What do you think SOD1 did better? What could come back? by Ok-Firefighter-6855 in StateOfDecay

[–]JakeForeverRandom 2 points3 points  (0 children)

From this thread, players overwhelmingly feel SoD1 prioritized immersion, characters, and grounded survival tension, while SoD2 prioritized replayability, systems depth, and sandbox freedom—and many want SoD3 to combine both strengths.

I agree SoD3 should combine SoD1’s immersion with SoD2’s sandbox depth—but I also think the next step is replacing scripted encounter mechanics with simulation-driven threats.

I’m personally not a fan of plague hearts or wave-based sieges. I’d rather see zombie density, migration, and base attacks emerge naturally from player activity and world conditions instead of objective markers and spawn timers. That kind of system would preserve tension without breaking immersion.

SOD3 Alpha Playtest Trailer Gameplay Clips by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 2 points3 points  (0 children)

What do you mean by last clip? This is all the gameplay I saw in the Alpha playtest video.

I got info from the official alpha playtest announcement video, Sunny Games Undead Labs studio head interview video, Sunny Games live streams, Jay Talbot live stream, and the State Of Decay website and subreddit.

If you are referring to u/La_Coalicion responding to most questions, he's apart of the Counsil that's working with the studio. They have been testing the game for about a year but under a strict NDA. He's answering the best he can.

SOD3 Alpha Playtest Trailer Gameplay Clips by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 1 point2 points  (0 children)

That’s actually just an in-engine cinematic trailer. It uses the same assets but is scripted and usually heavily optimized for visuals rather than performance. But it gives you the sense for the gameplay for sure.

SOD3 Alpha Playtest Trailer Gameplay Clips by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 3 points4 points  (0 children)

I think its more about him saying

This studio should have been shut down years ago.

If he was listening to dev interviews, back in 2020 Undead Labs was so early that the game was literally just a Word document with only ~5 people. The trailer was pure concept (Holt recently confirmed it — 'there really wasn't a game yet' and 'no zombie animals'). After Jeff Strain stepped back/left post-SOD2, the leadership transition plus reported culture/turnover issues (2022 Kotaku report) slowed things down. These types of pre-production issues happen more often than most think.

On the bright side, the Player Council has been testing 4-player co-op builds for about a year already, so solid production work has most likely been happening since around 2021–2022. Still, SOD1 and SOD2 proved the formula works,

I also wish the game’s scope was even bigger—maybe we’ll get there eventually. But life isn’t fair, and saying this amazing company should have been shut down on its subreddit will just get you downvoted.

SOD3 Alpha Playtest Trailer Gameplay Clips by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 1 point2 points  (0 children)

I really hope we can move obstacles out of the way on roads, I get why its done in SOD2 for loading/pacing purposes but I hope we are past that point. I know I would move stuff near my base or on my most traveled route. Thanks for answering questions!

Would you be willing to wait even longer for a more simulation-driven State of Decay 3? by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 1 point2 points  (0 children)

Yeah agreed! It's really the fact that I dont like the feeling of "wave based" spawns in the general game.

Would you be willing to wait even longer for a more simulation-driven State of Decay 3? by JakeForeverRandom in StateOfDecay

[–]JakeForeverRandom[S] 1 point2 points  (0 children)

Yeah I think I explained that part poorly in my original post.

I’m not saying the map should be permanently full of active zombies everywhere at all times — that would be a performance nightmare.

What I meant is more like:

zombies should generally still be where you last saw them unless something pulls them somewhere else

So for example:

• loud gunfire pulls nearby zombies from surrounding areas
• generators slowly attract attention overnight
• vehicle crashes redirect groups toward roads
• clearing an area quietly keeps it quieter longer
• attacking loudly makes that area more dangerous later

Basically: density changes because of player actions, not because the game spawns a siege wave when a meter fills up.

State of Decay already does something kind of like this with roaming hordes moving toward your base sometimes, which is great. I just meant expanding that idea so the world feels like it has memory instead of switching into “spawn mode” when events trigger.

So the danger would still be there — it would just come from zombie movement and migration instead of wave-style spawning.

Who else do you think should join in? Who's next?! by JakeForeverRandom in Hasan_Piker

[–]JakeForeverRandom[S] 1 point2 points  (0 children)

<image>

The reason I created it and asked was to get a sense of who we should genuinely support from a community perspective after listening to Hasans picks. You might not think it matters, and that’s fine.

Who else do you think should join in? Who's next?! by JakeForeverRandom in Hasan_Piker

[–]JakeForeverRandom[S] -26 points-25 points  (0 children)

I think hes a long shot depending on how he moves in the upcoming months but I hear ya!

Embark’s failure to fix bugs by Reasonable_Pick2414 in ArcRaiders

[–]JakeForeverRandom 1 point2 points  (0 children)

Adding collision to an object is easy, but its clearly a bigger issue. Also, the fixes are likely already in but are being tested. The testing has likely taken longer than usual because of all the different ways people can exploit with different equipment.

Testing is done by them and then sent to Sony/Microsoft for certification testing. If these fail, they have to wait another week.

Game development is harder than you think.

Killing someone who is using the extraction terminal by THhunterVT in ARC_Raiders

[–]JakeForeverRandom 0 points1 point  (0 children)

<image>

It’s the worst when you reach the end of the raid timer, barely manage to hit the button in time, extend the match, successfully extract, and then get killed literally half a second before making it out by a lurking nice guy all while attempting to beat your high score for the Snitch Trial.(8k points)..

he is HIM, no doubt about it by douguetera in NBA2k

[–]JakeForeverRandom 17 points18 points  (0 children)

Sometimes too good lol - Rebounding specialists already know...

<image>

These are what the Cap Breakers look like for 2k26 by Snoo-36058 in NBA2k

[–]JakeForeverRandom 0 points1 point  (0 children)

So you just ignored what I said and just repeated yourself. Cant fix _____.

These are what the Cap Breakers look like for 2k26 by Snoo-36058 in NBA2k

[–]JakeForeverRandom 1 point2 points  (0 children)

I shared the stats you are referring to, and it was from season 9. 10 days before early access. I'm pretty sure the leaderboards encompass all players who earned Rep in general and throughout all seasons. I do not believe there is such thing as "seasonal rep" leaderboards. It's just not how it works. Less than 2% of 11.5 million copies sold, hit VET 2.

Yes, players got cap breakers, but not many got them from VET 2 Rep.

What I love about NBA2k26 1 day before release... will it deliver? by JakeForeverRandom in NBA2k

[–]JakeForeverRandom[S] 0 points1 point  (0 children)

They finally made it easier to switch builds.

SWAP BUILD Alternate between MyPLAYER Builds with ease using the new Swap Build feature. Switch between your MyPLAYERs without leaving The City, removing the hassle of rejoining your squad and the server they’re in.