This Post-Apocolyptic Wasteland Fortress ZOMBIE DEFENSE Builder is REALLY GOOD | Decision: Red Daze



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34 thoughts on “This Post-Apocolyptic Wasteland Fortress ZOMBIE DEFENSE Builder is REALLY GOOD | Decision: Red Daze”

  1. Hello fellow survivors! We’re Nordcurrent Labs, publisher of Decision: Red Daze. Just a tiny correction on the release of the game: Decision Red Daze launches next week, on May 19th.

    Thank you Raptor, for trying out PREVIEW of Decision: Red Daze, and for the rest of you fellow survivors, we hope to see you in the Dust Bowl starting next week! <3

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  2. What type of game I'm looking for I'm definitely going to try this out I wish it was on other platform s I would love to play this recommend to anybody if somebody want a survival zombie building platform looking forward to anyone new games like this or more stories

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  3. hi, i just rescued you, here is a list of stuff "we" need to do to enact "our" plan to conquer the dead and take back the great citys. i took the liberty to write your to-doe list on your map,

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  4. with a short look at the comments, I think no one saw the reference of freddy baggins and samual gamgee. its at 5:165:17, I just wanted to point this out cuz I love the lord of the rings and wanted to point out the names.

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  5. Game has so much potential (think Jagged Alliance meets Walking Dead) and I want to like it, but it fails in the attempt. Squad control is about as feasible as shepherding a bunch of unruly kindergarten kids out on a field trip. Members run off to be killed time and again. There is no such word as 'formation' in this game. And recruiting squad members depends on your 'charisma' or some such. Like we're going on a date in zombie land. And you can't rest or else the guys you leave in the field will die. And there are no real save slots either, except exit and save, or don't save. After one particularly exhausting foray where finally killed the boss, I wanted 'exit and save' and from previous experience, it was the far left button, so I just pressed it like I always did. Guess what? For some reason, this time (as I was out in the field and not in a camp), it said, 'exit and DON'T save' so all my progress was down the drain. Like who the heck would design an interface like that? Were they beaten so severely in childhood they don't think straight. Moreover, I'm not a fan of these console ports where all movement is WASD. Considering that it's ported to a PC, it should play like a PC game with regular mouse directed controls. Managing inventory is a nightmare as each and every survivor has to be hand delivered their load outs or else they will just stay with the buck knife and cap they started the game with. What this game desperately needs is an 'auto distribute ammo to squad members' or something along those lines. Otherwise, you're stopping every five minutes to reload their ammo load out. The entire exercise is one in frustration, not from being unable to think of how to beat the opponent, but one of how to control your own squad and manage inventory. The premise is good, even as it's a bit tired, but zombies are tried and true entertainment. In this instance, the lack of combat and inventory controls means you're devoting 99% of your time adjusting things and 1% on fighting the undead. Another item is a team member kept being taken off my squad roster every few minutes and I had to repeatedly 'recruit' her or else I was perpetually one team member short; and not to mention the constantly changing ammo count. I give one team member ammo, only to see that later she has only a portion of what I gave her (and this is already accounting for the rapid ammo depletion of a heavier weapon). If I change to look at a different squad, when I come back to my original squad, its name is changed (ie Squad A is my main, I look at Squad B; I go back to my main guys and they're now named Squad C). This happened repeatedly; I think at last look, my original Squad A is now Squad L; then it changed to Squad D, LOL… And I can't with the Repeller device as there's always some guy performing maintenance or something standing on the active pad when I want to use it. I try to access the pad and he turns around and crosses his arms in front of his chest and just stands there, refusing to get out of the way. I keep trying to go in and he keeps standing there, seemingly in a contest of wills and I can't even walk away. Also, the Troll or Ogre boss at the NorthWestern part of the map, every time I kill him, when I return to camp (Carnegie Farms) he seems to come back to life. Is this supposed to happen or is there something else I must do to keep him dead? Additionally, when I want another fire team to support my attack, I switch and place that squad in position, go back to my original squad to attack, only to see my 'support' squad wandering all over the map. There needs to be a way to set squads to defend assigned areas. In fact, all the troops, unless the player is in direct control, aimlessly wander as if that is their primary assignment. There literally no way to give them a set of standing orders, nor is there any unit cohesion. One squads members can be evenly divided around the entire camp. If there is a way to assign a squad to 'Guard this Structure' or 'Protect this Point' that would be nice and make a lot more sense.

    I understand that a certain amount of inventory management is inevitable. But when the bulk of the experience feels like I'm running a supply chain and not fighting zombies, then I'm sorry I spent money on this; it was only $20 bucks and I felt like I was ripped off. I'll certainly keep the developer's name (Nordcurrent Labs) in mind as a company not to buy from again. BTW, if the dev is reading this? Go look at Grinding Gears Paths of Exile and their control mechanics and just imagine Jagged Alliance with zombies. I'd pay a hundred bucks for a game like that.

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  6. I already spoke about the problems of playability below, so I won't belabor that point. What I want to address next is the tactics and assumptions used in this game. That is, the enemy is afraid of dying, so we assume they will be afraid of our bullets. Terms like mine field, overlapping fields of fire and kill zones would strike fear into the hearts of normal men. But remember, these are not normal men. Sort of similar to the Chinese human wave attacks in Korea, their military philosophy eschewed time costing mine sweepers and instead used human triggers to neutralize the United Nation's forces minefields. That is, once the mine field was all stepped on and triggered, the mine field would be effectively neutralized. Which is my point. Once an enemy isn't afraid of dying, many of the conventional wisdom things based on human fear won't matter. Or picture DDay when the Allies did pretty much the same thing. Suffering humongous loses of lives but pouring so many bodies onto Omaha that it simply overwhelmed German defenses. But imagine if there was a twenty foot wall all around Normandy? Which is why having an open gate only guarded by a gun tower leading into your own camp is a guaranteed way to lose a battle. When enough Chinese, Americans or zombies come, they will become a bullet sponge and soak up your entire munitions inventory and unless there's a solid wall stopping them, they will just walk right in. We should be able to construct a solid gate, and we should be able to build more gun turrets inside the camp behind the walls so that the zombies cannot use close quarter combat to attack them. We should also be able to occupy the buildings and shoot at the invading zombie should they break in past the walls and gun towers. Otherwise, the battle is just a question of logistics, our inventory of rounds vs their inventory of bodies.

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