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Its weaknesses are the lack of depth brought about by that very same accessibility. Everything is just simulation and stand-in for more real/realistic systems.
While I think that SoD3 should have less simulation, such as being able to set up your base wherever you want (at the cost of base building being more complicated and micromanagement than just a click of a button like it is now), it is important that they keep their identity of being simple and accessible as well. The option to build a home site from scratch should be an endgame one for experienced players, and there should still be key-ready home sites to choose from around the map.
SoD2 is AA, when for sure Ubisoft series are more AAA, still there's many parallel there isn't with games as Dying Light.
That's not a review, just arguing on gameplay aspects.
A free home is deeply different, it would be very different and would end in one base, more or less always the same min maxed. I don't see game current approach weak at all, it's not a builder game. I suppose a side series could focus more on building, I'll skip, building games make me sleep.
I don't see either why gameplay loop need stick be simple as character building, which cant be RPG like because that would be too heavy for a roster and loosing some survivors along a play, but it could have some more depth.
Even combats and stealth could have more depth too.
Where it's probably hard to make much different without breaking the global gameplay, it's mini quests steps to keep some flexibility, even if how they are saved or not can certainly be changed.
Ok you have a very different point of view, for me parallel with some Ubisoft games was big, and Ubisoft should acknowledge importance to mix better activities to global gameplay, and to fill better the world at least with enemies, for NPC it's more complicate.
I would say that overall Hearltland shows a quite improved gameplay comapre to SoD2, but it cheats with shorter campaign, and by skipping start phases. It still achieves make a game not becoming easier as you progress in the play and more the reverse, unlike SoD2, at least for Normal difficulty.
I think the solution is to have more options. One feature that I strongly desire in SoD3 is that the bases have perimeters around them being patrolled by survivor NPCs. So you can either just let the game deal with those patrols automatically, or you can take control of it yourself and set the size, the patrol's aggression and the number of survivors on it (for instance). The point of those patrols is to replace the silly holes in the walls of the base that we have now in SoD2, with a more intuitive base defense.
Another feature that I and I guess many others would like for SoD3, is that the Enclaves actually do something with their base. So if you sell them Materials, they might build a fence or set up a garden to grow food. And if you sell them a gun, they might equip it. So you could then either just leave it up to them, or you may involve yourself actively and help them by getting stuff they need. This would then replace the "hey, have you forgotten what you promised to do for us?"-nagging when you ignore their randomly generated missions. (I never promised anything, chump).
Without becoming a building game, for sure more management options seems an interesting option.
For enclaves, they don't have bases yet, only a home. They could not have all a base, or the game would need more than car to manage quite wider areas. But perhaps allows some home defenses options.