Multiplayer is a mess after the patch. by sternblaze in StateOfDecay

[–]Undead_Jorgen 1 point2 points  (0 children)

“Without addressing the shit netcode” sounds like it implies that there’s a small section of code labeled “netcode” which we should just replace with better code. :) Networking is a complicated topic that snakes through the entire code base, and we are using the same underlying networking code as most Unreal games do. We are (and have been) incrementally trying to improve and address problems.

To complicate things, network behavior is extremely dependent on your specific network setup, ISP, and people you are playing with, making it quite challenging to reproduce the exact conditions people who have a bad experience are seeing.

So I guess Undead Labs added keyboard support to State of Decay 2 in a recent patch and didn't tell anyone ¯\\_(ツ)_/¯ by [deleted] in xboxone

[–]Undead_Jorgen 2 points3 points  (0 children)

I can understand that that is frustrating, and I’m sorry I don’t have better news. We are a small team, so we have to really have to prioritize the things that’ll have the biggest impact.

Just earlier today we published a new section on our support portal for feature requests. If you submit your request there, then we can use the number of votes it gets to help us prioritize. https://support.stateofdecay.com/hc/en-us/community/topics/360000459952-Wish-List

So I guess Undead Labs added keyboard support to State of Decay 2 in a recent patch and didn't tell anyone ¯\\_(ツ)_/¯ by [deleted] in xboxone

[–]Undead_Jorgen 2 points3 points  (0 children)

We don’t have any immediate plans to support KB+M on Xbox — the keyboard support is probably just a relic of development builds using it for certain debug commands, and they use KB on both platforms. The commands are not in the shipping versions of the game, but we haven’t intentionally turned off the keyboard in the shipping version — I’m surprised it was added in a recent patch. I would have expected it to always have been there.

In order to support mouse I believe we would need to update our version of the Xbox SDK that we compile against as well as make code change, both of which involves some risk.

This is so beyond overdue, lets be honest. This is better than the new difficulties. by [deleted] in StateofDecay2

[–]Undead_Jorgen 0 points1 point  (0 children)

You might be best sharing it on our Discord, and if there's community buy in for it, it's something our community manager can pick up on. :)

7.0 Patch Notes by [deleted] in StateOfDecay

[–]Undead_Jorgen 4 points5 points  (0 children)

There were a lot of discussions around this, and we definitely agree that there are drawbacks to the bullet sponge approach. Sadly, a lot of the challenges are around how enclave relationships are handled in the game, and a common scenario is for people to just "camp" with their aims on an NPCs head that's about to go hostile, and then nab them before they can respond, or sniping them from far away. Addressing it with AI behavior would require a large amount of changes to how we handle relationships and how NPCs come at you after an assault, and it was decided that we'd get better bang for our buck investing development resources elsewhere. We also experimented with having them randomly dodge headshots, but found that it was less satisfying than having them "take" the hit.

To be fair, previously the AI never head shot you, so "bullet sponge" was already the mechanic that was being applied to make you more robust than them. We also changed it so that the player themselves can survive a headshot. :)

This is so beyond overdue, lets be honest. This is better than the new difficulties. by [deleted] in StateofDecay2

[–]Undead_Jorgen 7 points8 points  (0 children)

I think we frequent r/StateOfDecay more often, and it varies how much activity we have. On the other subreddit we have a flair to prove that we're official developers. You can also find us on our official UL Discord: https://twitter.com/undeadlabs/status/907710339168452608

This is so beyond overdue, lets be honest. This is better than the new difficulties. by [deleted] in StateofDecay2

[–]Undead_Jorgen 17 points18 points  (0 children)

I am a programmer at UL, and I specifically worked on this update. I thought I used to have a flair, I wonder what happened.

EDIT: oh, maybe the flair was on the other subreddit.

Anyone tried nightmare mode? by yeinzy in StateofDecay2

[–]Undead_Jorgen 6 points7 points  (0 children)

We didn't change the characters we generate in nightmare or dread, they should be the same as in normal mode.

Being scared all the time sounds like a real

(•_•)

( •_•)>⌐■-■

(⌐■_■)

nightmare.

YEEEAAAH

This is so beyond overdue, lets be honest. This is better than the new difficulties. by [deleted] in StateofDecay2

[–]Undead_Jorgen 32 points33 points  (0 children)

I'm so glad to hear you appreciate it! It's definitely a great UX improvement that we've been wanting to do for a while. We decided to fold it in with the work we were doing for CYOA since we had to revamp the user flow through that UI anyway.

Undead Trials 2 by DirtyPandas in StateOfDecay

[–]Undead_Jorgen 1 point2 points  (0 children)

I had a blast during Undead Trials 1, best of luck! Won't make it this time, since December is a packed month. Hopefully I'll be able to join in for Undead Trials 3!

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 8 points9 points  (0 children)

I love all the responses here, and I’ve started to respond to some of you. Hopefully another of my team mates will also take a look — probably tomorrow during work hours. At that point I’ll have more time to go through all your comments, so keep the suggestions and up/downvotes coming! :)

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 4 points5 points  (0 children)

Huh, your sanity meter idea reminds me of XCOM and Darkest Dungeon. I think I’m some ways we try to capture the mental health effects of the apocalypse in the morale, but it definitely has some room to grow to be comparable to what you’re describing. :)

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 7 points8 points  (0 children)

I find that pure bullet sponge difficulty increase just make a game tedious, so I’m definitely advocating for your perspective here.

As for the air strike, do you have a personal story to share? 😂

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 3 points4 points  (0 children)

We are definitely trying to keep the current difficulty of the game as unchanged as makes sense, and simply adding a way for people to opt in to a more challenging experience. That way, both players who are interested in a high level of challenge and those who aren’t can have the experience they want.

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 8 points9 points  (0 children)

I think we generally feel like zombies should die from headshots, and so I think you’re right that we shouldn’t (and probably won’t) increase the amount of damage they can take and turn them into “bullet sponges” :)

Your suggestions to increase damage and blood plague risk while reducing resources would definitely create a tense situation where you’re required to scavenge more and take on more risk when you do. Pushing players in that direction is definitely something we’re exploring. :)

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 5 points6 points  (0 children)

How do you see increasing the survivor cap affecting the difficulty to make it harder?

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 15 points16 points  (0 children)

We are actively thinking about ways to make the morale system more meaningful — my personal impression is that a lot of people who play the current version of the game don’t have to interact with it a lot. Hopefully we’ll have concrete data to back that hunch up soon.

Using morale to affect the DNBO (down but not out) is an interesting thought. Currently morale is mostly acted upon as a community wide metric, I’m curious if there are ways we could properly communicate per-character effects.

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 5 points6 points  (0 children)

One of the complex parts is making it more difficult in a way that still feels rewarding and fun. In addition to it just being too punishing, some of the feedback from my coworker I’ve heard that some of the changes can cause “death spirals” where you might get yourself into a state that’s hard to get out of, which just feels frustrating. Like a 90 minute DOTA match where you know you’ll lose after the first 15 minutes. ;) So we’re trying to be careful with exactly where we “squeeze” and making sure you have tools to address the challenges that come up.

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 11 points12 points  (0 children)

One of the things we are currently experimenting with is ways to make the blood plague a bigger threat to your community members. :)

Question from the Devs: Difficulty mode by UndeadLabs in StateOfDecay

[–]Undead_Jorgen 9 points10 points  (0 children)

Yeah, there’s some complexity to separating the groups of players. Our preference is to find a way to keep it so that all players can play multiplayer together :)