State of Decay 2

State of Decay 2

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Amadeus 6 ENE 2023 a las 3:57 p. m.
Is it multiplayer?
It's tagged as multiplayer but is it it's own separate mode, or can you play the single player campaign with friends?
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Mostrando 16-30 de 32 comentarios
>< V >< 9 ENE 2023 a las 3:59 p. m. 
Publicado originalmente por B1tchFight:
So lets say a friend of mine won't create a own community and from time to time just startup, jump into my game for some zombie action and leave again it would work? She would level up the character, make use of the skills / perks, can put everything we find into my community and there are no disadvantages to her not having a community?

As far as I understood her character is not healing while actively playing in my community... How would that work?

(Leave the point that spending money for a game not playing to 100% aside please) I don't mind the money. I just like to know how the gameplay is affected by this playstyle.

Your friend has to create a community, otherwise the game will not start.

I do not recommend playing with someone that has no investment in their own community, because they will not be able to heal themselves or recover from injuries and blood plague, causing their entire community to eventually die.

I suppose if you really wanted to try and make something work, then she could play with you until her community dies and then she could just start a new community and join you again. Or once her community starts getting low on health and stamina, she can just delete that community and start a new one with fresh survivors and join you again.



Publicado originalmente por Naxshe:
what i personally wanted from co-op is that u and a friend could manage one community together, but the way co-op is hes just a small helper with the community it feel kinda cheap, the way they have co-op currently could still be a thing just in the option menu have it be a toggle, cause the way co-op currently is works better for playing with people you dont know, but for playing with friends u trust i just wish u could manage the community together and the co-op partner had all the abilities as the host

I hear ya, but how would it work? If you both manage the community, then who is the leader? Quests are generated in-game based upon your leader choice. Many game mechanics and programming would have to be changed. Even something as simple as going to the inventory chest would have to be blocked to all players when someone is using it, in order to avoid 2 people taking the same item.

I'm not trying to be antagonistic, but simply trying to ask, how would it work? I think that's an issue that sometimes isn't given much thought. I just don't see how a game like this can be played like Borderlands. And if one is expecting some Borderlands type of "progression shared experience" then I would advise against SOD2.
Death by Diarrhea 9 ENE 2023 a las 7:07 p. m. 
Publicado originalmente por Amadeus:
It's tagged as multiplayer but is it it's own separate mode, or can you play the single player campaign with friends?

Okay, multiplayer in this game is a bit different, it's basically having other players "visit" your save game to help you out on your map. In order for other players to join your game, they must have their own saved games. Any deaths that happen in your game though will also transfer to their saved games. In terms of loot, they can either keep it for themselves or donate it to you.

Now you can either play with friends (which I do) and take turns helping each others' game out, or use the radio command to call in randoms which can be a good or bad experience (PC has griefing modders).

Daybreak - Now this is a different game mode as explained above. You fight waves and waves of zombies to unlock new items you can use in that mode or use in your saved campaign game.

Heartland - It's story mode game, but your friends can still join using their saved communities from campaign mode.
Última edición por Death by Diarrhea; 9 ENE 2023 a las 7:21 p. m.
Morbidius 9 ENE 2023 a las 8:34 p. m. 
Publicado originalmente por Protectron:
Publicado originalmente por Slev:
It's not limited at all. you can play up to 3 players and do all mission etc etc without restrictions.

Without restrictions? There is tethering of just a few hundred meters, and anyone who joins the host's game will be nothing more than NPCs... extra guns, basically. It's the host's game and the others will contribute nothing to his community. As long as the others stay at that game, his character may become injured or tired and you can swap him/her out with another one - but they won't rest or heal while you're still playing in someone else's game.

The co-op is not worth 30 dollars. Maybe 15, if he's got 2-3 friends who also buys the game. Calling in randoms isn't likely to be a good experience.

I have played over a hundred hours of coop in State of Decay 2 and some of the things you are writing isn't true.

I don't know how you heal characters when you play the game solo. But myself I build an infirmary level 1 as soon as I can. Infirmary level 1 passively heals the characters in your community except for the one character that you are controlling and playing as at the moment.

I then upgrade it as soon as I can so I have an Infirmary level 2 in my base. Infirmary level 2 will also passively heal injuries on the characters in your community except for the one character that you are controlling and playing as at the moment. So i heal injuries and also get back health on my characters in my community with an infirmary level 2. Which I think is very good since then I don't have to spend resources or items to heal my characters. My community will heal automatically when i switch to another character that I go out and loot with or do missions with.

So I joined my friends forever community on Dread difficulty. Ran out of the base and made sure I only got the attention of one zombie. I let the one zombie hit me a couple of times. When the zombie grabbed me and bit me I got the wound "missing a chunk of flesh" or something like that. I also had another wound which I think was "scratches". I had also taken 70 damage in total with that character. I ran back to the base and switched character. After a while I checked back and both injuries was healed and my character had gone down from 70 damage taken to 45 damage taken. The host which game I joined (my friend) has an infirmary level 3 in his base.

Another thing is that characters will rest and get rid of their tired status.

You are right on the thing that you can't move away a long distance form the host. If you run away to far from the host as a coop player then you will get teleported back to the host.

I'm not sure about the blood plague meter. If blood plague meter slowly heals over time even if you don't put them in a sick bed in the infirmary. Or if blood plague meter doesn't go down at all over time if the character is not in a sick bed in the infirmary. I don't know about that one.

When I play solo in my world I put characters in the beds in the infirmary so my characters get rid of their blood plague meter. But when you play coop and join another player you don't have access to the beds in the infirmary. So when I have played coop and joined my friends game and played for a while. And I then switch back to a character that previously had a bit of blood plague meter built up that character still has their blood plague meter built up.
Morbidius 9 ENE 2023 a las 8:39 p. m. 
Publicado originalmente por Pyromax:
Publicado originalmente por Slev:
Most of what u said is just a lie. did you even play sod2 coop?

WTF are you talking about? He is correct in everything he wrote..

No both you and him are wrong. If the host has a infirmary level 2 built in the base then the characters in your community will passively heal both health and injuries over time, except for the character that you control at the moment. This is how it works both for the host and for all the players that join the host. People also rest and get rid of their tired status.
Morbidius 9 ENE 2023 a las 8:43 p. m. 
Publicado originalmente por B1tchFight:
Publicado originalmente por >< V ><:
OP

The co-op aspect of this game has it detractors. Some people expect to play this game like say, Borderlands, where you can play through a campaign in co-op and have everyone's progress be updated.

Undead Labs chose a different format for co-op with SOD2 and there are clearly reasons for this that I don't think enough people think about.

For instance, I don't think there is even enough materials in a Lethal map to support 2 fully upgraded bases. I don't think anyone would want a random to join their game and destroy their base and exile their community. How can 2 players progress the same quests when the vast majority of quests are either randomly generated or based upon your Hero selection? Unlike Borderlands that has a set quest progression, SOD2 does not.

SOD2 requires a "leader". This is the person that builds, controls the base and builds, controls the community. When you join another's game, you have no control over the base or community. You are in essence, a "guest" of this community.

You can help this community, progress through the quests, but your own quests for your own community will not progress. This has a lot to do with the random nature of the game in that there is not a set quest progression. The quests your community has most likely will not be the quests the community you joined has.

When you are a guest, you can still hold and transfer ALL items you pick up (except rucksacks) to your own community. You have full access to your community and inventory when you are a guest. You will also gain full character XP as well as community XP which is called "influence." The only XP you don't gain is the XP that ranks up your community member to be a citizen of your community. This XP is gained by doing quests for YOUR community, not someone elses community.

Whether you like this style of co-op, only you know, but I like it. My friend and I play on two different maps. I will go help my friend for awhile with their community and then my friend will join my community and help me out for awhile. Part of this co-op format is for you to feel like your community is special and yours and it does give that sense that your community is unique to you.

We've never had an issue with the "tethering" because we actually play co-op and stick relatively close to each other. People who have issues with tethering are the ones going off on their own and leaving the host behind. The tethering distance is more than enough that if you actually play with the other person, then it will never be an issue.

You are more than an NPC as claimed, which should obviously be stupid, since the NON-PLAYABLE part of NPC is clearly false when you are playing the character. The only thing you don't get is the XP that levels your survivor with your community when you join another's game and rucksacks.

I would say, if you want to play a campaign with your friends, then this is not the game, because SOD2 does not have a set campaign like Borderlands. If you want to just play through a story line, then this is not that game.

If you want to play a really good survival, community builder game, then this is a great game. This game is more about survival and community building and not about just progressing through some storyline. As a matter of fact, you can even just ignore all your quests and just do what you want.

So lets say a friend of mine won't create a own community and from time to time just startup, jump into my game for some zombie action and leave again it would work? She would level up the character, make use of the skills / perks, can put everything we find into my community and there are no disadvantages to her not having a community?

As far as I understood her character is not healing while actively playing in my community... How would that work?

(Leave the point that spending money for a game not playing to 100% aside please) I don't mind the money. I just like to know how the gameplay is affected by this playstyle.

I don't know why some people say you cannot heal when you play coop. As long as the host has a infirmary level 2 built in the base then the characters in your community will passively heal both health and injuries over time, except for the character that you control at the moment. This is how it works both for the host and for all the players that join the host. People also rest and get rid of their tired status.
Morbidius 9 ENE 2023 a las 8:46 p. m. 
Publicado originalmente por >< V ><:
Publicado originalmente por B1tchFight:
So lets say a friend of mine won't create a own community and from time to time just startup, jump into my game for some zombie action and leave again it would work? She would level up the character, make use of the skills / perks, can put everything we find into my community and there are no disadvantages to her not having a community?

As far as I understood her character is not healing while actively playing in my community... How would that work?

(Leave the point that spending money for a game not playing to 100% aside please) I don't mind the money. I just like to know how the gameplay is affected by this playstyle.

Your friend has to create a community, otherwise the game will not start.

I do not recommend playing with someone that has no investment in their own community, because they will not be able to heal themselves or recover from injuries and blood plague, causing their entire community to eventually die.

I suppose if you really wanted to try and make something work, then she could play with you until her community dies and then she could just start a new community and join you again. Or once her community starts getting low on health and stamina, she can just delete that community and start a new one with fresh survivors and join you again.



Publicado originalmente por Naxshe:
what i personally wanted from co-op is that u and a friend could manage one community together, but the way co-op is hes just a small helper with the community it feel kinda cheap, the way they have co-op currently could still be a thing just in the option menu have it be a toggle, cause the way co-op currently is works better for playing with people you dont know, but for playing with friends u trust i just wish u could manage the community together and the co-op partner had all the abilities as the host

I hear ya, but how would it work? If you both manage the community, then who is the leader? Quests are generated in-game based upon your leader choice. Many game mechanics and programming would have to be changed. Even something as simple as going to the inventory chest would have to be blocked to all players when someone is using it, in order to avoid 2 people taking the same item.

I'm not trying to be antagonistic, but simply trying to ask, how would it work? I think that's an issue that sometimes isn't given much thought. I just don't see how a game like this can be played like Borderlands. And if one is expecting some Borderlands type of "progression shared experience" then I would advise against SOD2.

I don't know why some people say you cannot heal when you play coop. As long as the host has a infirmary level 2 built in the base then the characters in your community will passively heal both health and injuries over time, except for the character that you control at the moment. This is how it works both for the host and for all the players that join the host. People also rest and get rid of their tired status.

The one thing that my characters don't get rid of when I join my friend and play coop is the blood plague meter.
B1tchFight 9 ENE 2023 a las 10:47 p. m. 
Publicado originalmente por >< V ><:
Publicado originalmente por B1tchFight:
So lets say a friend of mine won't create a own community and from time to time just startup, jump into my game for some zombie action and leave again it would work? She would level up the character, make use of the skills / perks, can put everything we find into my community and there are no disadvantages to her not having a community?

As far as I understood her character is not healing while actively playing in my community... How would that work?

(Leave the point that spending money for a game not playing to 100% aside please) I don't mind the money. I just like to know how the gameplay is affected by this playstyle.

Your friend has to create a community, otherwise the game will not start.

I do not recommend playing with someone that has no investment in their own community, because they will not be able to heal themselves or recover from injuries and blood plague, causing their entire community to eventually die.

I suppose if you really wanted to try and make something work, then she could play with you until her community dies and then she could just start a new community and join you again. Or once her community starts getting low on health and stamina, she can just delete that community and start a new one with fresh survivors and join you again.



Publicado originalmente por Naxshe:
what i personally wanted from co-op is that u and a friend could manage one community together, but the way co-op is hes just a small helper with the community it feel kinda cheap, the way they have co-op currently could still be a thing just in the option menu have it be a toggle, cause the way co-op currently is works better for playing with people you dont know, but for playing with friends u trust i just wish u could manage the community together and the co-op partner had all the abilities as the host

I hear ya, but how would it work? If you both manage the community, then who is the leader? Quests are generated in-game based upon your leader choice. Many game mechanics and programming would have to be changed. Even something as simple as going to the inventory chest would have to be blocked to all players when someone is using it, in order to avoid 2 people taking the same item.

I'm not trying to be antagonistic, but simply trying to ask, how would it work? I think that's an issue that sometimes isn't given much thought. I just don't see how a game like this can be played like Borderlands. And if one is expecting some Borderlands type of "progression shared experience" then I would advise against SOD2.

Thanks anyway... I was aware of the healing as I kept reading more yesterday but the sum of the information turned me down on MP. :-/ This could have been one of the best Coop experiences out there if you could at least setup rules what other people can do in your base... :-( Makes me really really sad as it is so satisfying to kill zombies in SoD 2.
Protectron 9 ENE 2023 a las 11:29 p. m. 
The community I used when I played in my friend's game was a maxed-out community, so Infirmary 3. No healing, no resting. It was a save I was no longer playing, but I had to go into it again and play for an hour so that the 6-7 characters I had used who got tired and injured actually healed up and rested.

Maybe they changed this later.
Morbidius 10 ENE 2023 a las 10:11 a. m. 
Publicado originalmente por Protectron:
The community I used when I played in my friend's game was a maxed-out community, so Infirmary 3. No healing, no resting. It was a save I was no longer playing, but I had to go into it again and play for an hour so that the 6-7 characters I had used who got tired and injured actually healed up and rested.

Maybe they changed this later.

I started playing State of Decay 2 in june 2022 when I look at my achievements. So I haven't had access to and played the game for a long time. Maybe it worked different before that point as you say, since I have no idea how it worked before I started playing the game.

But since june 2022 when I started playing it has been enough if the host has an infirmary level 2 to heal injuries and health for both the host and the players that join the host. And people also get rested so they get rid of their tired status.
Naxshe 10 ENE 2023 a las 4:15 p. m. 
Publicado originalmente por >< V ><:
Publicado originalmente por B1tchFight:
So lets say a friend of mine won't create a own community and from time to time just startup, jump into my game for some zombie action and leave again it would work? She would level up the character, make use of the skills / perks, can put everything we find into my community and there are no disadvantages to her not having a community?

As far as I understood her character is not healing while actively playing in my community... How would that work?

(Leave the point that spending money for a game not playing to 100% aside please) I don't mind the money. I just like to know how the gameplay is affected by this playstyle.

Your friend has to create a community, otherwise the game will not start.

I do not recommend playing with someone that has no investment in their own community, because they will not be able to heal themselves or recover from injuries and blood plague, causing their entire community to eventually die.

I suppose if you really wanted to try and make something work, then she could play with you until her community dies and then she could just start a new community and join you again. Or once her community starts getting low on health and stamina, she can just delete that community and start a new one with fresh survivors and join you again.



Publicado originalmente por Naxshe:
what i personally wanted from co-op is that u and a friend could manage one community together, but the way co-op is hes just a small helper with the community it feel kinda cheap, the way they have co-op currently could still be a thing just in the option menu have it be a toggle, cause the way co-op currently is works better for playing with people you dont know, but for playing with friends u trust i just wish u could manage the community together and the co-op partner had all the abilities as the host

I hear ya, but how would it work? If you both manage the community, then who is the leader? Quests are generated in-game based upon your leader choice. Many game mechanics and programming would have to be changed. Even something as simple as going to the inventory chest would have to be blocked to all players when someone is using it, in order to avoid 2 people taking the same item.

I'm not trying to be antagonistic, but simply trying to ask, how would it work? I think that's an issue that sometimes isn't given much thought. I just don't see how a game like this can be played like Borderlands. And if one is expecting some Borderlands type of "progression shared experience" then I would advise against SOD2.
you could just decide which person would be the leader. nothing would change, you both just control the whole community together switching from person to person, all it would take it "yo dude i think he should be the leader" and you agree or debate simple
Planewalker 10 ENE 2023 a las 4:50 p. m. 
Infirmary healing (passive), costs meds, it's not free.

Publicado originalmente por Naxshe:
all it would take it "yo dude i think he should be the leader" and you agree or debate simple
/vote, indeed.


However to me it looks like many of the more advanced things (clearing roads/building actual forts/weather, etc) are reserved for SoD3, and only time will tell what's what.
an entire Roman legion 13 ENE 2023 a las 2:30 a. m. 
wow I am immensly disappointed.....
[S]_Katran 13 ENE 2023 a las 3:11 p. m. 
Why when we play Co-op with 4 friends, the host has a lot of loot, the second friend has an average amount of loot, the third friend has a small amount of loot, and the fourth friend has a maximum of 5-6 boxes of loot, is it possible to do something about it?
Zavia 13 ENE 2023 a las 3:55 p. m. 
i do enjoy random co-op.. throw out a ton of noise makers and attract as many freaks as i can to get the rando killed :') so good..
Cr8ToR 14 ENE 2023 a las 5:07 a. m. 
Publicado originalmente por Tymelock:
i do enjoy random co-op.. throw out a ton of noise makers and attract as many freaks as i can to get the rando killed :') so good..
In past few days there was a guy with dev console opened and he kept spawn random hordes on top of me while he was on the roof. i just quited the game.
So i dont know how do you actually kill random people ? Or do they forgot to quit out xD
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