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Seconded.
(But, suggestion anyway - when base part gets blown up, converts to blueprint visible to the owner, then with reduced materials to rebuild it as-was? Sounds like it still needs a bit more fortitude against explosives though.)
but the lockpickers
Don't have an advantage
RIIIIIIGHT RIIIIIGHT, lmfao i made a whole thing about this
but this is the SAME thing just towards mats
Like dbox123 I have always enjoyed building and defending bases. Even more so as a solo player. The challenge is what kept me coming back for more. But base building is currently not worth the effort, and that's a big understatement. I don't mind putting in the work. I enjoy grinding away if I can see a reward at the end of the tunnel. But the amount of work needed to build and upgrade walls doesn't give you an equivalent amount of security.
This is what my SCUM life has been like the last couple weeks as a solo player:
After the 0.85 patch on US EAST #3, I could not store building materials/loot without my boxes being found a couple days later. There seemed to be a huge influx of hackers right after the update. But I didn't quit. I decided to move to the most dead area of the map and try again. I spent two weeks traveling multiple sectors nonstop on foot to gather enough build materials to try and fortify a building... with JUST METAL DOORS. In that time I found enough demolition items (rocket launcher, rpg's) to destroy the simple fortification that I wanted to build. So i'm already thinking, what's the point? (Then the box with my build materials vanished putting me back at zero. But that's besides the point.)
Without proper balancing, I have little to no interest in the modular base system. As dbox pointed out the foundations are a glaring issue. I can spend countless hours gathering resources to upgrade a foundation and its 4 walls to brick. Each wall takes two c4 to destroy, but ALL OF IT can be destroyed with 2 c4 on the foundation. So I need to protect my foundations with layers of walls and then upgrade those layers, which obviously costs more base elements and a lot more time and resources. It also makes even less sense to spend time upgrading to concrete walls since it only takes 2 C4 to destroy those after just a couple days of decay time. It's cool that you can build 2 and 3 story structures but like I've said in the past, why spend the time setting a table if someone is going to just pull out the table cloth?
There are different levels of survival I'm willing to accept. I don't need to have a big beautiful base. But the question is, is the juice worth the squeeze? Am I having fun? I'm currently living out of a bush thinking, "why should I spend another month attempting to build a base? Maybe I should just collect resources to raid a squad? But my bush only has so much space to store their loot... "
dbox123 is THE BEST base builder in SCUM that I'm aware of. He's good because he's also adept at raiding bases. If the devs are going to listen to someone, it should be him.
MY BASE
https://steamcommunity.com/sharedfiles/filedetails/?id=2993168031
In a way I like it takes time to set up camp. It's okay you need a ton of resources for a small house, after all, you DO need a ton of materials for a house IRL! Give it a try and build a small log hut all by yourself and you'll end with a multiple weeks long project, if you can even pull of that stunt. I'm quite happy I can use a basic stone axe to make planks and NOT being required to have a worker's bench first.
My gripe with the system is less about the amount of resources or time spent on base building: singleplayer experience differs massively from multiplayer gameplay. In MP, you can bring friends and set up camp much faster if everyone does his or her part.
It's actually the experience gain that nearly kills the game. A lot of useful stuff is locked behind higher levels than you're expected to have at the beginning of the game, that's double true in case you created a character geared towards puppet killing and survival with less points in "Intelligence" and therefore less points available for things like "Building".
In my case, my character started with basic knowledge. The work bench I mentioned earlier however is locked behind "medium" tier. Even after setting up a two-store log hut, using up 200 logs of wood or something, even after building several furnitures etc, skill progression is well below 50% of what I need to get medium tier. What am I supposed to build for no other purposes than increasing my skill so I can build more useful stuff?
Again: skill progression is way, way too slow in this game. It is supposed to be "realistic". But if I have the skill to build a house, beds, cupboards, trunks and even more complex weapons, I wonder why I can't build a work bench or why I'm unable to build a battery charging station that doesn't require much more than a trunk, a battery and a set of cables.
PS: I'd sure appreciate it if anyone could respond to my cooking question... need to know if it's a bug or if I'm just an ID-10T.
They're really overemphasizing the realism.
It is not. It's for a small amount of players.
For sure it's interesting as long as squads stockpile loot or cash....
No, the deep change in raiding was the add of traders.
Before you need to spend time to collect resources. Now you just buy them in 5 mins.
You wrote the same when talking about resources and claymores....
First if breaching into a base is hard, nobody will do that. Only the strongest team on a server. That with raiding it will become stronger and stronger. Making other team leaving the server.
Second, tell me one reason to build a strong base, hard to raid.
Don't say loot, you can bury it, or convert it to cash and buy stuff when you need it.
That's the point.
Why should I build a strong base?
I pointed out 1 year ago that bases should not be gigantic chests....
THAT IS THE MAIN FLAW of base building now. It is tight to raiding. It should not.
Bases could have a different meanings.
And....
I suggested too that bases should be of 2 kind.
One visible but with defenses.
Another one hidden, with no defenses.
I don't see the reason for the first one as I can store loot in chests and bury them.
I did that EVEN when I built a base.
Devs should decide if we should play the capture the base game or not.
Most players will be nomad and they do not need to establish a base.
I got a life and don't want to spend time to build a base....did that so I know the time it require.
I'm not being snide. Look, play it out in your head; once you build a house and put all your crap inside of it... then what? What happens? Zombies don't change. They don't raid you. Everything is exactly the same except you have a big hole to dump all the crap you don't even need. Players might raid you, and they'll do it offline so you can't stop them. All you have is a more spacious storage box.
Sorry pve players, ya'll aren't gonna get it better than it is now. The one PVE feature they touched on in a very long time (mechs) was the one thing that a lot of servers turn off, let that settle in. Gonna have to wait 2 years before you'll see new PVE enemies, and maybe never for ones that actually roam the map and shoot back.
Agree for SP. It's ok that it's a major effort, makes you consider carefully what you want to build and where, then explore the map to gather tools and materials etc, and you only have to do that once unless you want to have multiple bases.
(It's maybe kind of weird that to build a metal shack you have to build a log cabin first, for which you're rewarded with bigger numbers on the pieces, but it is what it is ;)
Can see how it would get old if you have to keep doing it over and over to somebody else's schedule though.
You could just revert to building without the modular elements and just use wall sections.