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Dead State Rebalance Plan

Zombra

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The infection shouldn't be obvious right from the start or otherwise you will ALWAYS reload if you aren't force yourself to an pure ironman mode.
Thank you. Seems like everywhere I go I get a ton of flak for suggesting that save mechanics influence gameplay, and that gameplay can be constructed with save mechanics in mind. Nice to hear from someone who gets it.
 

Morkar Left

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The question is how it's done and how important it is. Infection is a very serious occurrence in this game. Altering %-chances or the %-chance system for skills in Wasteland 2 because of savescumming I would disagree.
 

Zombra

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The question is how it's done and how important it is. Infection is a very serious occurrence in this game. Altering %-chances or the %-chance system for skills in Wasteland 2 because of savescumming I would disagree.
Yeah, context is key. I think Wasteland 2 screwed up its save system as well, but that's a discussion for another time and place and that ship has sailed anyway.
 

mindx2

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That's also the reason for the proposed two-day remission: so that the player can't immediately save-scum when the little icon pops up. Also, this leads to the dramatic scene of "I think when that zombie came from behind the dumpster and scraped me, something got into my bloodstream!"

I agree here. The infection shouldn't be obvious right from the start or otherwise you will ALWAYS reload if you aren't force yourself to an pure ironman mode.
This is a great suggestion along with the swarming bonus! Are you listening Elhoim?
 

Trash

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All good and seemingly easy to balance suggestions here. A suggestion I'd make is to add mobile zombies to the maps and encounters. Have some of the undead shuffle around. Should make exploring a bit more exciting when the chance of having an undead stumple upon you all that greater. And why not give already explored maps a chance of having new encounters when you visit them again? Suddenly a few looters or a horde of shamblers should brighten re-visiting those almost empty supermarkets all the more fun.

Oh, and I'd love to see them increase the amount of zombies attracted by noise. Especially in the more dangerous areas. Zombie 'lore' is all about being overwhelmed by hordes of the fuckers. Anyway, any news on you guys further balancing this little gem, Elhoim?
 

Elhoim

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We started working on these things in the new patch we released. Iron Man is in, and in the next update we'll add PC Infection and Harcore Mode (which will add many of the suggestions here like increased damage, food and morale consumption). Swarming bonus is also in, along with crawlers and a few AI improvements. Also, zombies start spawning faster now (25 noise instead of 50), plus the chances increase as the days go by.
 

Norfleet

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I dunno, I think some armor really should be effectively 100% effective, unless you really think you can attack a guy in full plate armor by biting him.
 

Ninjerk

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I dunno, I think some armor really should be effectively 100% effective, unless you really think you can attack a guy in full plate armor by biting him.
I should think enough of them could just pull him to pieces.
 

Norfleet

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I should think enough of them could just pull him to pieces.
Pin and immobilize, certainly, but pull to pieces might be a bit hard. Zombies aren't very good at fine manipulation and materials are strongest in tension, so it would be tricky for them to PULL it apart, especially since zombies are not generally capable of strategies more advanced than "dogpile and bite".
 

Modron

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Full plate armor isn't power armor anyways plenty of bits are exposed, if you were being swarmed by enough they would just drag you to the ground and one would eventually chew on your tender parts. I mean I guess you could go all troy hurtubise on it... but how many people are prepared for that eventuality.
 

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