|This page has automatically been added to the to do category for the following reason: Special Zones section needs to be updated with new camping disadvantage (camping without a building) and doublecheck that some buildings weren't changed. The page was tagged by: Mazt 07:04, 10 August 2011 (PDT)|
Extreme camping is the risky, but potentially rewarding strategy of hiding in the World Beyond during the attack at midnight. Camping can only be performed in distant or hardcore towns.
The way it works is simple : find yourself a decent hiding place in the desert, perform 3 hail marys and 2 hello dollys and wait for the attack to be over...
Instructions: How to go camping
Clicking the link "Inspect the area" will give the following options :
- Improve the site : you rearrange debris and dead branches, and look for a hole to hide in. Anything to even slightly improve your chances of survival should you eventually choose to spend the night here. These improvements benefit all citizens in that zone, and remain for days to come. However, the standard of the improvements will decrease every night at midnight (damage caused by the zombie attack). This will be recorded in the log as: "<Username> spent some time upgrading their hiding place with anything and everything that they could get their hands on."
- Hide : you settle down for the night. You will not be able to carry out any tasks unless you leave your hiding place.
- Search for a tomb : You dig yourself in as best you can, using whatever you can find lying around to conceal your presence. Finding a tomb affords a better bonus than improving the site. If you select this, you will immediately go into hiding. You will lose this bonus if you leave your hiding place. This will be recorded in the log as "<Username> decided to find a place to hide in tonight. Wish them good luck! "
- Using defensive objects : certain objects permit you to significantly improve your chosen campsite. Using these objects requires 1.
- Note: All actions which are usually available outside the town are deactivated when you are in hiding.
Important Tip: Once you've chosen your campsite, use all but 1 ap to upgrade the zone normally or via DOs. Always have 1 ap remaining to find a tomb, as this gives you the most bonus.
- Survive outside if the town gates have been closed : it happens ! Make sure to explain to your little friends exactly how much you enjoyed their joke, if you survive...
- Lead an extended expedition : you can make a 2 day expedition to the furthest corners of the map, maybe even longer !
- Receive a scavenging bonus : if you are in the World Beyond during the nightly storms, you will receive a bonus which improves your scavenging success rate the following day (increases the chances of finding something). Extreme camping allows you to make the most of your situation to observe the winds and study the movement of the dunes and to discover interesting zones to explore. the name of this bonus is Learned Camper.
- Distinction : It's not just anyone who can survive a night in the World Beyond !
- Another rare distinction : for each night you manage to survive after the town has been destroyed, you will receive another rare distinction (see the following chapter : "Distinction : Zen Camper").
- Blueprints: Successfully camping in a building will be rewarded with a construction blueprint (uncommon in nearby buildings, rare in faraway buildings). Only one blueprint may be found at each building. If a building has been successfully camped at already the following message appears, "Someone has already studied this building so it is no longer possible to obtain the construction blueprint here..."
Note: Because you get a survival penalty for how many days you have spent camping in the same town, most top running towns advise their members to avoid camping unnecessarily before devastation to maximize ranking points. "Necessary" camping is generally described as camping buildings to gain blueprints and that's it.
Chances of survival
Your chancs of survival are calculated as soon as you click "hide" or "search for a tomb". If the situation in the zone subsequently improves or deteriorates, your chances of survival will not be affected. For example :
You decide to hide in a zone which is controlled by 6 zombies (you will receive a penalty which will reduce your chances of survival). A citizen arrives after you and kills all the zombies. Your chances of survival will not be improved. Basically, you must choose your hiding place as the situation currently stands (surrounded by zombies). To take advantage of an improved situation, you must leave your hiding place and hide again.
Your chances of survival depend on several factors :
- The presence of zombies in the area (penalty, reduced if you are a scout or camouflaged)
- Presence of other citizens already hiding there before you (penalty); one citizen is less likely to be discovered than 5...
- Presence of an accessible building (bonus or penalty depending on the type of building)
- Presence of an unexcavated building (3 upgrades bonus)
- Distance from the town : the further you are from the town when the attack begins, the better! (No known cap)
- Special equipment (bonus)
- The number of nights you have spent in the World Beyond during this game (your first time is safe, the second less so, and the third less again, etc...
WARNING : your chances of survival are capped at 90% ! no matter what you do, there will always be a chance (however minimal) of dying in the World Beyond (Unless you are a survivalist)
Topology is an indicator of how well a zone is upgraded (the first message you see after you inspect the surroundings...), which translates directly into survival chance difference. Let's compare a building starting out at level 4 (ex., Scottish Smith's Superstore) with a building starting out at level 5 (ex., equipped trench), with the assumption that both has identical conditions for all other camping factors (distance, number of zeds, day of camping, etc). If we upgrade the superstore normally two times, then we'd see topology message turning to level 5. Now if we check our survival chance (the second message, see below) on both buildings, we'd notice the chance is the same. Keep upgrading both campsites. We'll notice that at 10 upgrades for the superstore (zone is now maxed out) it shows the same camping chance as the trench which has 8 upgrades (which means the trench can still be upgraded 2 more times untill hitting the zone's upgrade limit). Hence the equipped trench's chance will always be 2 upgrades higher than the superstore, if both zone is upgraded by the same amount.
Let's define the topology level of a regular zone out in the open as the base topology, level 1. The number to the left indicates the number of upgrades required to reach each topology level, with level 1 topology as the reference point. So, upgrading a normal level 1 zone 5 times will bring the topology to level 2. Upgrading it 1 more time will bring it to level 3, and so on.
|Topology rating||Topology level|
|0||Level 1: Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...|
|5||Level 2: There's a distinct shortage of shelter here. You feel a little bit exposed.|
|6||Level 3: This zone offers nothing more than minimal "natural" protection. You'll just need to make do with what comes to hand.|
|7||Level 4: After a quick look around, it looks like you could find a good hiding place here.|
|9||Level 5: For those looking to spend the night, there are a few hideouts in this zone...|
|11||Level 6: If required, there are some top-notch hideouts here...|
|13 and up||Level 7: This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places.|
Note that all upgrades refer to permanent, normal upgrades that you perform when clicking "Improve the campsite (permanent small bonus, 1 AP". A DO installation also increases the topology level, by a factor of 2 normal upgrades, since this is also permanent upgrades to the zone. Everyone will be able to benefit from the chance increase associated with the higher topology level. However, looking for a tomb or carrying a camping item will not increase the topology level, as these are temporary bonuses that only affect your personal camping chance.
Most buildings start out with a topology level higher than level 1. Therefore it is up to us to figure out where in this topology scale each building fits into. With your help, this page will catalogue the base topology level of all buildings in the World Beyond (see Ruins section below for the current list so far).
Descriptions of your campsite's survival chance, from the least safe to the most safe:
- You reckon your chances of surviving here are hee haw... Might as well take some cyanide now. [0,10]% Note: Your chance may dip below 0%, which would require more than 2 upgrades to reach "really poor".
- You reckon your chances of surviving here are really poor. Maybe you should play heads or tails? [10,30]%
- You reckon your chances of surviving here are poor. Difficult to say. (30-50]%
- You reckon your chances of surviving here are limited, but tempting. However, accidents happen... [50-65]%
- You reckon your chances of surviving here are largely satisfactory, as long as nothing unforeseen happens. [65-80%]
- You reckon your chances of surviving here are decent : you just have to hope for the best! [80-90]%
- You reckon your chances of surviving here are good, you should be able to spend the night here. [90-100%] Note: Only attainable by a Survivalist.
- You reckon your chances of surviving here are optimal. Nobody would see you, even if they were looking straight at you. [100%] Note: Only attainable by a Survivalist. "Optimal" may also indicate a chance well beyond 100%.
Note: The percent chance attached to each survival level is an estimate, assuming each normal upgrade is equivalent to 5%. For example, it takes 4 upgrades to get from lower end of really poor to lower end of poor, and 4 upgrades to get from lower end of poor to lower end of limited.
|This page has automatically been added to the to do category for the following reason: Special zone levels need to be re-checked, I found some that were falsly placed. Update the according ruins data when you add or change one. Make sure you didn't improve the zone before-hand as this changes the littles sentence.. The page was tagged by: Binks92 18:41, 21 November 2011 (PDT)|
Please take note of the change in topology message and corresponding levels. The highest topology message now corresponds to level 7 since the "blank" message previously associated with Level 2 is no longer in-game (or never was).
The default topology level (before any upgrades done) of each zone out in the desert depends on whether it is a special zone or a normal zone. A normal zone will always provide level 1 (see above) whereas different buildings will differ in default topology level (ranging from level 1 to 7).
Level 1: Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...
- Normal zone
- Abandoned Hospital
- Abandoned Bunker
- Abandoned Hotel
- Abandoned Well
- Indian Burial Ground -- (Testing suggests topolgy rating starts at -5, comparing to an additional -25% penalty to camping chances on top of all other known bonuses/penalties)
- Family Tomb
Level 2: There's a distinct shortage of shelter here. You feel a little bit exposed.
Level 3: This zone offers nothing more than minimal "natural" protection. You'll just need to make do with what comes to hand.
Level 4: After a quick look around, it looks like you could find a good hiding place here.
- Abandoned Construction Site
- Abandoned Park
- Blocked Road
- Burnt School
- Citizen's Home
- Collapsed Mineshaft
- Collapsed Quarry
- Construction Site Shelter
- Dark Woods
- Derelict Villa
- Destroyed Pharmacy
- Deserted Freight Yard
- Dilapidated Building
- Disused Car Park
- Disused Silos
- Disused Warehouse
- Duke's Villa
- Fairground Stall
- Fast Food Restaurant
- Fraser D's Kebab-ish
- Guns 'n' Zombies Armoury
- Home Depot
- Mac's Atomic Cafe
- Motel 666 Dusk
- Motorway Services
- PI-KEYA Furniture
- Post Office
- Town Library
- Old Bicycle Hire Shop
- Old Field Hospital
- Old Hydraulic Pump
- Old Aerodrome
- Once-inhabited Cave
- Small House
- Scottish Smith's Superstore
- Shady Bar
- Strange Circular Device
- Water Processing Plant
- Wrecked Cars
- Wrecked Transporter
Level 5: For those looking to spend the night, there are a few hideouts in this zone...
- Army Outpost
- Broken-down Tank
- Cosmetics Lab
- Equipped Trench
- Garden Shed
- Plane Crash Site
- The 'Shattered Illusions' Bar
Level 6: If required, there are some top-notch hideouts here...
Level 7: This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places.
Using defensive objects
Items that can't be installed:
Other Objects That Improve Chances
These items, when carried in your rucksack, improve your chances of surviving the night while camping. Each item provides the same increase in camping chance as a normal zone upgrade, or ~5%. The effect can stack and has no caps. These items are found in undepleted zones and are:
- Sheet of Plywood: not a defensive object in town, can only be used to install it outside.
Note: Plywood is NOT the same as festering flesh and groundsheets. You must install the plywood as you would with a defensive object. Carrying plywood in your rucksack does not give you any bonus.
Events at midnight
At midnight you must be in your hiding place ! According to your survival chances (as explained above), you will survive or be eaten alive.
At midnight, the zombies are particularly violent : any improvements you have made to your campsite will be less effective the following day.
Warning : if you make it through a night in the desert, you will no longer be hidden. You will need to 'hide' again if you wish to spend another night outside...
If the town is abandoned (if all the citizens have left it in favour of camping in the desert), the town will be considered devastated
For each night survived after the town has been devastated, campers will receive a special rare distinction.
In any case, the town must have survived for a minimum of 10 complete days for this distinction to be awarded.
- It is impossible to camp at the town gates. This is the area in which all the zombies arrive at midnight : by definition this is the worst choice possible !
- The increased likelihood of survival brought about by carrying out all possible improvements to the site (installing DOs and improving the zone) are capped. After a certain point, you will not be able to further increase your chances of survival.
- If you camp a buried building but it is cleared after you dig a tomb/hide you'll still get the Blueprint. (source: Too_Ton)
- In Season 2:
- was introduced. Camping
- In Season 3:
- Camping success rates are reduced when not camping in a Ruins removed, but successfully camping in a special zone automatically grants a Blueprints (what blueprint depends on the distance of the building - farther buildings grant better blueprints), only the first successful camping at a building will generate a blueprint.
- In Season 10:
- no longer possible in CampingLocal towns.
- In Season 12:
- now possible in CampingLocal towns.