State of Decay 2

State of Decay 2

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Shadow Glaive 17 ABR 2022 a las 10:09 a. m.
Base building suggestion
I love the general Idea of this game, rescuing survivors who's skills actually contribute to your base's efficiency etc..

But, the one thing I would love State of Decay to introduce is the capability to do actual base building from scratch, harvest wood, stone, etc and build my own base (like Grounded, 7 Days to Die, Minecraft, etc) but not building with blocks like Minecraft and 7DtD, using the Grounded wall and floor panel style building style to keep the realism.
You could still choose to secure an existing building, traditional State of Decay style, if you don't want to build though.

It then removes the limited building space for the facilities and give us the ability to expand our safe house into a community like neighbourhoods in The Walking Dead where they build a wall around the area. Especially if the map grows to Far Cry or GTA kind of sizes, in the next SoD.

I understand the logic of why they've done it the way they have, as it's a survival so you shouldn't have all the luxuries, as well as you NPCs knowing where to go when you save them might be difficult if you can literally build anywhere on the map.. But, if SoD introduced actual sandbox style base building then it would literally be my dream game!
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Mostrando 16-30 de 33 comentarios
churley1965 22 ABR 2022 a las 8:27 a. m. 
. Modding cars with armoured plating and stuff (mad max style) would be fun too, I don't think that's a thing yet is it?

Yes this is already in game, you need to have a survivor with the automechanic skill and build a auto shop which requires a large slot.
Metro 22 ABR 2022 a las 9:08 a. m. 
Publicado originalmente por Shadow Glaive:
Publicado originalmente por Metro:
Not in favor of it. There are already 'builder' type games out there. I'm all for the possibility of randomized based and some minor extensions to the ability to customize bases but I don't want this game to become another Minecraft, 7 Days to Die, Valheim, or whatever.

That's totally understandable, SoD might not work with the Minecraft building mechanics anyway, being able to expand and customise existing bases might be better suited to this game. I just really like the AI community mechanics from SoD and would love that to be in a Minecraft/Valheim style game, as my friends aren't into those builder style games, so AI companions would be very welcome in a game like them haha.
Yeah, I can get behind an extension and/or adding depth to the existing features for more control over your base and surrounding areas.
rtwjunkie 22 ABR 2022 a las 9:31 a. m. 
Publicado originalmente por Protectron:
What I meant was that since SoD3 is years off, it is possible that they'll do more than the abovementioned end-game changes down the line, since the willingness to add end-game content is evidently there as a the next area to improve.

...Like letting us tear down ALL existing facilities (except the radio and the locker location), or the creation of one special Outpost that can house facilities. They already have one Landmark Outpost added to the game, so adding another unique location in each map where you can upgrade it to house additional facilities (Lvl1 +1 small facility slot, Lvl2 +1 small facility slot, Lvl3 +1 large facility slot). So if you are happy staying at Squelones Brewing Company, set up the special Outpost in the Abandoned Factory for up to 3 additional facility slots... at twice the cost of setting up a regular Outpost and upgrading it.
Great ideas! I like them a lot, especially with using offsite facilities to expand your overall base production.
Shadow Glaive 22 ABR 2022 a las 10:21 a. m. 
Publicado originalmente por rtwjunkie:
Publicado originalmente por Shadow Glaive:

Oh really?? I've not seen anything about that yet! I hope it does expand on the base building and the survivors community in an interesting way. Even if we get to have more than one base, or customising the base and outposts, etc. Something to make the bases a bit more relevant would be so good!
No, it won't do any of that as far as bases. It will allow you to access your legacy pool of survivors both to and from, while in game (at a cost), and allow you to move directly to a base you pick when you change maps. You can salvage anything, not just weapons, sort the supply locker, and continue after the legacy instead of ending the game if you choose. You'll also now have access to full stats of survivors in your pool and what equipment you loaded them with. This is still a ways off. with no expected date yet.

That's pretty cool and useful! But, still would like make little adjustments to the base's appearance or and rare quality of life items you can find in the world that could improve the survivors moods within the base and give like a limited time buff to certain stats and things when you leave the base at the very least though.
Shadow Glaive 22 ABR 2022 a las 10:26 a. m. 
Publicado originalmente por Protectron:
What I meant was that since SoD3 is years off, it is possible that they'll do more than the abovementioned end-game changes down the line, since the willingness to add end-game content is evidently there as a the next area to improve.

...Like letting us tear down ALL existing facilities (except the radio and the locker location), or the creation of one special Outpost that can house facilities. They already have one Landmark Outpost added to the game, so adding another unique location in each map where you can upgrade it to house additional facilities (Lvl1 +1 small facility slot, Lvl2 +1 small facility slot, Lvl3 +1 large facility slot). So if you are happy staying at Squelones Brewing Company, set up the special Outpost in the Abandoned Factory for up to 3 additional facility slots... at twice the cost of setting up a regular Outpost and upgrading it.

Yeah, something like that would work too! Being about to have outposts that you can place additional facilities into would be nice! I'd be happy with something like that if base expansion wasn't possible due to the complexity of the coding or whatever.
Shadow Glaive 22 ABR 2022 a las 10:27 a. m. 
Publicado originalmente por churley1965:
. Modding cars with armoured plating and stuff (mad max style) would be fun too, I don't think that's a thing yet is it?

Yes this is already in game, you need to have a survivor with the automechanic skill and build a auto shop which requires a large slot.

Oh really!? Damn, was that always a thing or added in an update?
Shadow Glaive 22 ABR 2022 a las 10:30 a. m. 
Publicado originalmente por Metro:
Yeah, I can get behind an extension and/or adding depth to the existing features for more control over your base and surrounding areas.

Yeah, bases just feel so lacking, considering you make a little community to try saving humanity from the zombie apocalypse, and yet there's so little to the community/base side of the game that feels like you're really surviving or thriving in this post-apocalyptic world..
Shadow Glaive 22 ABR 2022 a las 10:33 a. m. 
Publicado originalmente por rtwjunkie:
Publicado originalmente por Protectron:
What I meant was that since SoD3 is years off, it is possible that they'll do more than the abovementioned end-game changes down the line, since the willingness to add end-game content is evidently there as a the next area to improve.

...Like letting us tear down ALL existing facilities (except the radio and the locker location), or the creation of one special Outpost that can house facilities. They already have one Landmark Outpost added to the game, so adding another unique location in each map where you can upgrade it to house additional facilities (Lvl1 +1 small facility slot, Lvl2 +1 small facility slot, Lvl3 +1 large facility slot). So if you are happy staying at Squelones Brewing Company, set up the special Outpost in the Abandoned Factory for up to 3 additional facility slots... at twice the cost of setting up a regular Outpost and upgrading it.
Great ideas! I like them a lot, especially with using offsite facilities to expand your overall base production.

Yeah, having outposts, you'd think the survivors would want to optimise them as much as possible, rather than being like "cool, I've secured this gas station for a steady flow of gas, I could do something with the interior or on the roof, but nah I'll just keep the counter and empty shelving, for no logical reason"... lol
Metro 22 ABR 2022 a las 2:00 p. m. 
Publicado originalmente por Shadow Glaive:
Publicado originalmente por Metro:
Yeah, I can get behind an extension and/or adding depth to the existing features for more control over your base and surrounding areas.

Yeah, bases just feel so lacking, considering you make a little community to try saving humanity from the zombie apocalypse, and yet there's so little to the community/base side of the game that feels like you're really surviving or thriving in this post-apocalyptic world..
As others mentioned it also ties into the lack of much of an 'endgame.' It's why I preferred Breakdown mode in SOD1 because the real challenge was to get up and running. Once you are established in SOD2, it is fairly easy to clear out hearts and complete the legacy missions. I'm not really sure what they could add to keep things challenging/interesting.
Shadow Glaive 22 ABR 2022 a las 3:51 p. m. 
Publicado originalmente por Metro:
Publicado originalmente por Shadow Glaive:

Yeah, bases just feel so lacking, considering you make a little community to try saving humanity from the zombie apocalypse, and yet there's so little to the community/base side of the game that feels like you're really surviving or thriving in this post-apocalyptic world..
As others mentioned it also ties into the lack of much of an 'endgame.' It's why I preferred Breakdown mode in SOD1 because the real challenge was to get up and running. Once you are established in SOD2, it is fairly easy to clear out hearts and complete the legacy missions. I'm not really sure what they could add to keep things challenging/interesting.

No, me neither, like someone else said previously, the side missions all get very repetitive in each map, they're all the same basic missions, so it's tricky to think up new missions in a zombie apocalypse game of this type.

Maybe they could have some multi part side missions where you help secure and/or establish a base for a friendly group of survivors, obviously that wouldn't be a repeatable mission arc more than a couple times, else there would be small communities all over the map. Or there could be missions like repairing the waterworks and assigning a survivor to work there, to get clean running water again and/or the same thing for a power plant?

It's been a while since I've played the game so I don't remember if there are actual missions like that or not, they might even exist as legacy missions.. I'm just trying to think of possible non-repeatable missions (or at least missions that would only occur a couple times per map) that don't necessarily have to tie into the legacy missions.
churley1965 23 ABR 2022 a las 9:08 p. m. 
Publicado originalmente por Shadow Glaive:
Publicado originalmente por churley1965:
. Modding cars with armoured plating and stuff (mad max style) would be fun too, I don't think that's a thing yet is it?

Yes this is already in game, you need to have a survivor with the automechanic skill and build a auto shop which requires a large slot.

Oh really!? Damn, was that always a thing or added in an update?

I'm not sure if its been there all along or since last update, I haven't been playing that long, you have a choice of 3 types of mods; small, medium and large, depending on the type of vehicle will determine which mods work for that vehicle, but the mods turn a humdrum looking vehicle into something awesome, it doesn't just add to the durability of the vehicle and make it look bad*ss, they can turn a 2-door vehicle into a 4-door vehicle and add to the storage capacity of that vehicle, so the automechanic skill and building an auto shop is well worth it, even at the expense of one of the other large slot buildings, especially if you like taking out zombies with your doors or just running them over, you won't have to carry as many repair kits.
Oh and I almost forgot, the resource cost of these mods is pretty high (circuitry), so I would suggest maxing out your command post and your workshop before making any auto mods (tier 3 command post and workshop require 10 circuitry each to upgrade, i think), one mod (can't remember which size mod) costs 15 circuitry and some other resources to make, so just an FYI.
Última edición por churley1965; 23 ABR 2022 a las 9:20 p. m.
Protectron 24 ABR 2022 a las 3:11 a. m. 
https://state-of-decay-2.fandom.com/wiki/Vehicles

Here is an overview of all the vehicles, and which upgrade kits and donor car you need to get the upgraded vehicles.

All upgrade kits raises the ride height of the vehicles, making them better off-road, but not necessarily high enough to be good off-road vehicles. The armor raises the "life points" of the vehicles, but not damage resistance, so it is doubtful that you get more out of each repair kit - it just takes longer for the car to lose the doors and stort smoking, but you need more repair kits (or an advanced one) to fix it up again. Some kits adds spikes, while others add large fuel drums.

The Auto Shop facility's main strength is not producing these upgrade kits. Considering the cost, I'd rather just buy them from vendors (Mysterious Wandering Trader in particular). What the Auto Shop does is that it reduces fuel consumption with 25% (iirc), and in order to build one you need an Automechanic, which gives you another 30% (iirc). So having one almost automatically cuts fuel consumption in half for the entire community and all cars. This is nice not just because you use less fuel, but it makes using gas-guzzling vehicles suddenly viable. The Zedbuster, Impaler and Smashwagon are both annoyingly thirsty until you get an automechanic and an auto shop. In addition, you can pay some Parts and activate +25% (iirc) vehicle health for an hour, making them even more robust. Finally, you can produce repair kits in bulk for a Parts discount.

Luxury Barracks, Trade Depot and Lounge are higher-priority Large Facilities for me, but if I have the space or don't need one of those, I build the Auto Shop next.
churley1965 24 ABR 2022 a las 8:34 a. m. 
Publicado originalmente por Protectron:
https://state-of-decay-2.fandom.com/wiki/Vehicles

Here is an overview of all the vehicles, and which upgrade kits and donor car you need to get the upgraded vehicles.

All upgrade kits raises the ride height of the vehicles, making them better off-road, but not necessarily high enough to be good off-road vehicles. The armor raises the "life points" of the vehicles, but not damage resistance, so it is doubtful that you get more out of each repair kit - it just takes longer for the car to lose the doors and stort smoking, but you need more repair kits (or an advanced one) to fix it up again. Some kits adds spikes, while others add large fuel drums.

The Auto Shop facility's main strength is not producing these upgrade kits. Considering the cost, I'd rather just buy them from vendors (Mysterious Wandering Trader in particular). What the Auto Shop does is that it reduces fuel consumption with 25% (iirc), and in order to build one you need an Automechanic, which gives you another 30% (iirc). So having one almost automatically cuts fuel consumption in half for the entire community and all cars. This is nice not just because you use less fuel, but it makes using gas-guzzling vehicles suddenly viable. The Zedbuster, Impaler and Smashwagon are both annoyingly thirsty until you get an automechanic and an auto shop. In addition, you can pay some Parts and activate +25% (iirc) vehicle health for an hour, making them even more robust. Finally, you can produce repair kits in bulk for a Parts discount.

Luxury Barracks, Trade Depot and Lounge are higher-priority Large Facilities for me, but if I have the space or don't need one of those, I build the Auto Shop next.

Hey, Thanks for clearing that up, there's still a lot about this game that I don't know, usually by the time I can do any vehicle mods it's pretty late in the game so I haven't experienced all of what the auto shop has to offer.
churley1965 24 ABR 2022 a las 8:49 a. m. 
Publicado originalmente por Shadow Glaive:
Publicado originalmente por Metro:
As others mentioned it also ties into the lack of much of an 'endgame.' It's why I preferred Breakdown mode in SOD1 because the real challenge was to get up and running. Once you are established in SOD2, it is fairly easy to clear out hearts and complete the legacy missions. I'm not really sure what they could add to keep things challenging/interesting.

No, me neither, like someone else said previously, the side missions all get very repetitive in each map, they're all the same basic missions, so it's tricky to think up new missions in a zombie apocalypse game of this type.

Maybe they could have some multi part side missions where you help secure and/or establish a base for a friendly group of survivors, obviously that wouldn't be a repeatable mission arc more than a couple times, else there would be small communities all over the map. Or there could be missions like repairing the waterworks and assigning a survivor to work there, to get clean running water again and/or the same thing for a power plant?

It's been a while since I've played the game so I don't remember if there are actual missions like that or not, they might even exist as legacy missions.. I'm just trying to think of possible non-repeatable missions (or at least missions that would only occur a couple times per map) that don't necessarily have to tie into the legacy missions.

I would be happy if they got rid of most of the resource wasting quests (survivors begging/demanding resources that they could get themselves) and added more quests where the survivors are getting over run by a horde or something along that line, I had one quest where the guy wanted food so I went across the street from where he was located and grabbed a duffle of food for him, I've gotten to the point that I ignore those quests now, if they can't even get their own resources they deserve to die.
rtwjunkie 24 ABR 2022 a las 10:05 a. m. 
Publicado originalmente por churley1965:
Publicado originalmente por Shadow Glaive:

No, me neither, like someone else said previously, the side missions all get very repetitive in each map, they're all the same basic missions, so it's tricky to think up new missions in a zombie apocalypse game of this type.

Maybe they could have some multi part side missions where you help secure and/or establish a base for a friendly group of survivors, obviously that wouldn't be a repeatable mission arc more than a couple times, else there would be small communities all over the map. Or there could be missions like repairing the waterworks and assigning a survivor to work there, to get clean running water again and/or the same thing for a power plant?

It's been a while since I've played the game so I don't remember if there are actual missions like that or not, they might even exist as legacy missions.. I'm just trying to think of possible non-repeatable missions (or at least missions that would only occur a couple times per map) that don't necessarily have to tie into the legacy missions.

I would be happy if they got rid of most of the resource wasting quests (survivors begging/demanding resources that they could get themselves) and added more quests where the survivors are getting over run by a horde or something along that line, I had one quest where the guy wanted food so I went across the street from where he was located and grabbed a duffle of food for him, I've gotten to the point that I ignore those quests now, if they can't even get their own resources they deserve to die.
Unfortunately, when you ignore all the resource missions, you miss out on the benefit that enclave can give you. For me, things like Offsite Barracks means less focus on slot-wasting barracks slot; Neighborhood Watch which is like adding a free extra watchtower as far as reducing threat; or Jogging Buddies, which add's 25% stamina. Everyone has ones that they value, and you don't find out until they are allied to you, which usually means materials. Here is a list of all the enclave benefits:
https://state-of-decay-2.fandom.com/wiki/Enclave_Benefits
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Publicado el: 17 ABR 2022 a las 10:09 a. m.
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