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SOD2 Double Lethal Zone! [E4] Always Wash Your Hands! :)
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- Опубликовано: 4 апр 2024
- We are playing State of Decay 2 by Undead Labs - the best Zombie Apocalypse Survival game out there. Using fresh rolled characters we dive tackle a mod called "Increase Zombie Spawn Rate" by the modder: lixniqia. With +100% more zombie spawns, can we survive the Double Lethal Zone??
LINK TO THE MOD HERE:
www.nexusmods....
🏆Watch my No Mans Land modded Series🏆
• SOD2|No Man's Land| [E...
👫Join The Community 👫 The best new SOD2 discord!
Discord: / discord
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Playthrough rules :
- Take first available fresh characters, no re-rolls.
- No boons, no mini-map, no aim snap, no aim assist, no bounty broker, no auto-righting cars, no map marker...basically no artificial advantages
- You can only use radio calls that you earn in game.
- No cheesing (cheesing hearts, standing on car roofs, reversing into juggernauts, enlisting immortal characters etc)
- No Scentblock
- No OP ...so for me that includes Trader Outpost, pyro-launchers, Red Talon recruits (weapons are fine if you can find them), no prestige or unearned radio call ins, no gifts from Undead Labs like the bloodmobile. No Cleo or daybreak items at all unless found in game.
- Try not to go overboard with vehicle kills and dodge spam.
Thanks for watching!!
Guru
#StateofDecay2 #Longplay #Modded
You've very quickly become my favourite SOD player. Your skill and playstyle have to be commended.
Hope we can one day convince you to do a Lethal playthrough guide for us.
Great series Guru.
Thank you so much! Very kind words indeed! I'm so glad you are enjoying my content and I really appreciate you're support 🙏I'll have a think about a lethal guide, it's just finding the time to do it justice 👍😎
GURU!!!! If I was in the same predicament PuK would've been kicking rocks! Lol, nice work sir thats why your the Pro gamer and I agree with playing good Ole curveball free SOD2, so at least my OG crew will have Em turned off💪🏾💪🏾
Haha! It's better to be lucky than good 🤣🤣
You definitely have stabilized the whole thing. I agree with you that it is time for a heart soon.
Freaking hard to stabilize the area when HOUS's keep pathing into our base! 🤣🤣 but yup, heart next! 👍😎
I admit I've also turned off Curveballs on my Forever Community because, while I like the idea in principle, as it is now it just doesn't feel realistic in the game. From playing with them for a loooooong time, over several maps with the same community, I've realised that what you get is based a massive amount on the morale of your community. Which is where I have the first issue. The game seems to punish you for having a well-oiled, happy, positive community... and reward you for having a bunch of people who hate each other and sleep with carving knives under their pillows.
That seems wholly unrealistic and un-immersive to me. I get the reasoning behind it. Not wanting to kick someone when they're down... but when you think about it, when people spend more time arguing with each other and not enough time keeping their base in working order, then surely they're more susceptible to the curveballs which need you to get extra meds or materials. Likewise a group with everything running like a well oiled machine, they'd have more time to go out scavenging or wake up just feeling better about the day.
But that doesn't seem to be the way it works. It seems to work the opposite way. And that's why, I suspect, you have some fresh start Lethal players saying the curveballs don't make the game hard enough... because you start with a depressed, low morale community, so the game is more heavily biased towards giving you the more positive ones. I don't actually remember when I got a positive Curveball on my Forever community in maybe the last 6-7 maps I've done.
I tend to keep my community at at least 85+ positive Morale because that's when your base is at maximum efficiency. But all the curveballs have been wholly negative, or neutral-negative (exploding zombies but they drop booze etc.) I've had my base falling apart and people catching covid at least 2-3 times each per map, forcing me to overstock resources which almost immediately get wasted. This makes absolutely no sense for a base running at peak performance.
Hopefully the sliders will fix that, but that again seems like giving the player the choice and the game itself not being able to find the right balance. Which I'm not sure I'd use because then it feels engineered rather than natural, I dunno. I think maybe it would work better if the Curveballs were the other way round because then you'd go out of your way to improve morale in your community if you wanted the benefits and not be just like "Oh it doesn't actually matter."
Yeah, I spent all my influence at an enclave and then the luxury curveball fired. It's certainly not as RNG as the base game so is a step away from that...something I'm a little unconvinced about. Even a positive curveball can bail you out and then it feels like it's not your achievement.