new difficulty.
Thx for the link to that video. Was funny to see devs playing so badly as if they did not play the game at all outside these videos, of course the alternative is also that they are using green difficulty (edit: saw at some point that they use dread) and basicaly ignore the game principles for the sake of the video, so mayb ethat is why they appear to be so bad at it. And with the spawn teleports behind them immediately biting them without them being able to prevent it is seriously hillarious, basicaly they directly feel the bugs that people complain about, unfortunately thisalso means that they ignore it. Honestly I am a bit sad about that.
Jumping to other things, the mechanic improvements are things which confirm the game mechanics can be changed to change the thinking and approach of players without implementing the lowgrade dificulty jump by HP/DMG/quantity boost to enemies with the cherry on top being unavoidable instakillspawnbombs.
Really thx for sharing this, had no idea that they are doing something like this. Brings in hope that things can be improved/changed in an interesting way. Fingers crossed.
The worst is that there is too much freaks and ferals are just soooooo tiring to hear them scream every damn block. You vehicles break way to easy; I would change it so they don't die so quick from attacks, but still die as quick from smashing into things.
Game mechanics itself. Well, it is pretty shallow. I find the daily infection is pointless and annoying. I think the plague hearts are just garbage, they're really not much when you can run and gun them dead (story plague hearts were srsly better). Plague zones (current beta) change them to ... fit better and give a better reason to deal with them (rather then being Infected house v2.0).
No matter the difficulty tho: "RUN AND GUN".... unless its a 3 pack of plague ferals.. then probably just "run".
I just lose interest around day 20. Not sure if I ever did 3 maps before with a single community. My base is automated, loads of ammo, .50cal and 7.62 on survivors: NOTHING TO DO.
They have designed the game to last for 4-8 playthroughs, so the "endless mode" is us doing something the developers didn't intend for us to do. Therefore, I don't complain about running out of things to do when I have 12 survivors with all the skills I want, full-auto fully braked-up rare guns base defense, maxed out base, and all the rare weapons and facility mods in the game on display in my magic locker... because I jump from map to map until I have what I want, effectively ignoring the core of the gameplay in the process (Plague Hearts just a source of more stuff).
The new update won't change that because I have played through the "legacies" 20 times or so - they do not interest me at all. Nothing to gain from it as I already have Builder/Trader boons and I am not a completionist. The legacy pool is full and I never start with any of them anyway.
I understand them. They are running a business and I have already paid for the game. They want new customers, and late game content for veterans like me is not a high priority. Sure, they want the player base to remain, so that is why they added Lethal even though the game engine was already surpassing it limits on Nightmare. But the focus is on drawing in new customers and give them a good experience.
From the streams lately, they were clear that the reason they are working on the new big update is that new players don't know what to do once the Tutorial is over. The NPCs are constantly harping on about killing more Plague Hearts, but there is literally no reason to take that risk early on, so people just don't do it. The plague territory preventing you from claiming Outposts, and clearly showing that the town is occupied by monsters when you view the map, is intended for new players to realize what they need to do. The new update is in other words a hand-holding update.
But I think that is going to be a very temporary effect in terms of how people will approach the game. Maybe the first time around, they'll play through the legacy storyline quest by quest until it is over, but the next time they will figure out that any legacy quests before you have killed all the Plague Hearts is a waste of time. They will also figure out that the zombies are spawns and thus are only there to give you stuff to do. And that they hardly need Outposts anyway. It will be back to normal within weeks (i.e. gearing up to wipe them all out safely and efficiently in one go).
P.S. don't post stupid threads and pretend you're looking for "objective respones" when you're just trying to complain and vent about your frustrations
They should rather replace the Driving skill with a more specialized one; Demolition Derby Champion. +100% vehicle health.
+1 nice one :-).