Zombie Exodus: Safe Haven -- set for release 10/28/16

@JimD
I found this spelling error in chapter 2 at the school when attacking Driver.


I had a compound bow as a primary.
The arrow sailing.

I found this spelling mistake when fighting Dillian. I selected “Rig a trap in the lab and use it to disable Dillan.”
I had science 25%


Full of water
I found this spelling error as a con artist when I visited Darlene.

Surely up the con.
I found this error as a con artist when I selected “I grab Cindy and Darlene and rush out the back of the house.”
"You bolt from the house and vault over Marjorie who remains crouched as she feeds on Cindy. Racing around the side of the huge home, you clear a low fence and head to Aspen Street.
“Once inside, you pass straight through the room and burst from the back of the house.”

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@JimD Rosie and Driver as possible Primary NPCs? I approve this!

I’m loving how these NPCs could go at any given moment, through death or just up and leave, or even leave as a tiny group for their own reasons, but still on good terms with us. At the same time this will be heartbreaking when they do go, I may have to harden my heart :laughing:

Are you not able to retrieve the Backpack & Pistol when you search the Rancher house? my last Playthrough was with a MMA fighter & searched both houses, afterwords I checked my inventory & only had 1 backpack & no pistol so I had to finish the playthrough with the Katana.

Oh, hey. It’s me again. I was playing the demo again and had some ideas that I thought would be okay to share.

Most police officers carry Glocks, but not 17s. They either carry the 19, for easier concealment, or the 22, for the firepower. They’re 9x19mm and .40, respectively, and both have a standard capacities of 15 rounds.

Also, the overwhelming majority of police officers wear a vest while on duty. The protagonist is obviously on duty, and even the bank robber got some Kevlar, so why not? =P

Talking about the bank robber, I think that, unless they’re carrying Luparas (sawed-off double-barreled shotguns), it would be implausible for them to be walking around with them hidden inside their coats. It would make more sense if they carried duffel bags with them, both to store their shotguns and to fill with cash during the robbery. If you’re going with pump-action shotguns, they’d need to be pistol-gripped and short barreled in order to fit inside anywhere while remaining inconspicuous. Probably something cheap like Maverick 88s 5+1 with factory pistol grips and manually-shortened barrels. Or a Super Shorty. I bet they’d be using buckshot instead of slugs, though.

I was really impressed by the guns inside the duffel bag that the cop can take from the Sergeant. Sarge probably cleaned out the SWAT armory. LOL. But the M16A4 is more of an Army thing. SWAT teams usually use carbines like the CAR-15 or the M4. If anything, they use the M16A2 as marksman rifles, although M14s and Remington 700s are far more common. Also, it’s far easier to find M1s instead of M4s at the hands of the SWAT.

It would be nice to have the military characters stop by the armory before leaving the base, too. They could take a few useful items such as a helmet, a vest, and a M16A4 (probably even a M4 or M4A1, as most infantry units have been replacing their full-length rifles with carbines). The M1911A1 is more of a Marine and Delta thing. The protagonist would likely have been carrying an M9, unless I got it wrong and the pistol in their car isn’t their service one. Most likely it wasn’t, as the only .45 Colts in service are the A1 variants, and you said the pistol is a M1911.

You know what would also be cool? Grenades. The cop could get a few flash-bangs from Sarge’s bag, and the military protagonist could pick a few M67s along with the rest of their gear, if you decide to make the base’s armory an option. If you’re feeling generous, the military protagonist could also take a water canteen (similar to the camping canteen, but with a cup instead of water-purifying tablets), a military-grade First Aid Kit (with more contents than common FAKs, making it able to deal with more serious injures. Possibly only available to the Medic), and a pair of binoculars (similar to the one you find in the attic, but much more rugged and unlikely to break).

Well, that’s all that I can think of at the moment. Thanks for reading.

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I got a question and a theory here for you @JimD, they’re NPC related.

  1. After playing through every profession countless times, I created a theory that all the possible player professions exist all at the same time, the only survivor out of all those professions is of course the one we choose. Am I on the ball or no?

  2. We’re gonna come across survivors who relate to each profession available to us. E.g. Jillian and Lyle as the con artist and Brody and Madison as the teenager, Jaime seems to be a unique survivor since he doesn’t fit into any of them, only relating to the MC’s profession. Will we see a lot of survivors who each relate to the professions?

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I really hope there is a unique difference between male and female MCs that use the character customisation like a guy who lost his wife and the fMC will look the same as her no matter what look you choose and become a possible romance option and mthe same for mMC cause Jim said that there will be alot of NPCs and that sometimes cause some characters to feel lifeless and boring and I really want this game to do well :slight_smile:

@JimD
In October on Facebook you said that you were adding content for professions and location’s. Are you adding that in a future/future update(s)?

You just gave me an idea towards a good suggestion to make.

Further into then game, when we have a few survivors there could be a scene where we talk about the pre-apocalypse days and our old lives, this could be an opportunity to give our MC a few details about their backstory, maybe they have a significant other, siblings or family was out of town or at work when the zeds hit and whether they still believe they’re alive or not, talk about their friends and hobbies or a milestone that happened in their lives (if you give your character a scar, we could talk about that).

Also events like these about what you and the survivors do when they aren’t scavenging, hunting or guarding. Some gather around the table to play cards, they make a rare score of alcohol and food and decide to have a small celebration or a ‘family dinner’ like in ZE and everybody talks about random topics. These kind of events would be great bondage for the group and us as a player towards the NPC.

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I thought that this is the point of the safe haven … Meh this is a good suggestion though … Glad you said it but having the mc look like someone else’s partner might be an
interesting idea though (but prepare for the drama feast though)

Oh of course, I forgot to mention I’m quite intrigued with this idea. So this survivor is having trouble coming to terms with their lost loved one (dead or just missing) and see the MC as reminder of the good times or if we wanna go a little nutty, actually THINKS the MC is their partner?

I can imagine this as one of the tragic or bitter romances because even though the survivor will love them, the MC will probably feel like they only love them because they look like their spouse and not for themselves. If we don’t romance them the survivor could keep trying or become jealous if the MC had a romance already and this could create a side story in convincing this said survivor to let go of their past, for better or worse.

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@JimD should the con artist profession not be able to tell jillian and lyle are trying to con them and tell them to cut the shit

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@EmperorHeartless Thanks for pointing out those errors. I’ll fix them.

That’s a bug, which I’ll fix.

Great point and suggestions.

If you don’t have tools, some items can’t be made. For others, tools give a sizable bonus.

@Lobo420 Yes, and if you can’t, it’s a bug.

@StarshinaSokolov I researched guns used by Colorado police and found they used Glock 17s but can’t find the reference now. I will switch to your suggestions. As for Kevlar, they’re not mandatory, and since Nightfall isn’t a dangerous area compared to NY or LA, I went with no vests for police to start. It was a balancing decision since they receive other gear.

I would like to limit the number of guns overall, so I may just get rid of the trench coats. I really just thought bank robbers should get perks. As for buckshot, I have been thinking about switching from slugs so I’ll alter that.

I’ve hoped to avoid giving soldiers a cache of gear at the start but lots of people have asked for this. Again, I have to think about balancing the game or just stop worrying about balance and say up front that some professions are easier.

@Nathan_Faxon

What a big spoiler, but yes, you’re right… to a degree. If you’re a doctor, the group’s doctor will usually take a back seat to you.

I have some planned for many but not all professions. For example, all players will meet Reilly but bank robbers know him sooner.

Much of what you discuss is planned, and I actually asked the question on Facebook related to ways to bond in the Z-apoc. Lots of good ideas :smile:

@WhiteLynx yes there will be differences, and people will treat you differently based on sex, race, and appearance.

@Bugreporter in the 12/15 update, I’ll have location-based content but not profession-based. I have six new scenarios coming plus I redesigned the timeline…

@Lightsavior I didn’t implement this originally but have it planned to be added for the next update.

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Honestly in a zombie apocalypse situation being certain professions would be a lot easier than other. It doesn’t really matter if you make some professions easier than others, in fact it would make plenty of sense.

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I agree with Paranoid. A soldiers gonna have a easier time of it then say a nurse when it comes to certain situations. Same with cops and stuff

Edit*
oh and will there be any soldiers in the group? I kinda hoped that you could gather a group of soldiers or cops or criminals to ur group…Depending on profession

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While I understand your idea of balancing the game, I don’t think it would be the best decision. Of course nobody wants an overpowered protagonist capable of finishing the game positively no matter what decisions they take, or having a protagonist so weak they can’t beat the game with no matter what they do. However, making EVERYBODY capable of dealing with EVERY situation one way or another is just plain boring and unrealistic.

Most video-games let the player choose the difficult. Since it would be very hard to do this with a game like ZE:SH, wouldn’t the different professions make for an ideal makeshift difficult setting? Some protagonists would have more resources and skills, making them able to deal with several types of situations in several ways, making the game easier. Other protagonists would have limited resources and skills, limiting the situations they could deal with, making the game harder.

If you don’t want to implement the difficult system, at least make the protagonist go through different situations to reach the same outcome. Let’s say, for example, the protagonist needs a sample of the virus to take to a friend who’s making a vaccine. Here’s how they could solve the situation.

For combat-oriented protagonists, they could raid the laboratory by themselves. Inside the laboratory, they would make decisions based on their skills, such as gunning all the zombies down or sneaking through them. They could hack the door, break it open, or use the keycard that requires them to kill all the zombies inside another room and have a high search skill to find. The options are endless.

Anyway, there’s a way for them to survive the situation, but they also need to make decisions based on their skills to solve it. If the protagonist is not combat-oriented, there’s no way for them to get past the lab, no matter their skills. Or at least not without paying dearly for it, be it someone’s live or half their inventory, including important items they’ll miss in some other situations.

Instead, a non-combatant player could leave the task aside until someone else has done it. Let’s suppose that another group took the sample, so they’d need to barter for it. A social-oriented player would have little trouble tricking them into accepting something useless for the sample. A combat-oriented player, on the other hand, would be lucky to trade half their inventory for it.

Of course, they could just get in guns blazing and take it by force. But, if they do take it by force, make them pay, too. They could kill an important character who now won’t show up later in the game to help them, or they could lose a friend in the gunfight. They could also lower said group’s diplomacy to a level so low, that there’s no way they’ll ever be on friendly terms again.

See? Both types of protagonist reached their goals, but by different means. While a con-artist or a MMA fighter could have the highest firearm skills in the whole game, they wouldn’t have the same weaponry as a Soldier or a Cop, making it impossible for them to get past the lab unscratched. Same with the bartering. A Soldier or Cop could have the highest social skills of them all, but they’re so badass and heavily armed that the people with the sample would squeeze them out of everything they have. A con-artist or teenager, on the other hand, would look so weak that they’d take pity and just hand the sample over.

Now, making a teenager survive a trip to a lab with a hundred zombies inside, or making a soldier just burst in guns blazing and kill fifty other armed people at the same time is unrealistic. These situations they just wouldn’t be able to deal with; not satisfactorily at least. Do you want everybody to be able to deal with a situation one way or the other? Fine, but don’t make them able to achieve the best results. Make them go through different situations to achieve the same goal.

It would also give the game a LOT of replay-value. Since each goal would have more than one situation needed to achieve it, players could just play the game over and over taking different routes and never getting tired of playing it.

So, I can think of these two solutions: either make all the players go through the same situations, but deliberately give more attributes and gear to some protagonists, creating a difficulty system, or give the players a multitude of situations to choose from, all of them leading to the same goal, so they can choose whatever fits their protagonist best. Just leave the balance aside.

Oh, and about the bank robber. Well, I didn’t suggest giving them more weapons, just changing the ones they already have. You said they had shotguns and pistols; I only suggested you to trade their pump-action shotguns for Luparas, or specify that their shotguns are pistol-gripped and have manually-shortened barrels.

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I agree it’s difficult to balance this game completely but my goal is to make every profession capable of being the hero within a somewhat narrow margin of difference. The genre and setting make it such that some professions will have natural advantages. Scavenging, ranged, and crafting will be skills used often for big impacts. On top of that, if I stack professions like soldiers and police officers with caches of weapons and supplies, it makes the game far less challenging. I want players to feel unprepared with a dash of desperation. Giving a soldier amazing gear with elite skills trivializes the struggle and drama of having to find the tools to survive.

Different protagonists will go through different paths to survive. A con artist will persaude a fellow survivor to give her food while a hunter may shoot a rabbit. That’s not changing if I balance the starting gear.

Now I want to go back and drop that scenario where police officers can get that bag of gear.

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But that’s what you’re getting wrong. A soldier or cop being heroic is just another Tuesday. A teenager being heroic? It’s amazingly badass. There’s no way a teen would be able to do the same heroic feats as a soldier, but that’s just the way it is. If someone wants to play as a teen, make their small achievements feel immense. If they want to play as a cop, make their large achievements feel small. It’s the player’s choice to decide who they’re playing with. If they want to play as a badass who has everything handed to him, let them. If they want to play as an unprepared guy who has trouble keeping himself alive, let them. It’s their choice.

A soldier wouldn’t react to the apocalypse the same way a teen would. The psychology behind the two of them is completely different. Want to give the badasses a challenge? Make them struggle to keep their friends alive. Want to give the survivors a challenge? Make them struggle to keep themselves alive.

Instead of saying what the character feels, like when you kill the first zombie banging on your door, let the player choose what they feel, like when you find the dead couple. Not everybody would feel “detached” about killing a zombie only because it was once a human with “friends and family, dreams and hopes”. Don’t make the character’s hands shake as they contemplate the killing if they don’t want to. It’s their character, let the player give it a personality.

I get it, you want to scare the reader. You want to make the reader feel desperate, unprepared, emotionally-shaken, as if they’re about to die at any moment. The problem is, not all people want this. Some, like me, just want to kill zombies and save people. I don’t want my character shaking and feeling bad about killing something that would clearly had killed him if the situation was inverted. I want my character being a stoic, Knight-In-Sour-Armor type. My character is badass, and he feels that his only purpose is to help others that aren’t as badass as himself. But I just can’t imagine my character that way if he feels bad about killing a damn zombie.

I want to play as a snarky coward? Then let me. I want to play as a stoic badass? Then let me. Don’t force my Army NCO who’s been on multiple tours of duty feel bad about killing a single zombie. Don’t force my scared teenager who just lost his parents to remain stoic about it. Let me decide what my character feels, don’t describe it to me. You did it with the neighbors; you asked how the player felt about the dead couple; why not to do it again?

I get it that you want the player to feel what you think they should feel. But some people just want to have their own emotions and feelings, and not to have the author’s superimposed on them.

As I said, different characters react differently. If you want the soldier to feel unprepared and desperate, feeling shaken about killing a zombie and feeling like he’s about to die at any moment, then why make him a soldier? They guy kills for a living. He received training on how to survive with the bare minimum necessary. He probably lost friends on the war. If you don’t want the player to play as a badass, don’t make the option available.

Also, I feel like giving weapons on the start is much more realistic than having them search for them after the outbreak. The chances of you just stumbling into a stash of gear with all the looters and the zombies nearby? One in a million. If nobody looted it, then it’s because it’s too dangerous. If it’s too dangerous, the character would need to be heavily prepared to get to it. To be heavily prepared, he’d need the stash in the first place.

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@JimD
I found this spelling mistake in the first page of the prologue.


No one
I found this spelling mistake in chapter 2 when Jaime calls.

Neighbours
I found this spelling mistake in chapter 1 when you’re gathering your supplies and you are selecting your meele weapon.

Close combat weapon.
Or meele weapon.

I found this spelling error as a mixed martial artist. I chose ‘leave through the back of the gym’.


With a massive revolver in hand.

Not in the US of A, buddy.

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I think the melee weapon bit’s right. Not all melee weapons are for close-combat i.e. spears… or broomsticks.