You ’ re largely left alone to figure out how to go about your game and, with everything that ’ randomness going on and all the people and resources to manage, that ’ s a daunting task. We spent some fourth dimension with State of Decay 2 and we ’ ra here to help. Below are 10 things to think about, remember and consider. They ’ ll help you understand State of Decay 2 and survive the revelation .
It’s all about survival (“Life, uh, finds a way”)
It ’ second right there in the music genre ’ sulfur name, but State of Decay 2 is a survival repugnance game. You ’ re not here to Rambo your way through the revelation. You ’ re here to make sure you and your alert band of survivors, well, survive. It ’ s as much ( or more ) about managing people and resources as it is about caving in zombi skulls .
There are gain conditions, of path — it is a video game, after all. finally, you ’ ll make a territory dependable, promote person to drawing card and cement their bequest for future generations. But that ’ s a long way off, and getting there takes a lot of surviving and surviving means getting thoroughly at resource management.
Reading: State of Decay 2 beginner’s guide
You’re always out of something
Keeping a residential district of survivors alive, fed, healthy and happy ( or ampere happy as they can be during an revelation ) means making certain everyone has everything they need — food, music, a bed and a neighborhood free from unsightly zombie infestations. And that ’ s a changeless contend .
Your community has daily needs like how much food they eat and how many beds there are. sometimes, there are unexpected drains on your resources like a zombi horde attacking the floor that drains your ammunition, or a isthmus of thieves that steal some of your fuel. You can see your stream stockpiles, how fast you passively restore them and your residential district ’ mho drain on them from the Resources box on the Base tab of your menu .
For ( what feels like ) a hanker fourth dimension, this is going to be a lose battle. You ’ ll have more mouths to feed than you have food and more bodies than you have beds. Your job when you ’ re struggling against that is to maintain your supplies ( so you all survive ) until you get yourself a cushion. then you can start expanding and planning ahead .
Going out
At some sharpen, you ’ re going to have to leave your floor. You ’ ll have to make food or medicine runs, you ’ ll have to go assistant out a neighbor besieged by zombies, you ’ ll have to find a few excess beds for all your new recruits, or possibly you ’ re fair going arouse brainsick. Regardless, you ’ re going to have to head out into the zombie-filled earth and that means you need to carry what you ’ ll be using .
here are the things we ’ ve found we can never do without :
- The biggest backpack available. You start State of Decay 2 with a six-slot backpack. Over time, you’ll find additional backpacks and bigger, seven- and eight-slot backpacks in containers that you find out in the world. Every time you leave your base, chances are you’re going to fill every item slot you have, so always take the biggest backpack you can. (Sometimes this means taking a backpack off of a community member as you cycle them out of active service.)
- Healing and stamina. Ideally, you should always take some painkillers to restore your health and coffee to replenish your stamina. Early on, you might not have these items (see Consumables, below), so take bandages and snacks — these do the same things, just not as well or as quickly.
- A melee weapon. You should always have a melee weapon. Which one you take is kind of up to you — they all kill zombies. As a survivor uses a weapon more and more, they’ll get better with that weapon and, eventually, unlock a specialization — a skill that makes them better with that weapon. Try to match your survivors to their preferred weapons, but never leave your survivor unarmed just because the weapon isn’t perfect.
- A gun and some ammo. Taking a gun on an excursion is optional — you can do a lot of damage with a melee weapon (assuming your stamina isn’t drained) — but we’re of the opinion that it’s better to have one and not need than to need it and not have it. Guns are loud and will draw zombies (more on noise below), but they’re also great for taking out tough zombies — like screamers — from a distance. Sure, you can sneak up on them, but a bullet is usually a safer and simpler solution.
- Don’t take more than you need. Like any game with limited inventory space, you’ll be constantly constrained. You won’t have enough space to pick up everything you want and you won’t want to leave anything behind. When you take the largest backpack you can, don’t immediately fill it with things you don’t actually need or things you only might need.
Resources versus consumables
There are two kinds of things you need to survive the revelation in State of Decay : consumables and resources. Consumables are things that you use as an person survivor. This is everything from espresso to bandages to ammo. Resources are more general things that the base your survivors live in consumes .
Consumables are items that take up a slot in your pocket or backpack. The adult thing to remember is that you can turn resources into consumables, but you can ’ thymine turn consumables into resources. That means that you ’ ll keep getting an “ Ammo Stockpile Low ” warning from your base no matter how many stacks of 9mm bullets you have — 9mm bullets are a consumable, not a ( stockpile-able ) resource .
Rucksacks — the other backpack
You ’ ll maintain your stockpiles of resources — food, medicine, ammunition, fuel and construct materials — by going out into the district and gather r ucksacks. ( late, you ’ ll be able to claim outposts that supply these Resources passively. )
Rucksacks are big bags of stuff that you can take back to your infrastructure ( and only your base ) to add to your stockpile. They have a dedicated time slot in your inventory, and you can only carry one at a time, so that normally means a food run is entirely a food run and an ammunition run is alone an ammunition run .
You can find rucksacks in potential outposts by searching through every available container, and you ’ ll much get them as rewards for helping out your neighbors .
“Get in, loser, we’re going shopping.”
And that brings us to cars. Because resource rucksacks take up their own dedicated slot, a food play will alone always result in one backpack of food. That works, but it ’ s just not sustainable — you ’ ll constantly be running and you ’ ll run out of resources before you get ahead — so you ’ ll have to start surviving smart.
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When you approach the rear of most vehicles, you can open the trunk. If the car is drivable, these extra few slots are helpful in general — you can put a flatulence can in there or an extra artillery — but their most useful choice is that each slot of a fomite ’ s trunk quad can hold a backpack. This means that taking a car on a resource meet run lets you bring bet on as many rucksacks as you can fit in the trunk ( plus one on your back ). You ’ ll inactive need to spend a few minutes shuttling them from the car to the storehouse room in your nucleotide, though .
A quiet place
Stealth — or more accurately, sound — plays a huge role in avoiding zombie attacks. Sure, zombies ’ ll touch you if you march good up to them while they ’ ra face you, but their eyesight international relations and security network ’ thymine great, and you ’ ll get a way with a draw more than you expect .
What you can ’ t get away with, though, is making excessively much make noise. Walking ( while not crouching ), sprinting, shooting a artillery, failing at flying searching and driving a car all make make noise. And noise withdraw zombies .
You get ocular information about how much noise you ’ re making on your minimap in the bed left corner of your HUD. When you ’ re making noise, a egg white circle will ripple outbound from your localization — when you ’ rhenium walk, it ’ ll be a small circle ; when you ’ re blowing something up ( or failing a quick search ), it ’ ll be a big one .
There ’ s a lot of clock time where you can ’ t actually do anything about how a lot randomness you ’ ra make ( or when it equitable doesn ’ t count ). It ’ south constantly good to be aware of it, though, because it ’ ll lashkar-e-taiba you make some agile decisions about how to enter some conflicts. If you crouch while walking, you move slower, but you can sneak up behind zombies and take them out mutely. This is an invaluable room to thin their numbers as you explore your territory .
Expand with purpose
As you explore and add community members, you ’ ll motivation to claim new outposts and locations. These monetary value ( a lot of ) Influence — the game ’ s only currency. influence is a pretty limited resource — you ’ ll get five points here and there. That adds up, but it takes dedicated bring to earn a batch. The few hundred influence it costs to claim a newly frontier settlement is a big investment .
specially early on, that just means you have to be bright about your influence investments — and smart about choosing your outposts. Avoid things like billboards or cell towers until you ’ ve got adequate food-producing outposts to feed your residential district .
beginning with the essentials like food ( pizza icon ) and medicine ( plus sign/cross picture ). These are the things you ’ ll consume the most regularly. After that, look for outposts that give an add profit — like a radio tower that reduces radio margin call cooldowns or a gun shop that supplies casual ammo .
As you expand your community, you ’ ll besides need to have beds for everyone. Some houses will add beds when you turn them into outposts. These beds aren ’ t quite a crucial as, say, food, but not having adequate beds will actually hurt morale and might evening lead to fights or people leaving your community .
Your community
You ’ re entirely in control of one of your survivors at a time, but you can invite one other survivor to come along with you for accompaniment. Your survivors are just people, though. They get tire and hurt and, sometimes, infect with blood plague. They need downtime between supply runs and fights — or at least healing in an hospital .
This makes your community members another resource you ’ ll have to manage. Their fatigue and health will regenerate over time ( or as you send them to bed or the hospital ), so it ’ s best to motorbike them in and out of service. As your runs get more tax, you might even want to add more survivors to your community — which means you need more food and beds.
Your neighbors
Your community isn ’ t the alone one to survive the revelation. The territory is dotted with enclaves of survivors, and all of them need or want something. The automaton apocalypse has a shock total of options for filling your clock time .
Managing your neighbors — on top of managing your community — is overpowering. Your radio will feel like a changeless stream of distractions and pleas. Helping your neighbors earns you some Influence and some good-will. not helping them leads to them either leaving the district or actively disliking you ( with guns ) .
Balancing everyone else ’ sulfur needs along with your own is a ceaseless contend. It benefits you to help everyone you ’ re able to — but it ’ mho important to emphasize the “ able to ” part. If you ’ re out of food, the neighbor who needs a couch moved is just going to have to wait. If, however, your base is pretty stable, seeking out neighbors to help is a good way to earn some influence and find potential recruits for your base .