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Update 37: Threaten Confirmation? Easier Enlisting? And More! [State of Decay 2 Beta]

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  • Опубликовано: 7 авг 2024
  • Full patch notes: support.stateofdecay.com/hc/e...
    00:00 Intro
    00:14 No Spawning Overhaul
    01:18 Two New Curveballs
    02:15 Stronger Flashlights & Better Night Lighting
    02:48 Home Base Map Marker
    03:00 Enclave Threaten Confirmation
    03:14 Enlist Follower From Community Screen
    03:30 Press 'Back' to Let Go of Locked Door
    03:43 Failed Grab Animation Cancel
    04:01 Map Marker for Zombified Community Members
    04:20 Cinematic Kill Cam Toggle
    04:37 Freak Call-outs Require Line of Sight
    04:54 Water Slows Down Cars
    05:20 Removed Unfair Zombie Lunges & Outro

Комментарии • 18

  • @AnotherGuyProductions
    @AnotherGuyProductions Месяц назад +7

    That last one is a gamechanger, the amount of times I've dodged a zed just to have it suddenly teleport onto me biting is astonishing. Cannot wait for this to go to stable

  • @scientistforscience
    @scientistforscience 2 месяца назад +3

    Thank you! I'm on console so I can't see these for myself. Appreciate your detailed review.

  • @BibithePing
    @BibithePing Месяц назад +3

    No more magnetic zombies… hurray!

  • @SussedRage
    @SussedRage Месяц назад +1

    From a Series X user, thanks for this video! Been wondering about the changes and its all great. Lots of common sense improvements.
    Are the nights much brighter in general? I think i read that was changed on the darker maps in 37?
    All im really hoping for is HUD tweaks so we can play with less icons.

  • @milehigh96
    @milehigh96 Месяц назад

    The water is fine. Honestly I think it’s a little unfair that you can drive through a river without consequence. Maybe with a higher suspension vehicle shouldn’t be affected as much

  • @C-Live
    @C-Live 2 месяца назад +2

    In my opinion one of the best updates they've released in a long while, the only 2 things I'm iffy about is how slow your vehicle moves through water, and I'm iffy about being able to dodge out of failed grab animations because I personally think in *most* situations it's kinda on the players fault for greeding an execution on a zombie, however I kinda understand how it doesn't make sense when your character is locked into that fail animation without being able to dodge out of it, so maybe it's an overall positive change. I just hope you're able to dodge out of that one animation where your character swings their heavy weapon at a zombie that's laying on the ground. The amount of times where I'd be attacking a plague heart with a heavy weapon and instead of my character swinging at the heart, they go for the zombie that's on the ground from one of my previous weapon swings, and when that would happen you'd be locked into that animation for 3+ seconds giving zombies nearby enough time to get a free hit on you.
    The main reason why I think this is one of UDLs best updates though is them removing that tackle animation that you talked about near the end of the video. That tackle animation gave you 70% plague infection in Lethal Zone (assuming you didn't have any pathology survivors/traits/hero bonuses for plague resistance etc) and there was absolutely NO VIABLE WAY you could dodge that animation. The only way you could reliably avoid the animation triggering is to spam-dodge when a zombie is behind you, but if caught off guard (or even if your guard was up), when the animation would trigger, even when the zombie didn't make contact with you yet, you'd still be locked into the animation and eventually be tackled to the ground. That tackle animation has literally been rent free in my head in almost every Lethal playthough that I've played and now that it's gone, the relief I have is otherworldly. There was also a bug with that specific tackle animation where a zombie would teleport towards you even if you was on a higher elevation like a building rooftop or vehicle roof. Anyways, great video man, thanks for showcasing what's been changed 👍

  • @FosterFreeze
    @FosterFreeze Месяц назад

    Shucks....held off installing and playing until Zombie spawns were updated. Looks like I'm waiting even longer. Oh well, got Prey, P5 Royal, V-Rising consuming my gaming time.

  • @bernadettescott5743
    @bernadettescott5743 2 месяца назад +1

    Awesome stuff Ran there's some great changes there liking the flashlight. Definitely my least favorite is driving slow through water no more taking those river short cuts through Providence ❤

    • @SussedRage
      @SussedRage Месяц назад

      The driving slower through water is a logical change though! Perhaps just not _thaaaaat_ slow lol

  • @TheRealJohnMadden
    @TheRealJohnMadden 2 месяца назад +1

    I'm very sad to hear that they're not going to release the improvement to zombie spawns, but something that interests me is John saying "risk factors and time restraints" being why they're not going to release it. Does this mean that they're really crunching to work on something else releasing soon (SoD3) or that they have some bigger things coming to the game so they can't focus too much energy on it? It sounds like they can't afford the downtime it could cause which would draw away their attention from SoD3, but, I guess we'll potentially find out tomorrow during Xbox Showcase to see if it's finally revealed.

    • @RanhothChord
      @RanhothChord  2 месяца назад

      I agree that the wording was a bit interesting, but also the official sod discord is getting an overhaul this weekend. I believe that we're gonna get an sod3 trailer at the Xbox game showcase or whatever it's called on Sunday, and they're expecting new people in the discord and in sod2. I guess they want the patch coming out around this time too, which is where the time constraint comes in

    • @TheRealJohnMadden
      @TheRealJohnMadden 2 месяца назад +1

      @@RanhothChord I’m so excited for tomorrow, I really hope they do show a gameplay trailer or even just a few minutes of gameplay. If this releases within the next year I will be so happy.

    • @TheRealJohnMadden
      @TheRealJohnMadden 2 месяца назад

      @@RanhothChord just so you know, not sure if you’re following anything on the subreddit. But someone found the new press kit on UndeadLabs website a few minutes ago that confirms SoD3 is being shown tomorrow. With that UndeadLabs is also rebranding. This will be great for you to cover! If you go to their website and scroll all the way down to their Press Kit, you’ll get a PDF that explains everything and says that they announced the rebranding at the Xbox Showcase on June 9th.

  • @ampulsion
    @ampulsion Месяц назад

    The water slowdown sucks so much!

  • @HappyMatte
    @HappyMatte Месяц назад +2

    No I don’t want stronger flash lights !

    • @Wizkid8th
      @Wizkid8th Месяц назад +1

      Yes it’s so weak

    • @biig_silva
      @biig_silva Месяц назад

      Don't do the update then ahah

  • @leonardofacchin1452
    @leonardofacchin1452 Месяц назад +1

    And, once again, the only improvement that this game actually needs - a profound rework of the zombies spawning mechanics - and the only one they should have focused their attention on for the last few years, is delayed...
    What's the point of all the nice and fun mechanics they are adding when a lenghty, perfectly good and thought out game can be ruined in less than a minute by three blood ferals suddenly spawning just outside your view and wrecking your car in about 3 seconds?
    The spawning mechanics appear to have been developed with a "mood and suspance" rather than a "zombie apocalypse simulation" priority in mind. And that collided with the sandobox-y, community building aspect of the game. It's still manageable at lower difficulty levels (let's say, up to Nightmare) but it becomes very hard (mostly because of the lethality of armored Blood Ferals) to deal with when playing Lethal. Being able to plan, to recon and to cut one's own losses is paramount in a sandbox. But it's almost impossible to pull off with the current spawning mechanics, because the player can find him/herself suddenly and systematically confronted with enemies that didn't exist just a few moments before.