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First of all, I played Zafehouse the most of Saturday. Probably like 15 times, but failing every time.

I already thought about giving up, but decided to try once more this Sunday. And what do you know, things were going great this time: I had all the clues and I was able to secure the evac point. Still had all the survivors alive too.

There was just one problem. There were two possible evac points, and I had no way of knowing which was the correct one because I had already secured every clue in the map, but they were too vague. How did this came to be? Well, one of the clues said "they think <the street name, but no number, I already forgot what it was called; let's call it Alexa Drive> is the safest location to evac". If that line's too confusing, I'll write it again with the example: "They think Alexa Drive is the safest location to evac". Then, I found another clue, that said "the Chopper will be sent to the Warehouse".

Okay, so the chopper will come pick us up at the warehouse on Alexa Drive. Or whatever Drive it was called. But...fuuuuuck. There's two warehouses adjacent to each other on that street!!! The warehouse mentioned in the clues could be either one!!

Well, I thought I'd secure both; then at least half my group would be safe. But before I had time to do that, an angry mob came into my door and demanded one of my guys. My place was pretty well fortified, so I said Hell No, and fought. Two of my guys went down despite my fortifications and a huge, upgraded arsenal of weapons. At this point I thought there's no way I can secure that other warehouse anymore with just three guys, because the place would probably be swarming with Zeds (the whole area did). And the evac time was right around the corner. So I thought, hey, it's a 50/50 chance, let's just stay here. Better to have at least a small chance, rather than send my guys over there to get killed.

When the time of the evac drew nearer, the diary entries looked very positive and lead me to believe I had picked the right warehouse. There were entries like "we can definitely hear the chopper" and "the chopper will be here soon".

Imagine my surprise, when at 4 am I suddenly got the red screen that said the chopper landed, but none of my survivors were at the right location, and that they were left behind. I got so pissed, it's unbelievable. After so many failed tries, I got that close to victory, only to lose the whole game because there wasn't enough information to be found and I hadn't chosen the right location. Is this a guessing game, where everything is decided with a throw of a dice, or a survival game where right actions determine the victory? Because it really seems to be the former.

FIX THIS BUG! Don't have vague clues like "the chopper will land on Player Street" if there's multiple structures of similar kind there!!!!
No bug, you just went to the wrong warehouse. Should have found more clues.
Like I said, I had found all the clues. There wasn't anymore information to be found. I think in a normal situation the game has a clue "go to this street" and "the chopper will land on Hospital". If there were two hospitals, the first clue would tell you which is the correct one. In my game however, the game hadn't taken into a consideration that there were two warehouses on the same street. Had there been a clue "the safest evac point is 6 Alexa Street" then of course I would've known where to go, but at the same time the second clue would've been useless.

The point is that even with all the clues found, there wasn't enough information as to where I was supposed to be (with 100% accuracy). And that needs to be fixed.
Hey DProject,

You're right, if you have all the clues it should be clear exactly where you need to go. We'll be addressing this in the next patch. Until then, this should only happen very rarely.
Thank you :)

While I'm here, I'd like to ask a question regarding zombies and zombie activity. It hasn't become all that clear to me yet, even though I've played a lot.

First of all: when the game starts, is the number of zombies fixed? Or do more of them spawn while the game progresses (to the point of there being an infinite number of zombies)? Meaning, would I be able, in theory (the chopper would probably be gone by then), kill every zombie on the map? I'm mainly asking this that in a scenario, where more and more zombies are trying to enter a occupied building, is it reasonable to keep killing them in order to make the overall number of Z's on the map smaller, or should I just pack my bags and get the hell out of there so I don't waste more time?

And another question: I'm not entirely sure how distractions like bonfire work. Say I light a bonfire on the top left corner: is the fire drawing zombies in straight lines from every location on the map in a wave? (Think it like this: you've got a square box, and you cover the box with salt just enough for the bottom to disappear: then you tip the box a little so that all the salt moves in one spot) So that if used correctly, you light a fire on the corner, then run to the opposite side, before hitting the center of the map (if I wanted to go there)? And if I went straight to the center, I'd run into the zombies shambling towards the fire, effectively making the distraction useless?

And does the fire make zombies come out of buildings? I don't see how else certain buildings, such as police stations, could be cleared other than by having a secured, noiseless building somewhere, then having a survivor create a distraction somewhere else before returning to the secured building, and then entering the police station once a number of zombies have left. I've found that assaults don't do nearly enough damage (only a small number of kills per assault) if the place is swarming, and after each assault more zombies come outside, which endangeres survivors and the assaults. Therefor fire seems to be the only reasonable option to get most of them to leave, before assaulting and eventually breaching. But is this how fire works in the game, or am I missing something vital in taking down police stations and the like?

While I'm at it, a suggestion for the next patch: give the players the option to roll their characters' starting stats (sorry if this is already implemented, I admit I haven't looked into the custom campaign yet: but I mean in the "official" modes as well). Sometimes I get a party where no-one, for example, knows how to search (one star), modify equipment or create barricades, and that makes for a REALLY hard playthrough; one that might be impossible from the start. In those scenarios I've usually began again. I need to have:
-characters who know the aforementioned skills by at least three stars
-the first clue needs to be somewhere else other than the locations with lots of zeds (police station, hospital, etc.)
-there musn't be two buildings of same kind on the same street (fool me once, shame on you, fool me twice, shame on me)
or I'm just going to restart because I know already that I'll probably can't escape with these settings. Therefor it would make sense to be able to have a little bit of customization options before the game begins. I like the randomized character traits though (who dislikes who, who's gay and who's straight, etc.) and the tensions they bring, so no need to give the option to determine these. Something can be leaved up to chance.

Thanks for reading. You've got a great game in your hands, just needs a little tweaking to weed out the major annoyances.
First of all: when the game starts, is the number of zombies fixed?
Locations start with zombies inside, randomly determined within a range. The numbers are higher for important locations, such as the police station, and small to non-existent for houses. Zombies can also enter locations.

There is a cap on the number of zombies that can be in the game, and zombies enter the town from the outer edges every hour. If you're fighting every hour, it's possible to make a small impact on the zombie count, but it's not sustainable.

I'm not entirely sure how distractions like bonfire work.
The "attention" caused by distractions overrules any noise your survivors will make while the distraction is in effect, so you can move around freely within its area of effect (almost the entire town for the bonfire) without attracting zombies. Zombies do indeed head directly for the distraction, if they are within its area of effect.

So no, your example wouldn't be useless! In fact, I do it often so I can quickly barricade a location without worrying about zombies.

And does the fire make zombies come out of buildings?
Zombies inside locations aren't affected by distractions. Keep in mind you can also set up camp inside a nearby location and snipe into the location you wish to assault/breach. To do this, assign survivors to the sniping task, and then select the location you want to snipe into by clicking on the green highlighted word in the task description.

While I'm at it, a suggestion for the next patch: give the players the option to roll their characters' starting stats
This is indeed already in the game! Click the "Custom content manager" button in the main menu. This allows you to create custom survivors and occupations. If you want a complete RPG-like experience, create a custom survivor, then an occupation, and assign that occupation to the survivor.
Post edited March 26, 2013 by LoganBooker
Alright, thanks!

One last thing I'd suggest for the next patch: There are currently some items, that when modified, no longer make any sense. Two come to mind: a glowing crowbar (better at searching, what??) and a modified carving knife (better at sniping, even more what???)