How to improve survivor attitudes.

Discussion in 'State of Decay Guides' started by Clyde, Jan 19, 2014.

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  1. Clyde

    Clyde Got Your Back

    "When it's us versus them, you can always count on me!" - Sick of it All

    (Companion guide : Killing survivors for free, or having fun with Check-in's.)

    Yesterday I started playing with the the attitudes of my survivors. You don't really need to do this, if you have a counselors. Counselor's save your people from bottoming out. I've got over 350 hours of play so far, and the only time I had a suicide was when I was testing Becca's tattoo ability as a replacement for a counselor. I think this is the only time I've I had a stabbing also. I don't recommend forsaking a counselor. However if you want shiny happy people it's fairly easy to do.

    Your Tools: Resource bags, call for scavengers, and this list of Attitudes.

    You can build a positive attitude in your survivors by doing quests with them, killing zeds, etc. The fastest way though is to have them turn in resource bags, and to have them collect resources through using the Call for Survivors that costs 10 influence points.

    How to do it:

    (1) Someone is in a real bad state. They are Spiteful, Insensitive, Panicked, Wigged Out, or Depressed. If you look at the above link you can see these attitudes have potential consequences.

    Take someone that is unhappy. Find a building that has a direct path through outposts that hasn't had all it's resources taken. Go there. Call for Scavenger's for 10 points of influence. Do something while you wait... search other buildings, smash zombies, deal with your base... whatever. Once the scavenger arrives you want to talk to them and chose the option to have them to search while you protect the area. This works just like the Scavenger mission you get from other enclaves. After finishing this, grab a resource bag for yourself and go home. It shouldn't take to too long to improve your bad survivor's attitude, as this seems to be the fastest method to improve attitude. It also will help the attitude of whichever survivor responded to the call, and whom you protected. The resource bag you turn in is frosting on the cake.

    (2) Maintence.

    Once you have the worst dealt with you can go out and loot more buildings. If you're doing this well, you're building a lane of outposts so scavenger's can get to the area you're looting without getting trapped by special Zeds, causing you have to go deal with that rather than looting. As you clear a building of it's goodies call scavenger's and leave them too it. You can basically keep 2 survivor's doing Call for Scavenger's. When you're ready to go back to base initiate a mission as above, or just go home and leave the survivor to it. Those survivor's you call will have their attitudes improved without you doing anything.

    Now... you'll notice that the same two survivors keep answering your summons via the Call for Scavenger's. If you change the controlling character you'll find that many times it's a different 2 survivors who answer. I suspect this is another mechanic in the game to reward you for switching around through characters while you're playing.


    This is a good thing to do in Breakdown if you aren't trying to cycle through survivors. Once you have 3 Enclaves at max trust you won't get anymore enclave missions, and your people won't generate many, so if you want to keep them posi, this is the method. Just make sure you are making good outpost lanes for them to travel in. ( My present set up is in pictures, which I learned from Abe B in this post. Except I cleared the areas to the Southwest, before building this snake. )

    Also if you want to maximize changing attitudes without any empathy for these fictional people... don't defend the survivor when you convert the Call for Scavenger's mission, wait for them to get mobbed, downed, and call out for help. Then save them. I haven't tried this, as I'm a wuss, so use at your own risk.

    Edit: Couldn't see that I added the same picture 3 times... fixed.
    Edit 07-17-14: Removed Overbearing from the example of bad attitudes. It is actually the maxed out attitude of autocrats.

    Attached Files:

    Last edited: Jul 17, 2014
  2. Sailorwolf

    Sailorwolf Famous

    Good advice :) Your map is close to mine but I go the pharmacy and police station it cover more buildings in the outpost's safe zone. I don't worry about attitudes 556 hours of play with no suicides and my main 6 doesn't include a counselor. I go 2 leaders 2 hunter/killers 1 medic and a combo construction/fitness and of course the lovely radio gal Lily ;)
    Jokunedo likes this.
  3. Clyde

    Clyde Got Your Back

    Oh sure. Like I said, you don't need to.

    The game also is a bit of a nut kicker, if you start getting everyone happy it starts throwing more fights, and so and so is sad, etc, at you. I'm testing a dining room to see if it slows those fights down. Right now I'm thinking a counselor keeps randoms from bottoming out, and the dining room likely helps the attitudes stay good. My main motivation is to keep poking at the game, and seeing what comes back.

    I've got that them like that because I already cleared everything south of the Pharmacy, I come down and clear the Courthouse and those houses by the Fire Station first. Then I'll clear the farthest circle and start taking those outposts down and set it up around the Alamo area, gradually walking them back to the empty houses closer to Synder's as Marshall runs out of loot. Then there is a few places left and this map will have nothing left. Then it's time to leave.
    Last edited: Jan 20, 2014
  4. Sailorwolf

    Sailorwolf Famous

    I think a Counselor will help them from bottoming out or if they do they pick back up at a faster rate. I know one seems to help with a bigger group if that helps any.

    No your outpost placement is good just surprised me how close it matches to the one i like :)
  5. Kid Kayole

    Kid Kayole Here To Help

    What I do to improve moods is get my pro scavenger to do all the hard work of finding the resources, dump the rucksacks in a safe zone near the base, then swap to a miserable survivor to actually carry the rucksack to the locker - works like a charm!
  6. Clyde

    Clyde Got Your Back

    I thought about doing that, but didn't know how many bags I would need. I store rucksacks of resources I have too much of, so I can take advantage of the double resource bug when you Call for Scavengers and there is only one resource left. I've heard other folks say bags will disappear when you have 8 out. And could swear we had confirmation that there can only be 10 rucksacks on the map.

    How many rucksacks do you find you need to take someone from sad to assertive, or some other positive trait? Also are you using a Norma to make bringing all the rucksacks near to base easier? I haven't mastered that yet, the rucksacks fall out of the back too much for me.

    I'd be curious how you find having them do a mission in the way I described above works versus dropping the rucksacks off, and having them carry them in.
    Abe F likes this.
  7. Undead Nicole

    Undead Nicole Community Manager Staff Member

    Just as a quick side note, you're all good eggs. :)
  8. e5futter

    e5futter Here To Help

    To add onto the scavenger run mission.

    Knock down a zombie and let the npc execute it. As they are executing it cheer them on and they will get a better attitude faster. :) Also works for trying to gain trust fast with survivors who aren't your friends.

    Great tutorial Clyde. :)
    JTM01, XzerothreeX and Abe F like this.
  9. Abe F

    Abe F Got Your Back

    I do all that has been stated above and rotate the outposts map you listed (very similar lol)

    I have found running down hordes with a vehicle helped improve my attitude a bit with ole sour puss K.C. Winters.

    I recently added a counselor mostly for those anger etc missions.

    I'm a rookie compared to you guys hours wise. Maybe 150/200 at most lol.

    Lvl 10 BD atm. Never had a suicide, stabbing any of that stuff.

    Play like every 2/3 days now and scavenge most of map like 60/75% each level.

    Found using this layout stops those "let's go for a walk" missions slightly less. (At least for me lol) sod outposts layout 1.jpg
    Painweaver and e5futter like this.
  10. mystyk

    mystyk Famous

    I've got a very similar outpost layout as well. Also my most grumpy, hateful character is K.C. as well. Which one of his traits is doing that, if any?
    He started his time with us Sick, then Fever, Gravely Ill, Worried (whichever gives the description as Scared), Depressed, now he's just Spiteful.
    I've been playing him solo for a while, a few days, to try and get him out of it, but I don't know what else to do. He does Infestations, runs down zombie hordes, rescues strangers in trouble, trade missions, rucksack delivery, loots houses, picks up Heroes who need escorting, picks up new recruits, gathers supplies for upgrades. He does a fair bit. Most of that got him out of Depression, though it took a long time, then I started reading reports of fights (after I'd switched). He hurt one, then later another two so I took control of him again and saw he was Spiteful. I'm doing a lot of missions with him, as listed above, yet it doesn't seem to be making a dent in his attitude. I'd love a progress bar, that'd be helpful.
    His traits are all rather normal, IMO. Unlike my drunken, cowardly, insensitive chef who is Relaxed all the time. Though recently I picked up two taxidermists but, if anything, one may've gotten him out of Depression. I like to think so.
    At present I have 3 survivors with the Counsellor skill and would rather he trigger a morale mission than just continue picking fights with others. I don't want to drop him, I've had him for two levels and he's fun to play, but if it gets worse and I can't get him into a positive mood then he'll have to go, unfortunately.
    I've 29 people this level and most are Ambitious, Determined, Relaxed and Charitable with maybe 2 Uncertain and 1 Meek. I've had no morale missions and the only incidents at home have involved Mr Spiteful.
    Do I just keep doing what I'm doing and he'll get better? Or is it best to leave him off the RV this time around?
  11. Kid Kayole

    Kid Kayole Here To Help

    The number of bags needed to take a survivor out of a negative mood varies quite a bit. I've had it take 4 or 5 bags to get from 'wigged out' to 'uncertain', but the majority of the time it only takes one or two. I don't try to get them into a positive mood really, uncertain, brusque or concerned will do.

    I've tried the Norma trick and, while fun, the amount if time I spent messing about with it I could've run the bags home one by one a lot quicker, so that's what I do.

    I use the guy I'm training to be a ninja (not quite there yet) to pull out the bags and leave them on the side of the road ready for pick up, spread out within a safe zone. If the character who's in a bad mood has full stats I just jump in car and go straight in, straight out. If not I go on foot to build up stats for fame/morale.

    Also, regarding the 'scavenger glitch', Sanya has confirmed it's not actually a glitch, you're using influence to pay for double resources - do it guilt free! :)
    Last edited: Jan 20, 2014
  12. Abe F

    Abe F Got Your Back

    I'm working on an ambitious project atm has been dominating the majority of my time.

    I will try some more stuff (as it seems we are both experiencing the exact same issue with him) when I can.

    Update when able cheers
  13. Clyde

    Clyde Got Your Back

    Mystyk, have you tried having him call for scavengers, and turning it into a mission like I describe above? I think it took one time, plus the resource bag he turned in to make my bitter guy go from bitter to determined.
  14. mystyk

    mystyk Famous

    The last time I tried to start an escort mission with a scavenger I thought I was choosing the wrong thing, so just left it. I've never done it before. The notice always tells me they can handle it, so I usually leave.
    I don't remember all the options, but I guess I choose, "Let's go." To me it seemed a bit impatient and rude, lol.

    At the moment K.C is hurt pretty bad (Internal Injuries). The idiot was involved in a Mishandled Gun incident (despite having maxed out his shooting, possibly when I first got him, not sure), so he'll be out of action for a while. I hope he's not Depressed when he recovers, as then I'll be back where I started.
    He seems the most difficult to change. Maya was always Bitter no matter what I did, but I didn't really care as I'd already left her behind three times as I didn't want her, yet each level she comes with an enclave and most times I dread maxing out trust in case I get yet another hero that I left behind :( (The only previously abandoned hero I kept second time around was/is Owen. It doesn't take much to make him happy).

    I'll try the scavenger mission out again. I should try everything at least once.
  15. punkerich75

    punkerich75 Starting Off

    It IS a glitch for sure, if you leave the game while said scavenger is still on the run, you will get a 'unknown resource run' message from him when you continue your save, and simply get nothing at all, resource-wise.
    so, yeah. call it bug or glitch, but it surely wasn't intended.
  16. Sailorwolf

    Sailorwolf Famous

    Yes Mystyk just talk to them and chose "Let's go" then defend them and see them safely home :)
  17. Kid Kayole

    Kid Kayole Here To Help

    It's about 4 days since I last played and when I turned it on tonight I had 3 survivors with a 'grim' status, only took one rucksack each (that were left spread out at the side of the road between Snyder's and Savini's last time I played) to turn one 'trusting' and the other two 'ambitious' - everyone happy again in the first 5 minutes! :)
  18. Markco

    Markco Got Your Back

    This is my strategy I'm using right now!

    I'm at 223,000 points and it's all from running sacks with scavengers and killing hordes.

    Don't forget to kill off survivors by inviting them to go for a mission and killing them. I kill the alcoholics, psychos, etc. plus you get a new rucksack.
  19. FatesTool

    FatesTool Got Your Back

    Whats the difference between taking them with you to kill them and taking control of them and getting them killed.
    I use the Shed method and just strip them all but a light backpack. Take them to the shed behind snyders and let zombies eat them.
    lose 25 moral but you get that back pretty fast. Dont need the 100 influence though.
    So what do you gain by spending the 100 influence and getting them killed that way?
  20. wkimwes

    wkimwes Got Your Back

    I thought I read it also doesn't effect your groups mood? While the other way it does.
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