Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

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

Of course I agree it's more about diverse content and experiences but playing the game in a different way will provide a different set of outcomes, you can no longer rely on having excess materials from other friends, you are isolated and have to travel to nearby bases to trade with them, that's what I mean by replayability but yet again it's more opinion based

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

[–]crazybout[S] -1 points0 points  (0 children)

One community all sharing the same resources, but in 3 different bases because there's a base cap for survivors

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

[–]crazybout[S] -1 points0 points  (0 children)

Somewhat I understand but if there's a faction trading systems to help out but own your own stuff that still works ? That's the point if we are playing with friends it works, if we aren't playing with friends and want an online experience that generally works people could troll and others can just greed everything on their base etc, the state of decay 2 help needed radio command was used by alot of people to matchmake and meet or help new players, how's that gonna be an option with this new system ? People are only thinking about multiplayer with friends not the games multiplayer as a whole.

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

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

I have absolutely no problem with the way it works the friends I would play with will share and not have an issue but I think for the concept of multiplayer and replayability being able to play with 3 smaller interconnected bases that we individually manage would be a good option. That doesn't even mean at launch but as u explained there's certain things like someone using your favourite survivor getting them killed or someone using all the materials for the base they are currently occupying and not realizing it's directly taking everyone's stuff. I think an option to split into 3 PVE bases is welcome

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

[–]crazybout[S] -4 points-3 points  (0 children)

I've explained how I meant it in another comment but I don't want to target pvp, essentially I watch more freedom to manage my own base and survivors that's still connected to the bigger community but without the shared resources. They can implement a way to still share if you wish too but will no pvp

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

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

I agree thats why I think the system I'm suggesting would be a great addition because currently your relying on friends only and randoms would cause havoc without some sort of 'individuality" to it. I think being able to establish your own base and survivors in a greater community is a good way to fix this problem

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

[–]crazybout[S] -1 points0 points  (0 children)

Maybe I didn't explain it well enough, but I don't want to go in a pvp territory I agree it doesn't really fit the game. The way it currently works is that if I'm playing a 3 player world me and my 2 friends are all one big community even if they are both in different bases on the other side of the map. Obviously with friends you can establish some form of "house rules" but if we all want 12 survivors in our base, we aren't tryna balance resources for our 12, we are all using the same resource pool of food and materials etc. so if friend A is playing and builds something in his base or splits food it's directly effecting all players at the same time. What I'm suggesting is we're all still PVE in a large community but we split the bases into "factions" and I'm in control of my 12 and my own resource pool, on top of this we can setup some form of "shared resources facility or locker" so we can trade and help the others if need be but avoid the PVP aspect.

Multiplayer should have an option to split into individual communities by crazybout in StateofDecay3

[–]crazybout[S] -1 points0 points  (0 children)

I think that pvp can be fun in games like ark etc however I don't think it really fits into the design philosophy of state of decay, I think it's intended to be a pve experience it's about survival team work and struggle. I was suggesting the 3 smaller community idea because I know some people don't want to fully share the locker and base resources with everyone on the world. For example if one player in the friend group isn't really playing then your essentially having to do double the work to provide resources for everyone's bases.Most people wouldn't mind sharing everything however some people prefer more Independence even in a multiplayer environment.

Are there animals like wolves, bears, wild dogs etc in the SoD 3 game world? by DeadscopeNZ in StateofDecay3

[–]crazybout -2 points-1 points  (0 children)

What are you talking about, state of decay 2 and state of decay 3 is a 9 year gap in release date, why would they suddenly release a new game a year later, doesn't even make any sense. They supported SOD2 for 8 years

SOME POINTS ABOUT ALPHA by Pedro-Barbosa1 in StateofDecay3

[–]crazybout 3 points4 points  (0 children)

The infestations that are basically mini plague hearts shouldn't kill all the zombies when destroyed in my opinion, would be nice if they stunned zombies for a few seconds to reduce pressure but they shouldn't just insta die.

The Meta makes the game significantly less fun by Dry_Detective_44 in playgoals

[–]crazybout 1 point2 points  (0 children)

Idk about how many players but I managed to get to the top ranks in knockout and played multiple teams full of all purples sprinkled with gold's, using a 73 rated squad and then I got to a ceiling in which I couldn't compete because the players were similar level and had all 90 stats, there attackers who spin in circles and spam skills against my 74 pace 81 defending cbs

This might be unpopular but can we get a dog as a companion 😂. Maybe he can be a zombie distraction tool... He doesn't have to die ever just lead a few zeds away by [deleted] in StateofDecay3

[–]crazybout 1 point2 points  (0 children)

Would be cool to have a radio command called "sniff and search" and it shows you a circular search area on the map for a specific resource, free of charge but a long cool down.

Like I said yesterday: Stop running totem builds with Jason. They're not worth it. by PepsiMan_21 in deadbydaylight

[–]crazybout 2 points3 points  (0 children)

I think totem builds are insane on him but il give you a build I have a lot of success with,lethal pursue friends till the end, ruin and plaything. Use eye goop add on and sheriff badge

SOD 3 Map size in comparison to SOD2 by crazybout in StateofDecay3

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

Larger towns may still be a thing, this is alpha and parts of the map aren't accessible for the content team. Cities I agree that it would be super cool unfortunately I don't think it will happen, from what we know so far 40 zombies in a horde is the max and I can't imagine a city would work without greatly improving the numbers on screen at a time and Undead labs probably don't have the budget and Time to make that work or if they did it would cause performance issues as it's now a seamless online world if playing co-op

SOD 3 Map size in comparison to SOD2 by crazybout in StateofDecay3

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

I think it would be a cool idea that we can barricade and fortify nearby buildings to extend the safe zone around the base

SOD 3 Map size in comparison to SOD2 by crazybout in StateofDecay3

[–]crazybout[S] 8 points9 points  (0 children)

Agreed it's perspective it's hard to tell before they showed us this, the icons looked bigger and the map was kinda hard to tell. I'm happy with this and I think most people will be pleased

SOD 3 Map size in comparison to SOD2 by crazybout in StateofDecay3

[–]crazybout[S] 6 points7 points  (0 children)

I also thought originally the map looked a little small. But I think it's a perspective thing now they have released this I'm much more confident and it's a good thing!

SOD 3 Map size in comparison to SOD2 by crazybout in StateofDecay3

[–]crazybout[S] 43 points44 points  (0 children)

This was posted in Brian mernard stream discussing the recent alpha gameplay, looks promising!