State of Decay 2

State of Decay 2

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Soy Mutant Aug 25, 2021 @ 1:56am
The Advanced Biochem Suggestion
Call it an extremely hot take, but i think that plague sample multipication should be an Advanced Biochem Station bonus instead of it's current ability to craft zed-related stuff.

Making of scentblock, zedrenaline, bloater grenades etc. should have medicine (maybe even pathology) and chemistry as requisites, spread out around infirmary upgrades (each column of craftables for each tier of infirmary) - that way it wouldn't be so easy and situational at the same time to obtain. That way player would have to actually work for these things instead of just taking a utility from legacy survivors or waiting for mission/trader to be spawned.

Who's with me, guys? Give me a like and comment "You're right! I'm with you!!"
Last edited by Soy Mutant; Aug 25, 2021 @ 1:57am
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Showing 1-7 of 7 comments
Aesyle Aug 25, 2021 @ 6:34pm 
Actually, i disagree with you.

Why?
Since when you take the Plague Sample requsite away from OP craftables, this means that it is very easy to make them, considerably lessening their value and giving players option to overuse and abuse them.

Current system, where Plague Samples are needed, is a good restriction for those OP craftables. And yes, i get that Plague Samples are hard to come by on higher difficulties but you can use crossbows to increase your yield chance. Or play on easier difficulty to build up your stock and after you've collected enough, switch back to higher difficulty.

It's like when you have CLEO Core or Red Talon Crafting Station. You need to spend hard earned Prestige, to get/craft the CLEO weaponry, rather than spending easy to earn Influence (though, with CLEO Core, you can "order" only CLEO ammo, for 512 Influence. But CLEO weapon drop will cost you Prestige, the same amount of 512).
Soy Mutant Aug 25, 2021 @ 11:41pm 
Originally posted by Aesyle:
Since when you take the Plague Sample requsite away from OP craftables, this means that it is very easy to make them, considerably lessening their value and giving players option to overuse and abuse them.

That's not what i meant. I don't want to change costs of crafting zed-related stuff, i want to change requisits for ability to craft them.

They still would take Plague Samples, but to be able to craft them you won't need to find BIochem Station, instead you'll need to find survivors with medicine and chemistry AND upgrade your infirmary (which is considerable challenge on lethal) for corresponding tiers of craftables.

You misread my post, i expect a profound and deep apology.
Last edited by Soy Mutant; Aug 26, 2021 @ 12:27am
Kidd Dick Johnson Aug 25, 2021 @ 11:57pm 
nahhh its still OP , btw the newest update will introduce a brand new landmark outpost centred in Trumbull Valley , and its echo lab outpost , you can craft those stuff , and plus YOU CAN MULTIPLY SAMPLES BY INCUBATION WHICH IS FAR MORE OP
Soy Mutant Aug 26, 2021 @ 12:25am 
Originally posted by Officer Pedro Álvarez:
nahhh its still OP , btw the newest update will introduce a brand new landmark outpost centred in Trumbull Valley , and its echo lab outpost , you can craft those stuff , and plus YOU CAN MULTIPLY SAMPLES BY INCUBATION WHICH IS FAR MORE OP
That's what i meant by "plague sample multipication". TV Landmark's concept is what inspired this suggestion.

OP is what Biochem Station is right now - no need to put effort into getting best Anti-Plague Heart craftables, just wait and hope for luck OR get one off of your legacy survivors right from the beginning of the map.

Would be way better if you were forced to expand in search for survivors with knowledges AND had to strategize and make complicated choices - "do i want to invest materials in building kitchen and workshop OR focus on upgrading infirmary for plague bloater grenades?".
Last edited by Soy Mutant; Aug 26, 2021 @ 12:26am
Aesyle Aug 26, 2021 @ 5:38am 
Originally posted by Зверский Кек:
They still would take Plague Samples, but to be able to craft them you won't need to find BIochem Station, instead you'll need to find survivors with medicine and chemistry AND upgrade your infirmary (which is considerable challenge on lethal) for corresponding tiers of craftables.

You misread my post, i expect a profound and deep apology.

You didn't state that Plague Samples will be part of the crafting resources as well. You wrote it so, where only Medicine and Chemistry or Pathology are needed to craft them, while the crafting isn't tied to the facility mod, but instead to a facility itself.

In that sense, are you saying that evey base mod, which is currently required to craft something, should be instead built-in to the base module?

E.g Red Talon Crafting Station. Rather than it being a standalone mod, that you can (easily) get, are you saying that those craftables should be part of the Workshop, e.g level 3 workshop?

Survivor with Pathology should not be requsite to unlock the crafting. Instead Pathology would only increase yield or decrease crafting cost. Which it currently does.
In the same tune, if you don't have survivor with Munitions skill, are you essentially locked out of all ammo crafting? Making all the ammo presses useless, until you have someone with Munitions. As it currently stands, Munitions skill increases the yield.

Btw, Advanced Biochem Station is one of the rarest facility mods to get. You can't find it from normal loot pool. Only way to get it, is from specific trader, or when you get The Plague Researchers side mission.
I'm currently doing a long run, and when i reached on 4th map, only then i got a trader from who i could buy the Advanced Biochem Station. I looted entire maps, did every side mission and for 3 maps prior, i did not get this facility mod. I had to make it without it.

As far as transferring the facility mod, in your survivor inventory, from old community to new one - that's up to you. If you want to get by easily, feel free to do it. If you want a challenge, don't bring it over. Simple as that.
Soy Mutant Aug 26, 2021 @ 7:45am 
Originally posted by Aesyle:
Btw, Advanced Biochem Station is one of the rarest facility mods to get. You can't find it from normal loot pool. Only way to get it, is from specific trader, or when you get The Plague Researchers side mission.
I'm currently doing a long run, and when i reached on 4th map, only then i got a trader from who i could buy the Advanced Biochem Station. I looted entire maps, did every side mission and for 3 maps prior, i did not get this facility mod. I had to make it without it.

And i have 3 communities when each of them have 2 stations and you're just proved my point that this is not a well-thought-out mechanism.

Originally posted by Aesyle:
As far as transferring the facility mod, in your survivor inventory, from old community to new one - that's up to you. If you want to get by easily, feel free to do it. If you want a challenge, don't bring it over. Simple as that.

How is that a challenge? It's just a purely luck-based NEAR-ESSENTIAL upgrade.
Last edited by Soy Mutant; Aug 26, 2021 @ 7:46am
Aesyle Aug 26, 2021 @ 1:20pm 
Originally posted by Зверский Кек:
And i have 3 communities when each of them have 2 stations and you're just proved my point that this is not a well-thought-out mechanism.

I guess you got lucky.
Out of the 8 communities i've had, i've gotten the Advanced Biochem Station only in 2 communities.

Originally posted by Зверский Кек:
How is that a challenge? It's just a purely luck-based NEAR-ESSENTIAL upgrade.

Is Advanced Biochem Station essential? No. At least not for me. I can wipe the entire map clear without using any of the items you can craft from it.
Though, maybe for you, they are essential and without them, you don't know how to play.

In the end, using any of the items crafted from it, are optional.

Also, i don't see a good reason, why those item crafting should be built-in to Infarmary, while Advanced Biochem Station is left to multiply Plague Samples - the same items you can freely get from blood zeds and from Plague Hearts. Other than making the game even easier than it already is.
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Date Posted: Aug 25, 2021 @ 1:56am
Posts: 7