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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126359 times)

cganya

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #450 on: October 20, 2010, 11:49:26 pm »

awww crap. well another great play through ended by something dumb. I broke into a CHAR office early and got my hands on a shotgun and some supplies. fast forward close brushes with black ops and gang swarms I venture into the
Spoiler (click to show/hide)
for the second time, chased out by low ammo and my first zombie prince of the play through.

I leave for a few days, gathering a nice stockpile of shotgun ammo so i can go back in, kill the thing and continue exploring the vast place. I went in with 55 shot gun shells and a vendetta, with full sleep and hunger I felt pretty confident.

Fast forward kiting 4 zombie princes later... I'm good on my hunger meter but i'm almost to the penalty line on my sleep stat. thankfully i found a room with two open entrances, two full health shelves and a full health door. Awesome, I push the shelves into position and go to barricade the door, but i forgot i didnt have any planks. No biggy, i just passed rooms full of them, I'll just go get one.

I travel through about 4 rooms before i find a plank and I start to head back, good thing too because i'm about 15 turns away from taking penalties... Then another bloody zombie prince shows up between me and the safe room and my fate is sealed. I try valiantly to kite him but I start taking penalties and extra zombies and skeletons (usually full reds) keep showing up. I think I got him down to 3/4's health before i hit my sleep penalty. it was all downhill from there, suddenly instead of getting four turns for every three of the prince's turns, he was getting three turns for every two of mine. I didnt stand a chance. Next time I will have a full stack of blue pills in my inventory...
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My current project: Playing through might and magic 6 and posting the videos on youtube.
http://www.bay12forums.com/smf/index.php?topic=136329.msg5003966#msg5003966

Thexor

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #451 on: October 21, 2010, 12:17:24 am »

I remember the first time I broke into the bunny warren. (Is that still the right euphemism?)
Spoiler (click to show/hide)
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Yuu_Inohara

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #452 on: October 24, 2010, 01:01:12 pm »

I started playing a while back, finally got the hang of it and made a small bunker inside a CHAR office (not the one with the basement, I dread making the move to that one since its quite literally on the other side of the city and even with all of my skills maxed it'll take several trips.)

Some observations though:
1. The manual is somewhat inaccurate, with maxed skills I am effectively a god of death against anything that doesn't have a gun (bloody black ops bastids).
2. Black Ops seem to prioritize killing the player over killing the zombies around the player... This is quite frustrating as not only am I swatting away shamblers trying to munch on me, but I'm also dancing around sniper fire in the process.
3. I have found it to be MUCH safer and easier to go without followers, contrary to logic in these situations. Followers require a lot of micromanaging (telling them to guard if you want to go off alone, telling them to drop their inventory and manually giving them shit so they aren't cluttered by empty guns and planks of wood that could be used for barricades when they don't have any carpentry skill, having to wrestle with them to get them to follow you again after being set on guard) and they burn through your food and ammo much faster than if it were only you (plus most of my bases have natural choke-points so I can easily take enemies one at a time anyway). Plus they draw much more attention than just you alone, since while you're alone, zombies are less likely to tear apart your base due to picking up your follower's scents while they're guarding, and if traveling in a group you leave that many more scent trails for them to pick up, and are more likely to be spotted by black ops, which is always a pain in the ass. Also they lock you down to one district if you run out of a particularly vital item and have to try to find more but don't want to pack up and move bases.
4. Jason Myers is a wimp. I was actually rather disappointed when I found him because he had this huge boss fight fanfare... And then died from one pistol shot.
5. It'd be nice if army supply drops occasionally dropped weapons or ammo. Once everything has been bled dry you basically have to pick through corpses or take a massive risk and fight some black ops for more ammo for guns, and really, even with Myer's axe, I'm not suicidal enough to try to beat the game without guns and ammo.
6. Police armories make excellent safe houses early on while groceries are still abundant, or if you're willing to risk it, move everything downstairs into the holding cells and open the doors so you have the benches to use as beds and can easily fortify the area.
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Divide by zero and sacrifice some of the players to Armok probably. Though this would be somewhat cool to have around.
Oh, Toady already does such things on a regular basis. I think he calls it 'Tuesday'.

tehstefan

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #453 on: October 24, 2010, 03:13:05 pm »

Well, I personally found the Ax to be pretty useful. As for him being a wimp, only if you manage to kill him before he gets to you. He will one shot you. I found out the hard way.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Yuu_Inohara

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #454 on: October 24, 2010, 05:33:52 pm »

Yes, the axe is VERY useful, since it means I don't have to hunt down hammers anymore, but I'm still not about to take on CHAR guards with it (and I've fought quite a few in the underground facility), since shotguns aren't very friendly towards melee combatants (Heck, I got hit by one from max range once and it sent me from 23 HP to -8, and thats with an army suit).

And I suppose Jason might be a bit of a threat to someone who finds him accidentally without realizing he's where he is early on, but still, the music and intro kinda made me expect more is all :P.

Edit: Went back to the hospital in my current playthrough to stock up on blue and green pills from the storage area (I had barricaded the rooms with them in it so other survivors wouldn't nab them)... Place was basically empty save a couple zombie patients and doctors and everything was splattered with blood and vomit... And damn did the music give me the chills going through there, especially that whole EKG lead in.
« Last Edit: October 24, 2010, 05:59:51 pm by Yuu_Inohara »
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Divide by zero and sacrifice some of the players to Armok probably. Though this would be somewhat cool to have around.
Oh, Toady already does such things on a regular basis. I think he calls it 'Tuesday'.

Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #455 on: October 25, 2010, 05:23:46 am »

Axes, who needs axes. YOU NEED A CHAINSAW :D.
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Cthulhu

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #456 on: November 03, 2010, 03:31:30 pm »

Tiny tiny necro.  I don't like where the game's going.  All this stuff about bosses and bunny warrens and secret areas.  I just got done editing skeletons and zombie masters out of the game, turning them into regular zombies.

I can't wait until Dead State comes out, I'm seriously jonesing for some zombie survival that doesn't derp it up with all kinds of extraneous stuff.

Oh, in exchange for making all the zombies identical, I turned the max zombies all the way up and the max humans all the way down, as well as turning infection chance all the way up and making starvation infectious.  I am the last man on Earth, bitches.

EDIT:  It's had some interesting effects.  Skeletons seem to have served to pad their numbers.  Since they could be easily killed even by unarmed civilians, it resulted in a lower number of zombies attacking than normal.  The hordes are huge now.  I've seriously come across packs of more than a dozen zombies on day two.  It's ridiculous, I love it.
« Last Edit: November 03, 2010, 04:15:53 pm by Cthulhu »
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Shoes...

Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #457 on: November 03, 2010, 06:44:30 pm »

I edited them into dogs in my mod.
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Hugehead

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #458 on: November 03, 2010, 06:57:40 pm »

Is it still being updated?
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Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #459 on: November 05, 2010, 10:29:06 am »

There's the 5th version in the works. The author probably took a break but he posts updates on his blog, so we should get it eventually.

P.S. The last blog post about bugfixing is 4th of october, so it's being developed actively.
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Hugehead

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #460 on: November 05, 2010, 10:35:09 am »

Ok, I guess I'm spoiled from the constant Word Of Notch blog posts. :P
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We're Bay12er's. If there is a bug, we will find it, exploit it, and make a recursive statue out of it. Just look up Planepacked.
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Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #461 on: November 05, 2010, 12:16:11 pm »

Yeah, Roduedjack has a much smaller playerbase and doesn't sell his game, so there's a reason.
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bobbylantine

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #462 on: November 13, 2010, 01:57:17 am »

Aww yeah, looks like Roguedjack has resumed work on the next version.  He must have been inspired by watching the walking dead, hehe. 
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moghopper

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.2 IS OUT*
« Reply #463 on: November 15, 2010, 09:11:21 am »

Has anyone had a problem where national guard soldiers and black ops never appear?

EDIT: nevermind they JUST appeared...
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"Compatibility mode", dude. If he tries running it under "capatability mode" some terrible thing involving elder gods will probably happen.
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