State of Decay 2

State of Decay 2

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Redarmy 22 ENE 2023 a las 1:00 a. m.
2
Rebalance or remove boons!
They are OP. especially bulder,free water and power GG.

At least remove and change this boon. I dont use boons cuz they is OP. If you use them your basically cheating.
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Mostrando 16-30 de 45 comentarios
ReflKnight 22 ENE 2023 a las 4:00 p. m. 
Publicado originalmente por ScareCrow:
What is a boon? sorry newbie here :D

When you complete a legacy mission (after destroying all plague hearts on the map and doing all leader missions) for one of 4 leaders (Builder, trader, warlord, sheriff) you unlock a specific boon for that difficulty or lower, which when creating a new community you can select to provide you benefits (such as builder provides power and water without the need of specific outposts, trader gives you 4000 influence from the start and sends you a trader which can give you a good start, etc..)
Última edición por ReflKnight; 22 ENE 2023 a las 4:02 p. m.
ScareCrow 22 ENE 2023 a las 4:18 p. m. 
Publicado originalmente por ReflKnight:
Publicado originalmente por ScareCrow:
What is a boon? sorry newbie here :D

When you complete a legacy mission (after destroying all plague hearts on the map and doing all leader missions) for one of 4 leaders (Builder, trader, warlord, sheriff) you unlock a specific boon for that difficulty or lower, which when creating a new community you can select to provide you benefits (such as builder provides power and water without the need of specific outposts, trader gives you 4000 influence from the start and sends you a trader which can give you a good start, etc..)

So this means i should never complete a story? cause it gives me a boon which always gives me a bonus?
ReflKnight 22 ENE 2023 a las 4:38 p. m. 
Publicado originalmente por ScareCrow:

So this means i should never complete a story? cause it gives me a boon which always gives me a bonus?

Sorry, forgot to add that when starting a new community, you are able to select up to 2 unlocked boons as a bonus for your community, but should you not want to use them, you are free to skip this step.

So it's basically an optional thing once you've unlocked it.
ScareCrow 22 ENE 2023 a las 4:42 p. m. 
Publicado originalmente por ReflKnight:
Publicado originalmente por ScareCrow:

So this means i should never complete a story? cause it gives me a boon which always gives me a bonus?

Sorry, forgot to add that when starting a new community, you are able to select up to 2 unlocked boons as a bonus for your community, but should you not want to use them, you are free to skip this step.

So it's basically an optional thing once you've unlocked it.

Good to know thanks
Malidictus 22 ENE 2023 a las 5:02 p. m. 
On the subject of "you can just not use them" - this is true, but I personally feel it's a bad way to go about things. If people enjoy the game without having to worry for water or power, I believe that this should be a difficulty setting, not a "boon".

In this game and any game, more customisable settings are always good. For instance, I would look into disabling/reducing survivor food consumption as a separate option from Community. I'd look into disabling survivors turning - if plague fills up, they just become unusable. I'd look into potentially opening up more Outpost slots (and hard-capping their total to 8, so the UI doesn't screw up).

As it stands, the game gives us 4 boons and asks us to choose 2. That's an actual choice, so the options presented should have at least some degree of parity. If you have one boon which is drastically more powerful than all the others and one boon which is borderline pointless, you undermine the system in its entirety.

There's room for accessibility options, absolutely. Control had options for infinite health and infinite energy. I didn't use them, but the option was nice. What it didn't have was a single outfit, say, which gave infinite health. That would have been the wrong way to go about it. If you want to give players accessibility options, give them accessibility options. Don't introduce poorly-balanced options and then claim that "it's not a bug, it's a feature".
ReflKnight 22 ENE 2023 a las 5:21 p. m. 
Publicado originalmente por Malidictus:
On the subject of "you can just not use them" - this is true, but I personally feel it's a bad way to go about things. If people enjoy the game without having to worry for water or power, I believe that this should be a difficulty setting, not a "boon".

It's an option after you've already completed the game.
An option.
An actual option which is optional when starting a new game.
Imagine the shock of an optional option which is actually optional and gives you an option to select or :csgoanarchist: skip :csgoanarchist:
Malidictus 22 ENE 2023 a las 6:04 p. m. 
Publicado originalmente por ReflKnight:
Imagine the shock of an optional option which is actually optional and gives you an option to select or :csgoanarchist: skip :csgoanarchist:

Imagine my shock when you quoted me directly addressing your argument, then either ignored it or missed it and just repeated the question as though I'd misread it. What even happened there?

I'm well aware that this is an option. I'm arguing that Boons are not the right place for that option. Difficulty settings are a far better place, because this is a difficulty setting. It determines whether the player needs to consider the systems of power and water, or whether those are entirely disabled.

When the player is presented with multiple options and limited slots, good design should ensure that parity exists between the options presented. It makes no sense to give options an opportunity cost and then try to sell them as "it doesn't matter, choose what you want". That's an example of dissonance in design, where the psychology that the design promotes is at odds with the words that you're saying.

Not to mention, the argument of "it's just an option, you don't have to use it" is hollow at inception... because it applies to literally anything. "My game crashes when I use the Hellion." Well, that's just an option. You don't HAVE to use the Hellion. Just use the Wichita. In fact, using vehicles itself is entirely optional. You could just go everywhere on foot. If you choose to use optional vehicles, then you're choosing this option because option option option. Therefore, option.

Just because you can say something with confidence doesn't make it true. Just because a system works doesn't mean it works well. Blaming the player for playing the game wrong will only go so far. Even if you were able to completely shame and embarrass me and force me to concede with your point, I'm just one random guy. People are going to keep running into the same issue and they're going to keep making these suggestions.

I'd argue that it's a poor developer who blames his players. If this was indeed intended to be an option that players are not supposed to pick unless they want an easy mode, despite it not being anywhere near the game's difficulty settings, then that design failed because people by and large did not interpret it like that.

Case in point.
ReflKnight 22 ENE 2023 a las 6:20 p. m. 
Publicado originalmente por Malidictus:
Publicado originalmente por ReflKnight:
Imagine the shock of an optional option which is actually optional and gives you an option to select or :csgoanarchist: skip :csgoanarchist:

Imagine my shock when you quoted me directly addressing your argument, then either ignored it or missed it and just repeated the question as though I'd misread it. What even happened there?

I'm well aware that this is an option. I'm arguing that Boons are not the right place for that option. Difficulty settings are a far better place, because this is a difficulty setting. It determines whether the player needs to consider the systems of power and water, or whether those are entirely disabled.

When the player is presented with multiple options and limited slots, good design should ensure that parity exists between the options presented. It makes no sense to give options an opportunity cost and then try to sell them as "it doesn't matter, choose what you want". That's an example of dissonance in design, where the psychology that the design promotes is at odds with the words that you're saying.

Not to mention, the argument of "it's just an option, you don't have to use it" is hollow at inception... because it applies to literally anything. "My game crashes when I use the Hellion." Well, that's just an option. You don't HAVE to use the Hellion. Just use the Wichita. In fact, using vehicles itself is entirely optional. You could just go everywhere on foot. If you choose to use optional vehicles, then you're choosing this option because option option option. Therefore, option.

Just because you can say something with confidence doesn't make it true. Just because a system works doesn't mean it works well. Blaming the player for playing the game wrong will only go so far. Even if you were able to completely shame and embarrass me and force me to concede with your point, I'm just one random guy. People are going to keep running into the same issue and they're going to keep making these suggestions.

I'd argue that it's a poor developer who blames his players. If this was indeed intended to be an option that players are not supposed to pick unless they want an easy mode, despite it not being anywhere near the game's difficulty settings, then that design failed because people by and large did not interpret it like that.

Case in point.

Regardless, it's still an option that you get after completing the game without it. Which is in a good place to make the game more fun depending on your view of fun, because you've earned the right to do so, by completing the game without it.

If you're so tempted to use it, then use it. We won't feel less of you. If you don't want to use it because you believe to be yourself a zombie trapper, then don't use it. We won't think less of you either.

But wanting to change the whole concept of the game's difficulty, for everyone none the less, just because you think, that an optional bonus that you get after completing the game without it is in some way OP or in the wrong place, makes you nothing more than selfish or some sort of hardcore wannabe.

You can either enjoy the game the way you want it, without effecting anyone else. Or you can delete the game to make it even more of a challenge for yourself to play it.
ScareCrow 22 ENE 2023 a las 6:22 p. m. 
Publicado originalmente por Malidictus:
Snip


I think this guy makes a valid point, so I declare I support his cause o7
JOHN THUNDER 22 ENE 2023 a las 6:28 p. m. 
Publicado originalmente por ReflKnight:


Regardless, it's still an option that you get after completing the game without it. Which is in a good place to make the game more fun depending on your view of fun, because you've earned the right to do so, by completing the game without it.

If you're so tempted to use it, then use it. We won't feel less of you. If you don't want to use it because you believe to be yourself a zombie trapper, then don't use it. We won't think less of you either.

But wanting to change the whole concept of the game's difficulty, for everyone none the less, just because you think, that an optional bonus that you get after completing the game without it is in some way OP or in the wrong place, makes you nothing more than selfish or some sort of hardcore wannabe.

You can either enjoy the game the way you want it, without effecting anyone else. Or you can delete the game to make it even more of a challenge for yourself to play it.

I agree with knight , i do believe is up to us the player to chose how we want to play the game , if we want more difficulty , if we want it to be easier , i dont think the Bonds are that op since u only unlock them in the difficulty u got them , so at the end of the day if u want difficulty just go Lethal difficulty no bonds and fresh start . but removing or nerfing them its kinda meh like its a mechanic of the game , and since im not a try h or a guy that wants EPIC HARD ZOMBIE survival and more of a casual i like Bonds. (everyone can have fun the way they want)
Malidictus 23 ENE 2023 a las 4:33 a. m. 
Publicado originalmente por ReflKnight:
But wanting to change the whole concept of the game's difficulty, for everyone none the less, just because you think, that an optional bonus that you get after completing the game without it is in some way OP or in the wrong place, makes you nothing more than selfish or some sort of hardcore wannabe.

Look at what I said, though. I don't want the option removed - I want it moved to a different place, where it's not competing with other boons. I want it moved to the difficulty settings section, where everyone can use it if they so choose - even without having finished the game. On the contrary, I believe that people's first experience, should optionally be one without the need to worry for power and water, just like they don't need to worry about food in a Green Zone due to survivors eating less. Just like they don't need to worry about morale due to "Hopeful Survivors".

I would personally move power and water to difficulty, then replace the Builder boon with something similar to the Trader boon. When the player first starts, a trader shows up offering one free item - a Red Talon field survival station. This would allow the player to build a facility which offers costless, noiseless base-wide power and water: a CLEO tech solar power generation and atmospheric water condenser. No skill prerequisite, small materials/labour prerequisite.

This would effectively do the same thing, but at a slight cost of a single facility slot. Still very powerful, but more balanced.
Protectron 23 ENE 2023 a las 4:36 a. m. 
Publicado originalmente por Malidictus:
Publicado originalmente por ReflKnight:
But wanting to change the whole concept of the game's difficulty, for everyone none the less, just because you think, that an optional bonus that you get after completing the game without it is in some way OP or in the wrong place, makes you nothing more than selfish or some sort of hardcore wannabe.

Look at what I said, though. I don't want the option removed - I want it moved to a different place, where it's not competing with other boons. I want it moved to the difficulty settings section, where everyone can use it if they so choose - even without having finished the game. On the contrary, I believe that people's first experience, should optionally be one without the need to worry for power and water, just like they don't need to worry about food in a Green Zone due to survivors eating less. Just like they don't need to worry about morale due to "Hopeful Survivors".

I would personally move power and water to difficulty, then replace the Builder boon with something similar to the Trader boon. When the player first starts, a trader shows up offering one free item - a Red Talon field survival station. This would allow the player to build a facility which offers costless, noiseless base-wide power and water: a CLEO tech solar power generation and atmospheric water condenser. No skill prerequisite, small materials/labour prerequisite.

This would effectively do the same thing, but at a slight cost of a single facility slot. Still very powerful, but more balanced.

Or simply unlocks a Utility Room facility that requires a Builder Leader and a Utility community skill to run. A Large facility with both power and water, upgradable for less fuel cost and noise.

Unless people feel that the requirements would make it a too poor bonus.
Última edición por Protectron; 23 ENE 2023 a las 4:37 a. m.
Malidictus 23 ENE 2023 a las 4:50 a. m. 
Publicado originalmente por Protectron:
Or simply unlocks a Utility Room facility that requires a Builder Leader and a Utility community skill to run. A Large facility with both power and water, upgradable for less fuel cost and noise. Unless people feel that the requirements would make it a too poor bonus.

Or that, yeah. That's probably a better version of mine. Better balanced, too. It's essentially an upgraded, skill-less version of the solar generator. The large slot is a good idea, too - I was thinking small slot, myself. That gives it a decent, balanced cost I think. Since we're moving power and water to difficulty settings, then more expensive Builder boon buildings makes sense.
ReflKnight 23 ENE 2023 a las 6:17 a. m. 
Publicado originalmente por Malidictus:
Look at what I said, though. I don't want the option removed - I want it moved to a different place, where it's not competing with other boons. I want it moved to the difficulty settings section, where everyone can use it if they so choose - even without having finished the game. On the contrary, I believe that people's first experience, should optionally be one without the need to worry for power and water, just like they don't need to worry about food in a Green Zone due to survivors eating less. Just like they don't need to worry about morale due to "Hopeful Survivors".

I would personally move power and water to difficulty, then replace the Builder boon with something similar to the Trader boon. When the player first starts, a trader shows up offering one free item - a Red Talon field survival station. This would allow the player to build a facility which offers costless, noiseless base-wide power and water: a CLEO tech solar power generation and atmospheric water condenser. No skill prerequisite, small materials/labour prerequisite.

This would effectively do the same thing, but at a slight cost of a single facility slot. Still very powerful, but more balanced.

So how would you differentiate all the difficulties with the switch for power/water? Standard - yes power/water and lethal - no power/water? Or two different achievements for the same difficulty ? Or the switch would not effect the difficulty level?

Say we move it to a switch. Now we get to select Warlord's and Trader's boons at the start with no fear of sacrificing Builder's boon and we have more than enough tools from the very beginning to liberate half of the map from plague hearts in just 2 ingame days.

If anything, Builder's boon gives a slow start, while Trader and Warlord pushes to start clearing Plague Hearts from the get go. Which by the end will provide you access to more resources than you can store.


Publicado originalmente por Protectron:
Or simply unlocks a Utility Room facility that requires a Builder Leader and a Utility community skill to run. A Large facility with both power and water, upgradable for less fuel cost and noise.

Unless people feel that the requirements would make it a too poor bonus.

It would make it a useless bonus, due to how many bases have access to either Power or Water on their own. As well as, using any facility slot just for that is trivial. At that point, using an Outpost to mitigate missing power/water source and using small slot for stamina boost would be common sense. Basically, what we do right now without the Builder's boon.

I rest my case. If you think Builder's boon has no place in bonus selection or is too overpowered - simply don't use it and leave other people out of it.
Gustuv Wynd 23 ENE 2023 a las 7:26 a. m. 
You are not forced to use them...and honestly the harder difficulties are fairly balanced even with them. Those first runs of Nightmare and Lethal were brutal without boons. Though I did them back in the days before update 25. Now days with so many hero bonuses made to effect the entire community and such I feel like it might be a lot easier.

Though I have to say I like the boons...or well THE boon. The builder boon is stronger than all the other three put together and even those are still fairly powerful. However, it is nice to just pop the builder boon and then not have to mess with utilities outposts and the fuel outpost to run them. Instead I can have food and bed outposts and then focus on making my survivors better and take on more challenges rather than just keep them fed and happy. Doesn't destroy the game...just changes it. And, if you want to change it back, just don't select a boon when you start the game.
Última edición por Gustuv Wynd; 23 ENE 2023 a las 8:27 a. m.
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Publicado el: 22 ENE 2023 a las 1:00 a. m.
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