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b0rf
i have a safehouse
pretty good in terms of food and water
i hhave lots of entries and exits
not in an urban district
and an emergency esccape route
is that good?
oh also a golf club
really i get it a shit ton
Section 5 (The end...)
Very dramatic, like it. You may want to cover the fact that dying is not the end of the world as you can start another character in the same world/save. It may thus be a good idea to get to an enclosed location to off you (so you know where to get your stuff back).
Hope these do not seem to harsh, just speaking my mind and trying to help :)
Section 1 (food...)
You don't cover the advantage of eating perishable food first (before it's rotten) and keep your non perishable for later/winter. Although it's indirectly covered by long term survival guide.
Section 2 (A Safehouse)
Once Zombie respawn set in and/or helicopter move large heard, there are not a lot of base design that's 100% safe. At most a good base design will usually give you time to go about one of the escape route you have planed. There are a few exceptions : floating bases and broken stairs (zombies can't climb)... or my personnal favorite : a fully prebuilt fenced area :)
Section 3 (Being spotted or CI)
Good job at covering the basics
Section 4 (Medicine, etc)
I've not noticed any adverse effect of pain so far. That may change with a revamp of the sleep system. As for infection, so far I've only notice it to slow the healing process.