NEW State Of Decay 2 Feature COMING MAKES THE GAME INSANELY HARD
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- Опубликовано: 4 окт 2024
- Undead Labs Is Introducing a NEW Feature To State Of Decay 2 For Update 30 & Beyond & It's NO JOKE
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What new features are you looking forward to the most? Let me know down below!
Any ideea when they will release this update on console?
Got asked by bounty broker to join my community is this a glitch?
Haha. So they finally behave like how Meredith from Red Talon says on one radio broadcast. Saying he has seen full towns fall to infestations. This must be what he meant along with Twain.
Woah, I just realized something. I don't think I heard from Twain, or any other radio chatter in a very long time now.
@@SouthTownChi I haven't heard any of those broadcasts either been wondering about that
@@SouthTownChi damn that’s a good point, i haven’t heard from him in a minute
maybe they got overwhelmed
Just looked into it, the missing dialogue from Twain and Meredith is a bug associated with one of the past updates and according to a developer on Reddit, they’re working on it
Seems a lil overboard. Don’t see myself wanting to spend all my time dealing with infestations. Especially with timers on missions as well
It is overboard
There's no delay between clearing all infestations and new ones so it's like you're always dealing with infestations and infestations are boring
Agree with this. I play on mostly lethal and nightmare, so this looks like it will be a bit much, lol...
@@The_Makr_
I don't know the source so take this with a grain of salt, but I heard the reason they brought Forever Communities to the forefront is because the infestation update got a lot of backlash and they need way more time to figure things out to balance it
If it's just a constant non-stop struggle, then I believe it needs to come with some options/rewards/different missions. Make a radio call where enclaves will eliminate infestations. Make an allied enclave perk that slows the infestation spawn rate/growth rate. Make the missions where you help enclaves destroy 3 infestations, and other infestation missions come with rewards like toolkits, gas cans, Molotov's, a crossbow w/bolts, a rucksack, etc. Make it so screamers have a chance to drop a plague sample. Make it so enclaves carry additional items like pipe bombs, Molotov's, mines, boombox bombs, etc. Make it so artillery strikes can be researched at the command center. Make it so certain outposts like the cell towers and the power stations can be used as traps.
It's just to give challenge. But yeah in lethal, zeds materialize right before your eyes, so I can imagine this bullshit.
I may have an impopular opinion, but I hate this. Having to constantly clear out infestations is already a pain in the ass, but usually I can safely ignore them, especially if they are far from home. But this will basically force me to keep clearing them out. What I really wanted is more interactions with enclaves, more options to fortify the base, things like that.
for new game starters this system might be broken for lethal & NM. you wont have the resources to deal with them early game. they'll take over a town and destroy ur moral before you even find 3 Molotovs.
I agree its really annoying to deal with i cant do anything exepct clearing them all the time
I agree. If there was a option to even turn them off completely I would be much happier.
Agreed, on LZ this will just be a massive annoyance. If we actually had some defense options for our bases and outposts itd be fine but right now you basically have to go on the offensive to counteract them. And dont get me started on AI base defense. They rarely use their guns and get easily overwhelmed. so if they reach your base youre screwed
I agree. This is more like adding a mandatory choir that kills your playthrough if you don't do it.
It doesnt actually seem fun and will make me quit playing if I can't turn it off.
More over, there should be more defensive options instead of just going on the offensive constantly
The infestation feature would be awesome if we actually had some way to build up our base's and outpost's defenses. Feels like they are a little too aggressive right now and you are forced to be on the offensive to counteract them. For example in SOD1 you could have trap on your outposts. Why cant we have something similar, or have barbed wire barricades etc
"would be awesome if we actually had some way to build up our base's and outpost's defenses"
We did in State of Decay 1. For outposts anyway. They, for some reason, did away with it in 2. Now they want to implement this... lol.
@@joeshmoe6930 literally what he said
@@lincolnmiller999 And holy shit I agreed with him! Fucking hang me bro!
@@joeshmoe6930 bet daddy 😏
The idea of infestations taking over is very exciting. I really like the way it's going, but my issue with this update is going to be a need for some type of protection for my allied enclaves. On Lethal they are just going to get wiped out. We should be able to station some type of protection for them. Maybe have a new "mod slot" to assign a mini haven device or some type of barrier for enclaves to keep them from just dying off.
THAT IS THE BEST IDEA I'VE EVER SEEN SO FAR
This is a cool idea. It would also be neat if enclaves prioritised infestation elimination missions and base relocation missions when inside plague heart territories.
Edit: on a side note, it would also be cool if we could assign characters to outposts (number dependant on type of outpost) so when you quick swap to the character they would be at that outpost rather then at your main base. This would also provide some protection against full wipes but come with the added risk of losing the character if the outpost gets overrun ( or maybe they could have one of those rescue missions for your character).
Wish you could move your allies to other bases you are not using and then upgrade them as well ..
Minigun Mount for watchtowers 🤣
What you mean ? take them 25 50.cal from the head to die
If outposts can be taken, there should be some level of defense available. Even as a role playing element it never made sense having an empty outpost providing resources. I’d also want a game mode where zombies didn’t respawn out of nowhere and that it would be possible to clear an area out without a scripted ring spawn making it dangerous again.
Absolutely!!!!
@@Africangods not
They should make them where we can let our Allies defended it themselves if we become close with them. And even make hotlines enclaves attack those same outpost ones in awhile
I just wish outpost were mini “homes” that could get attacked.
The funny thing is, in SoD1 there was an option to set up mines outside of your outposts....
Great video, I think the developers should make changes to the outposts like add traps or allow us to recruit like 3 survivors per outpost to defend the safe zone of the outposts and raise the soft cap for survivors to 12 and then max cap to 15
In SoD1 you could trap your outposts at the cost of fuel I think, and it would nuke any hordes that wandered inside the outpost circle. I’d love that returning in some way
This idea sounds great, assigning team members there would be great!
Any reason to get further survivor slots, I'm down for!
Remember the 6 rendered characters limitation on your outpost. They would not defend and basically free eating/noise. If you don't mind then go ahead. Now if they fixed the cons it would be better.
@@spicey4522 I reckon they could do this again but had some sort of knowledge attached to it depending on the type of traps, maybe for explosive traps you'd need someone with knowledge of munitions for example.
I think it's an interesting concept that seems to fit well with the whole zombie apocalypse spreading unless you actively do something to stop it, and I'm glad it affects when and how seiges occur. Clearing infestations was always something I largely ignored unless I was just in between missions and looking for something to do, so I'm curious to see how this forces me to deal with a growing threat.
I do believe this should be optional so people who don't think this would be fun can still play the game the way they've enjoyed this far. The value of options in games can't be overstated.
We really need better base setups. More defensive positions and the ability to close entryways for less avenues for attack. Maby even a huge wall around a base similar to the daybreak mode. Hopefully we will see those things alongside mobile bases like 5th wheels and trains
I know it's not a "built-in," option as you're suggesting, but I usually block all but 1 door with cars for such things.
I do agree though. I'm playing Heartland mode at the moment at the same time of my campaign, in Heartland you're given the Jurassic Junction Bronto Gas Park as a base (no spoilers I promise) and that base has 3 doors up at the front and then 3 doors circling the back. Why, in a PLAGUE zombie apocalypse, would I choose to have SIX doors circling my entire base? Doesn't. Make. Sense. So yeah, it would be great to be able to bar/barricade/close-off/wall-in extra doors like that; until then though, I'll just be scavenging cars to park them up on the outside I suppose.
@@Dark_Kevlarian But also keep in mind in heartland the game is always in standard zone.
The problem with this is that I already felt like I was constantly running and doing errands for everyone else. Felt like I never had a moment to myself in that game. It was almost like real life where somebody was constantly needing something. And then every time I would turn my attention to infestations for a while, I got somebody I let down and now they're going to start shooting at me. I actually don't mind this level of aggressiveness for the zombies. I wish it would be reduced for the people. For example, if they need something, they come to me. I don't need to spend 20 minutes driving across the entire damn map to go drop off a bag of food and then another 20 minutes to come back only to find out the entire town has been taken over by a horde.
I agree. It would be really nice if enclaves were extremely low maintenance once they become friendly, and you could avoid annoying treks, and insteract remotely trade/interact with them on the base screen (presumably through radio comms and envoys from your community). Like, you could bolster their defense or appease their needs without driving across the map by yourself, which can be painful. Maybe your survivors could have a battle effectiveness rating depending on their gear and stats, and could be sent to different locations to dispell hordes and protect threatened people.
An overhaul that increases the complexity of enclaves as defensive buffers and interesting trade partners with even more unique, premium equipment would be nice, on top of that QoL update to make enclave upkeep missions a simple resource trade in the base menu. That would help somewhat. I loved building up my defensive network around my map, and I really hope that the new hardware lets the devs get really crazy with defenses, how we can kill zombies, and also just how many zombies can be attacking all over at once.
Definitely should add a trap system if there’s gonna be that much threat especially for newer players or not that skilled ones.
💯
New players start on easier difficulty then
@@Dajokerboy101 not a new player and it still sounds hard asf and just annoying
Nope, I hope we don't cheese this mechanic with a "get out of jail free" card. Traps would come from better base defenses, a static machine gun/flame thrower you could fire from your base. Ammo will need to be made cheaper, weapons more durable (or cost less to repair) though
@@TannerWilliam07 Yeah, because in State of Decay 1 having the ability to trap the hordes made it way too cheesy and made hordes barely a threat. Even though I find in 2 they are overdoing it with the hordes/infestations, allowing us to use traps in the way the first game did is not agreeable, it felt very cheesy.
On the current stable build of the game I keep running into a problem where I go to clear an infestation and there is ONE zombie that just cannot be found. Meaning you cannot clear infestation at all. So I am looking forward to the change that makes it so you only have to take out the screamers.
That shit is the worst..usually i go outside of the infestation and find that last bastards aimlessly walking down the street
I tend to find standing in the house, pressing T and using the taunt command will make one come running. That or killing all the zombies on the perimeter too. Failing that just leaving and coming back usually works, I haven’t run into this problem in a while now. Good luck compadre!
@@tomg5187 the only thing that was worked so far is leaving and coming back. but that is such a pain when your on the other side of the map and clearing this particular infestation is a quest. meaning I either fail the quest or risk overexerting my people and possibly dying as a result.
Usually they've just run away from the building somewhere but I've also had them stuck in the ceiling or in the ground unfortunately there's not much to do in situations like that just try fire
@@foxcavanaugh99 I ran around a building, checked every room inside and still not found them. i even let off a few shots to makes some noise but nope. new zombies come in but the ONE won't show up
I like the new infestation system but i wanna see some good siege system too. Something more dramatic then just zombie kick the door and rush to your base center. Some traps, help from friendly enclaves, "hold the gate as long as you can" stuff would be nice. Because these hordes will be HUGE
On that note even if they allow the game to render more than just 6 or 7 of your community members inside the base at the same time -_- I want all 12 of mine defending at once
kicking the gates tho :v unless there's juggernauts around, we can just use cars to block off the entrances
They could simply just add more tension by like giving out bell alarms when you reach your base during siege.
Then go to some designated vantage point on the base while hopefully adding more fire platform for survivors to shoot zombies outside, and when a certain number of zombie have breached your gate (should be un closeable for the rest of the siege). The rest of the survivor should just all go to melee mode and have an all out brawl
i usually place mines around the doors when i get sieged.
I really can’t respect the SOD dev team enough for the persistence on this game and how far they have brought it. Especially with the wrap the game got when it was first released. Really stepped up and continue to make it even more awesome then what it already is. Amazing incredible work. Take note other dev teams this bunch are awesome, what a team!!! Keep it up!!! 🙌👌
With the outposts having lighting and this the only thing I really want is weather. This game is so close to being perfect for me. I’ve been wanting better sieges and infestations since day one so I’m really excited to play it
feels weird with communities that have Haven device. Kinda one ruins point of another.
Would be MUCH better, if on highest difficulty you had zombies of both kinds. For example regular bloaters and plague bloaters. And etc.
And Haven device saving you only from one of those types. Let's say only from plague ones. So you still in danger of being sieged by regular zombies with juggernauts, screames, bloaters and ferals.
I think they said somewhere that weather would be too difficult to do in SoD2 due to technical limitations but I'm sure we'll see it in SoD3
For real, that's a it needs. Where driving gets harder when it rains or snow.
@@foxcavanaugh99 That's what they said but it's been shown to be an absurd claim. It's just that how they "want" to do weather is overthought, overcomplicated, and so "too much of a hassle".
@@Vipre- Oh ok
Infestations are annoying as hell, he said it right, it is a chore, one I can do with out. so knowing that it's going to be ramped up so much more is not a happy thought. I particular dislike when the infestations are on the opposite side of the map, cause really, who wants to be running cross the map every five minutes to clear a stupid infestation? I assume this is meant to give old communities a challenge but it will be nothing more than a pain in the neck when starting a new community with no benefits, which I like to do.
I played this game for 2 years but stopped because it this new function.
@@josephpeters7076 I propably will either quit playing or greatly reduce my time with the game if they implement this game mechanic without some serious modification or the ability to disable it altogether. It's just another unneeded fetch quest.
I wish we could have defense spots for out base. Like barbed wire, mounted machine guns and traps.
Hopefully we get more in depth difficulty sliders to choose specifically how we want the difficulty to be, I would love to try out the infestation at it's hardest while plague takes a back seat
Totally. I think as an option toggle it's brilliant, but I don't want it to turn the game into a constant chore on the harder difficulties... Maybe with more of a window between clearing the map and all hell sparking back up again.
It would be nice if they brought back a feature from SoD 1 where, for the cost of fuel and parts, you could trap an outpost and when a horde passed by, boom, the trap would go off. Once it popped it had a cooldown before it could be armed again.
i wish that towers have more usefulness as a defend tower against sieges.
Imo, I don't think they should buff the radio command, Nightmare and Lethal is supposed to be hard and damn near impossible, respectively - it's supposed to test your mettle! Why make things easier on harder difficulties? Nah, I think that's the right play, you can't rely on 1 solution you gotta strategize and use your resources even more effectively. It'll really bring out your true colors once this mechanic launches and I'm so excited for this! I've been wanting to replay Marshall where it's been completely overrun! Also, pro tip, when using shotguns go for their legs it really slows down hordes quickly.
Also pro tip, DON'T use shotguns on lethal, it's huge begginers mistake.
Lol using any unsuppressed firearms and even shotguns except the echo is suicide. Your ammo will vanish like water and packs of ferals will stun lock you,the juggernaut will smash you, while the screamer keeps you in place for all to rinse and repeat to end up with a bloater.
this guy talk big nightmare and hardcore stuff yet his "supposed to be a pro tip" was acceptable on easier modes, lol irony
@@ivanr.1005 Shotguns are useful against blood feral packs; and there’s like 2-3 shotguns that can be used as secondary weapons
Dang a lot of ppl underestimate the utility of loudest weapons on higher difficulties; all of them are effective in something except for revolvers
Why is it that when players complain about the game being not difficult enough, the developers' knee-jerk reaction is always more zombies?
Maybe they should rethink other aspects of the game. Like nerfing the crap out of survivors by reducing skill leveling XP across the board, ditching the re-roll function at new game start and forcing characters to spawn with at least one negative trait. Maybe the game would be a little bit harder if players weren't allowed to create God Tier characters at will. This would also fall in line with the OG State of Decay's design philosophy of 'you don't get to pick who you survive the end of the world with'.
They also need to limit the number of allied enclaves on the map, because the game doesn't feel very apocalyptic with so many people running around. That and limit the number of survivors that can spawn on every map, so players can't just keep farming survivors. Cap the 'find survivors' radio call to only 1 per 24 hours or something similarly extreme to curb farming efforts. This would also apply to that mission that spawns during the Builder legacy where you can nigh infinitely redo that mission until you recruit as many survivors as you desire.
ok, after watching this vid I feel that we now need the developers to incorporate proper base building mechanics in the game - we should be able to build up walls, lock gates, mount up turrents etc. or even build up from scratch, even be able to use any building as our base, maybe unlock upgrades so that we can earn points to spend to "better and furnish" our bases - in other words, bring 7 days to die mechanics to SOD - what do you think?
It's too late in development for stuff like that but I bet we'll see it in SoD3
If THIS was ULs final vision, they should have worn glasses.
This update sounds awesome and really intensifies the game play and makes the game play longer with a sense of urgency instead of just rushing through as quickly as possible. I had an idea similar to this when I spoke with my friends to make the game more difficult and an idea that i thought would be a fun addition to the game to make it somewhat more interesting.
1. Be able to have more survivors
2. Be able to control all bases in the game (have a collective pool of resources)
3. Assign survivors as guards to outposts
4. Being able to have more than one ally follow you (without using missions or side quests)
5. Further Increase AI intelligence to combat (they still need a little buffering)
6. Add Plague walls as the finale mission
This is gonna suck in a good way i think. As long as they make BIG traps and have the ally AI be a little more reactive. Would also LOVE to see enclaves be more mobile. Like have friendly ones move to specified locations so you can set up a close knit network of support
I wish they would add it to where we could put people at our outpost and hope that add a new map
I think it does make it more difficult, since they can take even outposts and constantly want to get into your base, there is no problem with that
But there has to be some cooldown, something to slow them down, because it would be boring and frustrating to have infestations left and right all the time, there are other things to worry about definitely, there is no much reward for clearing areas, since i can't take seriously the fact that i can scout and clear a whole area and then have two hordes + 2 juggernauts and ferals spawn right behind my character, it would be nice to have something truly secure, a base with a watchtower in the middle of a forest won't make any difference.
Maybe equip the surroundings of an outpost/base to have refillable traps/landmines, maybe make an ally enclave defend it by paying them, hope they put more ways to fight it, no need for rewards, just... don't wanna starve my community for being clearing infestations all the time
I fear this feature might be too much of endless work for the player. Repeating again and again.
It should be that way that one can stop infestations from spreading for a long long time by clearing a special "spread-center". Perhaps one should first have to find that special center in a more ore less difficult way and meanwhile the spreading goes on and gets more and more dangerous. But when one eliminates the center and the alteady occured infestations one should have a break for a long long time.
Really, even having this game for a few months, as a fan of zombie horror and the apocalypse, I am just a pion playing this game, consider it difficult, but enjoyable, and always play this on it's easiest skill level. I don't play this on a PC, so I can hear people now ridiculing me for that. I'm just happy to be able to play this on an XB1X after being homeless for several years.💯
Not everyone plays on PC
I don't
To each their own.
They also need to do something with fighting hostile enclaves and how the characters react to being shot wtc
im worried about the time involved here. im allready more or less constantly driving around the map doing missions/jobs for other enclaves. those missions are on a timer.
now this new mechanic wich seems to add to your "workload" bigtime... i usually play on Dread difficulty in case thats relevant somehow.
so my question is this : when the heck do i have time to around looting and finding hidden caches etc at my own time ? my guess is never.
i have been wishing for a long time for a radio command that basicly says : fellow enclaves ? leave me alone !! no new missions atm ty !! and then another one to reverse it : hey im rdy to help ya ! let me know !!
This is a cool idea. But I'd love to see this on a sliding difficulty slider or an on and off toggle. Very cool that they're trying new things though! Love Undead Labs for supporting this game so heavily!
For those that played SoD1 i remember feeling like this game is different from other zombie games and had great potential. That does not exist now. The wrong crowd got into this game and now its just another zombie game. Undead Labs missed the boat and ignored its core fans in favor of COD zombie players who just want zombies and guns. Its unfortunate. Hopefully another developer will take all the good from State of decay and create something more about survival and community and not focus on zombies and guns so much
I agree. I also have a beef with this: the game has tons of guns & zombies, but at the higher lvls, guns are not recommend to deal with the tons of zombies. its a conflict in game direction. Surely, the answer can not be just backing into zombies with a car, is it???
@@zeo7029 higher levels your car is totaled after like 10 hits I think. Not much I know
@@Dajokerboy101 not when you reverse
I agree
@@Dajokerboy101 1 zombie gets on your hood and it starts smoking after 2 seconds like wtf is that logic i hate the car durability in lethal mode.
I think they should add a radio call where enclaves eliminate infestations. Give it a cooldown OR make an enclave allied perk that slows their spawn rate/growth rate.
Seeing this footage really terrified me. I’ve never cleared Lethal Zone even once, and I had some high hopes I might clear it sometime soon, but if this is as hectic as you’ve shown me, I’m afraid I’ll never be able to clear Lethal...not after this gets implemented anyway...
for my opinion this is great especially for lethal but i would suggest due to it becoming more dangerous the devs should also buff the towers and the surivivors pathing if they are on a tower they should focus on long range not just gonna go down ang do melee mode that just makes them suicide and the defensive towers rendering it useless and waste of space
More of this and more options for base building as far as defensive options are what this game needs. making it more feasible to stay on one map longer. Love it!
I knew that this update is going to be huge, but oh my god not like this haha. But seriously this game is getting better and better and also visiting your outposts again is finally going to be worth it.
Welp now am even more scared to pay lethal
We all love a good challenge 👀
sounds like theyre making hordes more like state of decay one, i kinda dont like it, wish it was an option, i enjoy a good challenge but i felt 2 was just the right level of difficultly before. Definitely need traps at outpost like 1 had. Id much rather they focus on quests and maybe an option to create a character instead of ramping up difficulty constantly.
I have just started playing on lethal, I mostly ignore infestations and end up with a million of them on the map lol😬. I just feel like I’m always so busy doing either missions or looting, and when I do try to clear out an infestation it can be very hard work and even fatal on higher difficulties unless using the crossbow. I really like the idea of only having to kill the three screamers! Hooray! 🤩
If you just quickly handle the ones on the way to missions or whatever, it should be fine. Come prepared.
@@brianeckhardt6663 Yeah, the problem with that is the infestations are on the opposite side of the map from the missions. Thanks for the tip.
Sneaking would be crucial.
@@Zertemis That's boring. You have to have that challenge.
@@benkenobi3364This is a resource management game. If you don't have any resource for any given situation that may come around the corner you maybe done for good. So ammo or weapon conservation by staying silent and out of sight from a crowd is key. If they discover you on lethal you have to fight half the town or a tactical retreat until that crowd moves.
I been playing the game for four years now, and I'm impressed with the amount of things they achieved. But please, maintain a well balanced game to keep retention of gamers. I will definitely try the new features soon! Keep up the great work undead labs and looking forward to seeing a trailer of state of decay 3 soon!!!! I really want to see what you guys can do with unreal engine 5!
I wish the whole map was just infestations you slowly clear out and you win the map once it's cleared and the town is rid of zombies entirely. Multiple outposts as well. Then you can rack up a couple vehicles and go clear out another map. Setting up safe outposts etc
I wish you could have multiple communities at once , so you could gain all bases and your people could gather resources etc by themselves and they're can reinforce each other and so on . Then you'd have a few strongholds to fight with and if I zone is overrun they could retreat to another , would also be nice if you could upgrade outposts to an actual safe zone with a few guard or something
Sounds like a whole lot of busy work. Establishing a new community on lethal is difficult enough. Now I'll have to clear a handful of infestations for the privilege of looting a box with three snacks.
I'll play it when it's released but on the surface this seems like a mechanic no one really asked for.
I wonder if there is a cap to how many infestations you can have on the map, like before the update. At some point do they stop infecting new sites and only attack your base?
There is a cap! I forget I think it's around 24-25
@@SunnyGamesYT that sounds about right from experience
Yes 25 is the limit.
They need to bring back trap at outposts similar to the original game. The ability to take down hordes when they come to an outpost in exchange of some resources to re-arm them.
Feel like with this update they need to bring back the feature that has outposts safe zones mined to eliminate hordes. Granted on a cool down and costing resources but help manage if you made a town a safe zone while clearing the rest.
They really need to make this feature optional because its extremely stressful for me to manage infestations normally. I agree that it is a good update for people who like a bigger threat in the game, but personally I like a more relaxed experience so I hope they make it so we can toggle harder infestations...
So I know this was probably already answered somewhere but do we have a date when this is gonna leave beta? Also they need traps and basic base defenses. I think that was in lifeline but I can't remember for sure but it would be awesome to have a little extra customization level. Wouldn't mind a change to the legacy cards either the builder boon is a little broken in my mind and could use a for more options like a diplomat, scavenger, or farmer themed one.
Sick ass idea, man. The scavenger one could even provide something like you have better chances of finding good loot or something
@@DARKMADNESS666 I was thinking that too! I also think builder should be toned down to give you a spare outpost or no daily upkeep on the utility ones.
now i really have to get all the vehicles blooking all the door and spot where the zeds can climb over. as long as u have all the door block with ur cars, and the spot along the fence where they can climb over blocked. they can't get in.
Looks like I better make sure I got the Cleo safe haven device installed in my base...yes I know it sorta defeats the purpose but I don't want any of my survivors getting killed at my base, your base is supposed to be a place where you feel safe, the only time you should be worried is when you leave your base
Fairly mixed about the feature from what I've seen, but I haven't tried it directly yet so I'm reserving final judgement., But from what I've seen the main thing that bugs me about it is that the infestation is targeting you directly, but there is no real justification for that. What about other enclaves, do infestations target them? they don't seem to, they just seem to focus on the player and the player base. But there is no real explanation that makes that make sense in game. Also HATE it when games just automatically know where we are, I realise noise level plays a little into this but at least make them zombies have to FIND us first, before focusing on us. Just knowing instantly where we are "because" is just too cheesily meta. It's like those old RTS games where the enemy would hone straight for you base without having to explore and scout you out first, like they just had a big convenient glowing blip on the map that shows where you are from the start and you don't.
I personally would have much preferred if infestations had played into the Forever game mechanics, by being a mechanism by with the zombie plague can not just infest places, but over time an infestation could become Infected with blood plague and then develop into a Plague Heart, thereby providing a mechanic for plague hearts spawning (up to the max for your difficulty) over time, which would allow a map you are on to KEEP being relevant with things to do. Afterall isn't it supposed to be spreading etc..? Instead it is simply become a mechanic for replacing how base sieges worked, which is a bit vanilla and needing some balancing in its mechanics and doesn't really add much beyond ANOTHER thing eating away at your time that you now cannot afford to ignore.
Jeeze what if these hordes attack another settlement and kill It? Shit would get real lol
@@garycannon4644 True, but wouldn't that make more sense? the zombie sare looking to eat, the blood plague is looking to spread anything alive is the target, so why JUST us? :) Getting radio calls from friendly enclaves that they are being sieged and helping or not or that their outposts have been infested too and can we help clear them etc.. would add more than just a mechanic that endlessly throws hordes at us alone., it would add more quests, more depth, and more longevity. And most importantly it would make sense, if you want to keep that sweet enclave bonus, go help your buddy community out kind of thing. For that matter we should have a radio command to call a friendly enclave to come help us during sieges too. Truck rolls up couple of enclave members jump out and join the fight etc.. :)
@@neowolfsden you're preaching to the choir they should do that lol. They really should attack the aggressive settlements so I don't have to deal with ttmhose assholes
@@garycannon4644 I hate this new mechanic but that would at least be a good reason for implementing it.
I hope they scale this down a little. I'm getting wrecked on green with this infestation mechanic.
And now we just need minefields around outposts like in the first game that would actually be pretty cool... make them function like deffensive structures
Nice you're the only person I've seen other than myself mention the mines from SoD1. Always wondered why they did away with them. Honestly I think outposts are quite lacking, bare-bones imho. They need more upgrade options and things you can do with them. They would make a lot more sense if you could send base survivors out on missions, and they actually used them when they needed to. The only ones that really fit are the electric and water facilities, but even those are super lacking in any options for upgrade. You clear them, claim them, and then ignore them for the rest of the map.
I think that they could do something with the being placed at outposts, like how they did in the first game. Making us have to have to decide whether to risk expansion or security for your base. Maybe have a durability bar around the Outpost icon like the timer for infestations.
They had traps in the first game that were attached to your outpost, I remember always planning a safe route to home base
I found that land mines are actually useful now and equipping a NPC survivor or your character with a pyro launcher helps a LOT
I'd be careful with putting the Pyro Launcher on npcs. I've lost survivors during sieges because they kept shooting zeds point blank and catching themselves on fire.
I'd be careful with putting the Pyro Launcher on npcs. I've lost survivors during sieges because they kept shooting zeds point blank and catching themselves on fire.
Haven device still makes sieges useless tho but having to defend outpost like mini wars of attrition sounds awesome
Im scared...
what would be realy awesome is either of the 2 (or both)
1. putting some kind of defense tower for your outposts (as an upgrade) so you can assign a survivor there, which would activate a mission if a horde is heading to that outpost to help defend it otherwise it would cost ammo.
2. To have the option to use your outpost slots to either use for a building or to build a small walled tower around the base as a line of defence against attacking hordes and further scout range.
May also be cool to start seeing turrets in the game
Yeah... like the first SoD. That was cool. Mortars.
I would love to see Undead labs Implement some sort of mission assignment update; to where you can set survivors on infestation clearing, plague heart destroying, looting etc. Or the ability to take ove more than one base with more community slots. Also the ability to swap to other characters that are on said missions at any point, it would give a feel of organic story building almost making it feel like a movie or TV show along the lines of The Walking dead. Barbers would be slick, or some more post apocalyptic type clothing for people who have been surviving for a long time.
I can't wait for this update!! It's going to be such an enhancement to the experience. Great video mate!
I hope we can make or put Survivors for Defense of outpost seems dumb if Zombies can take it but we can't defend it
A bit besides the points, but you said you had only lost a few survivors in all your 100 hours of lethal gameplay. Was that with fresh communities or with experienced survivors who have weapons and gear with them? :D
Also, I am interested to see if this new horde and infestation mechanic will be a good or bad thing :D
This is quite challenging. Its gonna be hard to kill a plague heart with this if there are a lot of infestations around.
But I hope that they consider reviving an old outpost feature from SoD 1 which will eliminate a horde that passes by?
It requires only fuel or ammo depending on what you put on. Whether Flame Fougass, Land mine or Whistling Box mine.
I just thought about this when I saw how fast the infestations develop. But if you have a new community and you still lack the ammo and weapons, its gonna be hard to eliminate them. Because we'd rather prefer to build up ourselves first and do missions to gain influence.
And also, hopefully they might wanna ramp up the influence reward for killing hordes and infestation for just a bit for this?
Just my thought 😐😐😐😐
Will be interesting to see but they do need to revamp base defenses then. Maybe take the tower down and put in a wall section you can update that your people man to help defend. Make it harder to break doors and no spots to climb as you upgrade the walls. Same for other enclaves they board up and add defenses over time.
I'm all for them making it harder but they need to balance out the home defense and AI enclave ability to defend and grow. I can see people constantly having to run around the map to maintain when it needs to be a balance even on harder difficulties.
This game don't miss. I think another thing they should do is when you work and trade with your allies you should see their base get upgraded over time. Makes it feel rewarding to work with them, where their trading gets better etc
we need minefields again :( with a cooldown
Tbh im kinda scared about this cuz i try and never go for infestations
This is cool af. I usually get bored in lethal and don't really care to do infestations, so i will prob let them grow for some big sieges
My new communities struggle on lethal like barely surviving before they get wiped out. This update is very scary for new communities. My well established strong community can laugh this update off.
once an outpost if level 3 it should make a huge safe zone.
A friend of mine got me back into it, lost a character which was the first one I ever lost in a very cheap way. It left me angry and refusing to play for about a year and then some.
However I did notice it telling me about hordes moving to places and severity level 1 and 2s as well as 3 infections to houses coming up. I thought we’ll damn if the hordes slowly moved from place to place that would be neat. Lo and behold I couldn’t of guessed it right more correct. Just started this back up 3 days ago lol…
Time to bust out the Pyro Launcher, lol....
Agree that this is such a major change it should be an option.
I love this idea for an update my only problem with this coming is I feel traps should come out when this comes out not after
To add to this we should get an option for a red talon go be enlisted as a follower for a certain time
So basically I need to use more than 1% of my true power to survive going forward
Aww man I haven’t even learned how to play properly yet and they changing everything 😆🤣
Two things I would really like: first off, have level 3 infestations turn into plague hearts after a given amount of time. Second, and this has been my pet peeve for the entirety of the game, which I love, but zombies warping in out of nowhere is stupid. Instead, use this mechanism to introduce more zeds. This makes much more sense. I mean, it's still odd that a town of 500 has 1000+ zeds in it, but at least they wouldn't appear right out of thin air in front of you.
I would agree with that but firstly, what would you propose that the devs should do to make that functional? Every single plague heart has to be destroyed for the legacy missions to appear, so if infestations turned into plague hearts while doing the legacy missions, how would that affect the game?
@@benkenobi3364 I just assumed that once you were done with plague hearts and the legacy missions started, no more plague hearts could promote.
@@samtaylorjr.9234 Alright.
I'm waiting for this update in order to get back to State of Decay 2. Time to finally get that achievement for playing for one hundred hours with the same community.
I'd like some new bases, ability to craft barricades n such to help "resist" the hordes
Think a cross between...
Existing community sniping
SoD1 minefields and boarding up windows
And Morgan from walking dead when he goes nuts with booty traps to *clear* Ricks hometown
I always thought that area by broker in Meagher valley would be nice base area
Bridge dividing between one side mini town of office buildings etc, other side is mechanic, construction with water tower a ways off..
Would make a neat mega community base like mini city
The idea isn't bad, but it would be better if the update gives you more options to defend yourself or clear the infestation.
- calling your allies to your base if a big horde sieges you
- having the ability to send allies to infested houses do they clear them if you are too busy
If undead labs just drops that from the beginning without more options to defend yourself it's just going to be another pain in the balls ;(
It would be cool in the menu where you pick dificulties for different thing infestations has its own dificulty slider aswell
One of the best updates so far imo. Adds so much depth to the game and the enemies. The zombies were too mindless and easy to cheese before.
Well they're zombies they aren't known for being tactical lol
@@garycannon4644 I would love it if in Dying Light 2 or some other new zombie franchise we get intelligent-sentient zombies
Nothing scarier than Zombies that can think, bite, shoot, run fast, leap high, & even figure out ways to break into your base that normal zombies can't
Locked your door? Well it'll come through the chimney, or attic, etc etc etc
That would be truly terrifying
@@garycannon4644 fair enough. They’re brainless but not senseless. They should drawn to the tasty smelling and loud humans.
@@ytv6602 basically like resident evil when the zombies shot guns
@@Soundninja1994 Never played it but that sounds interesting
But I'm talking really advanced AI that actually adapts, etc and can make breach's in your defenses so other normal zed can flood your base
That would be a hell of an apocalypse if that was ever a thing in any future current Zombie games
Please hopefully they give the option for 3 or more ai survivors following you at once. Clearing out a single town with only 2 people on singelplayer is ridiculous
I don't play on the harder difficulties. If the zeds become smarter in how they do things, the survivors should also. Exterior base upgrades for security, traps, moving allied enclaves, allow PC players to make use of their hardware. I would pay the resources to block off some of the areas the zeds would try to enter. SoD1 had traps, why can't this one? Convincing an allied enclave to move to another area would help to protect them, protect us, and let us do their quests faster without needing to drive all across the bleeding map (more so when infestations are going to be like this).
I see myself needing a LOT of firecrackers and firebombs to deal with this.
Kinda sounds like a bothersome pain than making it harder
Love it I play this game almost everyday and try to use different tactics all the time. Traps are already available via box mines Cleo mines and the regular mines from armory. Don’t forget the independence pack goodies too. Artillery and drone strikes will be key also will just have to be mindful those outpost are not overrun by infestation. Can’t wait to play on hard level.
If they had actually implemented that "they can take over your outposts and stop the bonuses until you clear it" thing, it would have been nice of them to give us back the outside fortifications from SoD1, like mines and stuff. I'm not sure if they implemented this or not... but it hasn't happened to me in over 150 days of surviving. Or well I guess 120 ish since this video came out in may. My community has survived 150+ days though, which is where I got the original number.
Excellent change. Just make sure and give options to make it harder or easier.
I like this idea and they should go forward with it, but we're going to need new add-ons to help protect our community, and of course we need smarter ally A.I. cause it's really leaving a lot to desire at its current state. They need to make allies prioritize guns instead of Melee attacks.
Maybe a turret add-on to contain incoming sieges while you take care of infestations would be nice, or even a command where you can send members to take care of the closest infestations, or go attack a waypoint on the map. If these things were taken into consideration, that would make this update a bit more balanced. In any case, I love the fact our new games will be more tense and action focused from now on.
This is something I am super glad to see coming in the update this looks very exciting
*_I've given up on the idea of Undead 🧟♂️ Labs 🔬 ACTUALLY FIXING BUGS/GLITCHES. It's quite apparent that they don't give a damn about that. They're solely focused on making the game harder than it already is (which is great for the masochistic crowd). Oh, well.. This is the reality I'm going to have to put up with, I guess..._* 🤨
Oh no, now the weeds actually infect everything. The infestations update is a love hate relationship, in my opinion they shouldn’t be able to take your outposts but your outposts are more like the first game by combating active hoards but the fist part by making them spread faster is better
Would be nice if they brought back outpost killing hordes, like from the first game. Just make it so you have to upgrade the outpost to full, or add different upgrade paths. Maybe upgrade it one way to get more resources, other another path that adds traps and such.
This is a cool game but while I'm on a mission I end up getting multiple notifications and it's hard to keep track of what's going on when you're driving across an entire map. Also I think at times there are too many zombies roaming around where they shouldn't be. Also I have found several of those consumable skills but none of my characters are able to use them. I don't know what that is about. This game's learning curve is kinda steep but it is still fun. Also I need more beds. Why can I only have 2 beds. I shouldn't be having to worry about the lack of beds. One can make a bed anywhere.
gotta get that cleo safe haven
Artillary strikes can finally be usefull I've never had a reason to use them now I'll finally have a use for them