Is the high zombie frequency at State of Decay normal?

Fr
- in Xbox
11

I'm currently playing the State of Decay video game on the Xbox Series X and am wondering if the high number of zombies there's actually normal. Every now and then there are actually moments when I kill a zombie and then two new ones appear. That destroys the desire to play a little. Could it be that my score is broken or is that intentional?

Ma

When it comes to State of Decay 1 the answer is yes.

Explanation of spawning in SoD 1:
The game was actually developed exclusively for the Xbox360 and should run on it somehow. With the two extensions it is no different, that the mass of zombies can't spawn all at once with the more or less existing spawn points from sub-area to sub-area on the map.
They just spawn afterwards, if possible then in the spawn point that is not right in front of the nose and not busy (yes lol ey).
As indicated, the number of spawn points is very different from sub-area to sub-area. So it is strange that at the actually high breakdown level in one area there are so few as if you were still in the first but where else there are pure death zones. Roughly the fewer the area of houses, broken cars, etc (except for vegetation and topographical things) the more spawn points and larger spawn points (more can spawn at the same time).

Ma

Sorry for the language. The morning zombie here has not yet sipped coffee and alternatively sipping brains is forbidden in Germany, which I can't understand in my current mental state.

Fr

Thank you very much for your detailed answer. That is actually a bit stupid, but I can understand that there was no other way. Well, then I just have to continue to use my tactic: "With the car through the crowd". 😅

Ma

If you play Breakpoint then have Ray Santos (hero) in your squad. You can get it from a certain breakdown level if you have managed to challenge the corresponding challenge in any level run (a certain number of zombies shredded with the car door).

Attention: Ray can "conjure up" an absolutely random car via radio call. But only if there's a vehicle somewhere far away from your current spawn radius which then disappears there and reappears as a brand new and random vehicle. Exceptions are vehicles in the basic parking spaces and this includes all basic parking spaces from all bases. The higher the breakdown level, the fewer vehicles there are.

In short: Ray exchanges the vehicles and moves them from B to A (what a fraudster) but it's cool if it's the awesome military truck.

Have fun clapping brains.

Ma

Oh, do you actually know the benefits of snacks? With it you can even mess with masses of zombies and even destroy several hordes on your own. On YT everything always looks so blatant and you have to be an absolute pro, but it also works with poor responsiveness, poor perception and understanding of the predictability of the zombies, know the basics and look and plan ahead. Over time you will get a feeling for the "third eye" (zombies see without eyes or ears), i.e. How quickly the noose is tightened around you and the attention status of the many zombies (zombies are predictable!). So you become a cruel zombie butcher, but never lose your respect and neglect the basics, because that always turns out badly, especially if you have such deficits in perception, as listed above. If in doubt, be afraid and run away (never forget the tip!).

You can play hundreds of hours and still discover new tricks and more subtleties.

Fr

Thanks for all the tips. I don't think I will play Breakpoint very extensively. I was able to finish the main game yesterday evening and now I'm working on Lifeline, which is much more challenging, especially because of the sieges. After Lifeline, State of Decay 2 comes next.

Ma

Lifeline is tough. The progress is brutally fast and at the beginning on the first day it is already much more difficult than the main game at the very end.
I didn't make it to Lifeline (I'm terribly bad at aiming the ratchet, which is essential).
You have a lot of cars in Lifeline, but you still have to drive very carefully and avoid zombies as much as possible. Every vehicle is worth gold. Running because there's no vehicle means lost.
I do not want it. It came true for me far too quickly, brutally grueling and a planning effort. Everything has to be planned very precisely and effectively.
This is the third part and he only wants one thing: to get you ready!

Fr

I think I have to do a walkthrough if I want to survive there. I played in a little and an essential survivor died right at the first real siege (after escorting two ladies into the base). That frustrates.

I think the way I do this is to complete and fully develop all of my essential construction projects as quickly as possible and then place enough outposts around my base. The only thing I don't think is particularly good is that you are indirectly forced to use firearms. The hand-to-hand combat is much more pleasant.

But well, if you are fast and turn off the game or the console quickly, you can undo the death of a comrade. It's not the point behind the permadeath, but I don't want to have to start the game again too often just because essential characters are dying for me.

Fr

I actually played through Lifeline, even if it was a small act. I blocked the entrances to my base with cars so that the zombies could no longer destroy the doors. In the end, it was more fun than I thought, even if this constant time pressure (and the stupid AI on escort missions) bothered me a little.

Ma

Great and hats off. I believe you that a lot of it puts you in the mood for a game. Now you must have tough nerves and are as prepared as possible for a pregnant friend or to be pregnant yourself.

I find the Ki very predictable and if you take that into account then it is very helpful and suitable for teamwork (except for Lifeline.

I started it again and again but stopped relatively early. I don't enjoy the whole mode at all. Everything revolves around the tower defense and nothing else. Apart from that, to make an analogy to the funny comment from above, the game is like a pregnant woman who only produces testosterone around the clock and never ever the other hormone Not including baking whistles at all).

Breakdown I played the respective level / stage as long as I could and then moved on to the next one when I couldn't do anything else. I also never played that to the bitter end, because it is simply too repetitive and the problem with the obsessive collective syndrome was not counteracted or ignored (even more repetitive). Breakdown was fun and gave me a survival feeling with a community that grows dear to my heart ("Oh no, not Marcus no and now Amilia no"), but Lifeline is just me against the game. And again and again the hardcore spawned. You learn the points where nothing can be closed or what only makes you poor and almost nothing jumps out for it, if the show up instead of feasible then frustration arises. Far too much luck is required and is also something for Tower Defense fans, because that is the core and focus of this mode.

It also appealed to me very much that at Lifeline a large metropolis was placed directly and omnipresent in front of one's nose and then only isolated fragments of small separate peripheral areas are accessible (like a huge bundle of money on an obvious thread).

Fr

That's true. I also originally hoped that Lifeline would be similar to the main game, just in a metropolis. But far from it, in the end it was only small sections connected to the highway. On the other hand, you could not explore the game world properly, due to the time pressure. If you weren't quick enough, the survivors who should have been saved will die. Or worse, you weren't at the base in time for the siege to start. Fortunately, the whole thing only has a playing time of around 5 - 8 hours, so you can get through it quickly. These hours, however, demand all of what you have learned in the main game. But I'm all the better prepared for the second part, which I'll start next week.