Kia ora folks! I'm running free here with an idea that popped into my head around infestations and sieges. I'm thinking maybe it's time for the siege mechanism to go....but be replaced by what? Keen to hear YOUR thoughts and ideas as well as I am sure I haven't thought of everything! Enjoy! 👍😎 BTW this video took AGES to do so I would appreciate a like if you can spare one 😆
The other option for the infestation is they become a plague heart. So you could have both. Infestation that create a horde and infestation that when they have a big cluster it becomes the plague heart. This could work well the forever community idea.
@@razorback1293 plague hearts after 4 ot 5 in an area I love make lethal actually lethal. Where hearts grow when you don't attack say you don't kill one every 5 in game days an another spawns. The super hordes of specials create new hearts
Infestations should work like precursors to plague hearts being created. The more infections the Infestation territory has it grows and when the territory reaches x size then a plague heart is spawned in, consuming the Infestations. After all the plague hearts are made up of zombie fused together. This could really be a cool moment watching one of these form too. And it could be a really interesting battle if you could stop the formation in progress. Like a group of like 6 screamers start screaming non stop, collecting and piling up the nearby infestations, slowly fusing together.
Dude, that's a cool idea. Especially with the screamers screaming non-stop. That would be a fun mission! I wouldn't be surprised to see something like this in the PTR sometime in the future. Great call! 👍😎
@@gurugamingkiwi The thing that I really like about this is that it offers even more immersion for me and this game already one of the best at immersion I've experienced in years. Like now the plague hearts are just there and static, but this adds life to them. Like I think the x amount of default hearts stays the same. But now if you ignore infestations now you get burned and you now have more than default. It also adds immersion watching them form and gives the players a sense that the zombies always have the advantage and it's a true apocalypse and you are the only thing there to stop them.
@@zantar2482 Actually that's a great idea, and after they formed Plague Heart they eventually mutated into Plague Wall. So the story from Heartland wouldmake sense.
@@naufalzabady2767 Yeah I thought about the wall, but I'm not sure how the mechanics would work with that. I don't understand the story well enough to come up with how players would kill the wall or interact with it.
Hey how did u make that intro cinematic ? how to make it off-cam ? i wanna explore to make some cinematic immersive on future about the gameplay story without hud ,
Hey Eternal. Go to nexus mods and search for free-cam or developer menu mod. Both have free cam. PC only. Good luck, keen to see what you can come up with! 👍😎
Isn't that basically what happens in the first game? Except you could also put down land mines around your outposts to help thin out the horde on its way to your base. It was a great system that made you decide how many outposts to use for defence instead of resources. A few of the systems were simplified for SoD2, since they're still working on it it'd be good to see some of them come back.
Hi badminton! Yes it is similar to SOD1 and in SOD1 you could also arm mines around your outposts for the cost of fuel. I'm really hoping we might see something similar in the future for SOD2. Thanks for watching and the comment 👍😎
Thanks Nick! There's a lot of "depends" from a technical aspect I am sure - but I do like the idea of moving away from 'artificial' sieges into 'natural' sieges. 👍😎
Great video Guru! I think you're on the money with those ideas, hopefully the dev's see this. I tend to ignore infestations early game as well. They become to overwhelming, especially if there on the other side of the map. First time I've seen an Ad at the start of your video so hopefully this will gain some traction. Keep up the good work😀
Hey Guru. I'm on day 5 of my no cheese lethal community and have no intention of tackling any infestations. Like you say I have neither the time, resources or inclination To go out and risk a community member on infestations atm. What you propose makes sense and would add another dimension to the game. Keep up the good work 👏
Yeah - I tried tackling them head on with a fresh community and it was hopeless. I couldn't even spend 15 minutes off looting without the infestations becoming "center of attention" again. They could work well in the game but they are a bit OP at the moment. 👍😎
What is a no cheese community? I'm currently trying to make a "movie-like" video let's play where it's slower and less gamie. Wondering if maybe their the same thing.
@@killerfish43 I run "no cheese" playthroughs so it means not cheesing hearts standing on cars, running from sieges etc. Not specific to infestations but if something feels cheesy, I don't do it.
Hi Susan! Thanks so much! I do think the devs will introduce some outpost defense systems. I expect a sniper would be easiest but I really liked the mines in SOD1 too. Thanks for watching and the comment 👍 😎
Wasn't the siege hoard a thing from the first game? I remember I use to put outposts all around my base just to prevent them from ever reaching it since outposts could have "fire traps" that were used against said hoards
It was indeed, although the hordes were just normal zombies. They weren't much trouble once you got the outposts up - just like you say. Thanks for watching and the comment 👍 😎
Something simple, but maybe add some "survivors" to the existing infestations. They're have simple to medium tier guns, a bit of ammo and a consumable just so that there's some immediate reward other than influence when you clear one out.
Hey marcos! Yes - or some sort of "easter egg"...not enough to encourage farming of infestations but maybe, occasionally a Bounty Broker quality weapon or something like that. Great idea man! 👍😎
@@gurugamingkiwi I gotcha. Maybe only lvl3 has a chance, meaning you need to risk letting them build. Would deter only but the most dedicated farmers, and reward those who maybe let them get out of hand.
This is honestly a brilliant concept and it should be shared with the Devs they take player suggestions seriously from what I've seen so far and it would be really beneficial for everyone if infestations became more meaningful to the experience instead of a complete hinderance/annoyance
Infestation farming! Yes, you can raise your standing quickly hunting infestations but they cost a lot in terms of time and resources. Good call though, Benign, and thanks for watching :)
Hey Juan, yeah there's been one or two suggestions about that. Maybe a supply crate? I like the idea but I don't want to feel 'bribed' to go after them if you know what I mean. 🙂
Hey Jonah! In the PTR you just need to kill the freaks and the infestation is gone. The zombies might hang around but the infestation itself is destroyed. Take the influence and run! 😆 Thanks for watching and the comment!
They should do that wave attack mechanic but more randomly popping up that affect morale but make it worthwhile to explore the Infestation. . Like the building loot resets if it's been searched. Some more help for the player in higher difficulty
The issue I have with wave attacks is the length of time that the player has to deal with them. Infestations should be a background threat that flares up periodically and then settles down. A better reward system for clearing them would be good too 👍😎
I have mix feelings about what your presenting BUT you do have some good points specifically on how to stop the base CHEESE. Great presentation my dude 👍#31
Yeah, like I say, the devil is in the detail. How it looks in my head may not be the way it might play out in reality. You've played way more PTR than me, bro, keen to know your thoughts! 👍😎
One other anti-cheese idea - Once the siege horde passes the trigger zone your base area becomes a "mission area" and if you leave said area it will cost you the ammo/facility loss you mentioned. Also, love the idea of siege horde over triggered sieges. It always takes me out of the game when you see a horde disappear just because they reach the trigger area and now you have a regular siege. One last thing: They seem to replicate exponentially right now. They should cap it that no more than 2 infestations can have the timer going off at one time.
Now THAT is using your noodle! Great idea! The 'anti-cheese' thoughts came more from that I felt 3 ammo was way too cheap to avoid a big siege. "Doing nothing should not be a strategy for sieges" was what Geoffrey Card said and I agree. And yes, the whole disappearing hordes, radio calls etc feels like something that is being **forced** to work rather than working naturally. Maybe it's time to consolidate rather than integrate. Great ideas and suggestions Makr! 👍😎
On Lethal I ignored the infestations until I'd knocked out most of the plaguehearts. The morale hit was real. Eventually I sent my Swordplay/Powerhouse characters or Close Combat/Powerhouse out (armed with a blade and the common silenced MP52A) with an NPC armed with the FBI Fighting Rifle. My controlled survivor just uses their command kill to kill what walks up and maybe pops the screamers while the NPC companion kills everything at a distance. Clearing out the infestations wasn't much of a problem this way and fairly low resourcewise. We get used to not bringing companions vs Plaguehearts because the companions just get themselves killed on those, but on infestations they do just fine and are a great help. I bought 8 or 9 FBI fighting rifles from Cash Beaumont, they were only like 600 influence, a real deal. NP to farm up selling pills. I only regret I didn't buy enough of them for everyone b4 the WW2 pack left the game.
Awesome Shannon! I tried hitting infestations head on from a fresh start and then went to your strategy or ignoring them until resourced to take them ALL out. Which is fine but that's essentially my normal strategy so nothing has changed, which I think was the point of the update right? Still some work required. Thanks for watching Shannon and thanks for your awesome insight 👍😎
@@gurugamingkiwi Oh np, I liked your suggestion of the horde that you can see coming for your base btw. The response options do differentiate them enough from the base sieges IMO. I also watched you melee clear some plaguehearts (not sure if it was this video or another) really impressive dodging. Me I just attack/kill the heart and slip out once reinforcements show up, dealing with all those summons is more than I'm comfortable with! I tried clearing infestations out while hearts were still up, but it seemed difficult to ever get ahead of them. It seemed like some days I'd go out and clear 3-4 and the next day there'd be 3-4 more. Seemed to me, as I was taking hearts out the rest were beefing themselves up with infestations as an added security layer, so I just decided to focus those hearts like crazy. Boy was I surprised when there were still plague freaks on the map despite eliminating all the hearts! lol.
they should make "infinite" heart plague / lethal scenario map, like there's no certain difficulties set, but if 3 or more infestations join turn into "red" infestation (lethal unit), then when 3 lethal units infestation join it will breed heart plague... then can also made extreme lethal mode, same as above but the time needed until plague heart breeding is faster. so if player ignore infestation too fucking long... good luck.
Hi Yharnam! Interesting idea...for me personally I think I'd prefer to fight one big siege horde than a continuous stream of smaller hordes. Just for the fact that it would let me go back to looting, doing missions, attacking hearts etc in between. But I guess if the infestations get totally out of hand it might happen anyway! Thanks for watching and the comment :)
Guru, Audio levels in the video is not properly limited. I think you might also have noticed that. The added sound effects are really loud. Your voice overs are like ASMR, but spoiled by loud sounds.
@@gurugamingkiwi Below is how I use compression to all my tracks. May not be perfect. But works too well. Common settings to all tracks: Compression Ratio 20:1, Attack: 0.70ms, Hold: 0ms, Release: 4000ms For the in-game audio, Threshold: -35 to -32 db. This will keep the in-game audio lightly audible without clouding the narration. Background Audio: Same as in-game audio. For Narration, Threshold: -14db and add make up gain to bring it to -10 to -8 db level. (I will try to record my audio at around -10db levels but it will jump back forth between -12 and -6. So compression and make up will level out the audio). For the added sound effects: It depends on how loud the added audio is. Will try to keep them 3-4db below narration to keep them clearly audible without being harsh.
SI!! Yeah, it does feel like there is a sweet spot in there at the moment. I do feel for the devs as they are a little constrained by the in-game code/tech and by the resources they have available to work on it. I feel like I want infestations to be a background brooding menace that provides buffs to zombie, freak and horde spawns. Infesting outposts is cool too but defenses would be required to balance. I want them to make the *environment* more hazardous without being quite so invasive in doing so...if that makes sense!! 😆 Thanks for the comment man! 👍😎
I just wish they bring back the slower more smoother animations like those in earlier version (or atleast an option to do so in the setting) instead of the newer faster moving thingy... it gives the game more believable immersion as like before . Just my 2 cents.
You mean like the slow-mo dodge and executes? Yeah they were cool. It would be nice if that was an option you could turn on or off if you wanted. Thanks for watching and your 2 cents! 👍😎
I agree with everything but there would HAVE to be more ammo to deal with the siege hordes. There is just no way on nightmare and above to deal with a double jug horde without tons of ammo.
Although you probably wouldn't get double juggs without a large community. Make sure they are well armed as their bullets are free 😁 an important point you have though and well made 👍😎
For what i heard about update 31 so far from various sources i am almost 100% sure. That, this update will KILL the game....literary. The developers have miss the mark on previous couple of update and make the game worse than before. I have no doubt that despite "reading" all post and suggestions, they cutting corners and content of every update since update 25 have that half backed, poorly planned, quickly ran out of ideas for deeper mechanic. There are threads on the official forum under wish list. Exceptionally well laid suggestion that contain good in depth strategy described. 2nd. most popular by overall number of votes is Relationship system rework/upgrade. Three years old thread, 2nd by most endorsements. Still, not a beep about implementing it. It is obvious that they pick their updates very carefully And, they go by that rule. Very little work but present it as big work. In fact, i think that they have no interest in adding content anymore but, they are afraid that if they stop now they will fall in obscurity once more by the time get State of Decay 3 out.
I think the updates have been pretty good since update 25. Update 31 def needs some more work but I'd encourage ppl to judge it on release. Remember, they are a very small team snd things like story and relationship changes are massive pieces of work. They do pick their updates carefully and sometimes they need a few hotfixes but overall I do think they have their fans in mind when they do it. I wish tbey had more resources though. Thanks for watching and sharing your views 👍😎
I'd be nice if they can focus on PC specs and develope a type of patrol mechanic. Select 4 survivors in a community to go on fully rendered routes. They'd keep the roads or designated town clear at all times. (That is if they have the right specs, ammo, and type of weaponry.)
That's a cool idea! I doubt the developers would have the resources to build that functionality 'actively' in the game but it could be a radio call for influence (something like "Recon in Force") that lets you drop a temporary "Safety zone bomb" on the map that you can then move into and operate. That's quite a cool concept, Yharnam, thanks for sharing that!
Nice idea, however i will not go back to playing SOD2 or 3 as Undead Labs refuses to address the terrible spawning system. They have ignored players advice. I installed it recently and the game has not changed, the spawning system makes the game pointless. A juggernaut, bloater spawned just outside my base on the left side, a feral and screamer on the right. So i killed them right as they were a nearby threat. Not even 10- 15 minutes later they ate back spawning. I just leave them. Same as infestations. Why do them when in hour it respawns another one quickly. Ive even said before there is no stealth in the game because even when your silent the game punishes you with a horde spawn or feral just to screw a player over. The game relies on cheese tactics to beat players. Like the ferals ghosting thru cars or spawning a zombie behind you to jump on your back that was never there until the camera turns.zombies spawning out of rooms or walls or fences. Its completely stupid system.
Thanks Justa. The spawning system is here to stay although I think they have improved it a lot since update 24. I've had a few "unfortunate spawn events" over time but these days I just roll with it. Behind that is a great game. Personally, I don't find the zombies or the game cheesy at all - it's pure gorgeous RNG that creates the atmosphere. It sometimes feels personal but it isn't..."it's just bad luck man, bad luck ". Thanks for watching and the comment! 👍😎
I think undead lab could learn a lot from the modders, they may want to use the status of your community, the higher the ranking the faster the infestation rates
@@mr.blacktridog2692 I'm not 100% convinced about it yet but I like the idea of it possibly happening after all the hearts are killed. Re-population if you want to stay on the same map forever.
Just finished 100 days on lethal and kinda wish infestations weren't even a thing. I don't mind it when they're mission based, like when an enclave needs help with one but other than that, they are just annoying. I do like your horde siege idea though but I'd prefer if there were wandering hordes that specifically target outpost and damage the outpost instead of random infestations.
Hey tim mc! Firstly - well done on 100 days in Lethal! Yeah, I tend to simply ignore infestations unless they are hammering my morale (which I can usually offset) or they are clustered in areas of the map that I want to loot. They just don't pay off and you're right when you talk about infestations being more interesting when part of a mission. Making infestations are more intelligent and cogent part of the game is what UL are aiming for. I do like the feel of a hive-mind intelligence reaching out to take the battle to the player, just needs a bit more work! Thanks for watching and the comment 👍😎
Yes, you can rampaage them of you got the resources but if you start with fresh characters you may as well let them take over because you won't be able to contain them asnd do anything else. At least that's what I felt.
honestly infestations should simply rollover to fully grown plague hearts if ignored for a longer period of time. Also, scouting the map in a radio call is dumb, with that being said the only thing they can do right in the next game is allow players to waste a lot labour and an equally long amount of time say 10-15 minutes to clear road obstructions. On that note you the player have to "supervise" the event and if you leave you are penalized for two reasons, you lose the labour / chance to start the event again for a 2-3 hours in-game cooldown and the effected members of that event are also have injuries and instantly fatigued for a longer period of time. Eventually if fuck ups happen a lot in that event the labour starts to refuse/gain negative traits towards each time they don't win. All of this with the equal amount of morale drop or increase added as a final layer to the over-arching problem of road work construction.
Hey Pupperteer! Cool ideas. Knowing me, though, if I had no wrecks to slow down for I would probably just hit more bloaters at full speed 😂 I like the concepts of being able to modify the environment though - thanks for watching and suggestions 👍😎
Yeah that is a great mod. I am super big on realism, that's why I don't use minimap and other artificial aides. Thanks for watching and the comment 👍 😎
I really wish they would add an option to get rid of the "fake" zombies without having to rely on mods. I understand it's a zombie game, so technically it's all fake...but I don't like the freaks (juggernauts, screamers, feral, etc). I'd prefer if we could play it as a regular zombie survival game.
I wonder if there will ever be a mode or setting that allows you to turn off freaks? Probably not as so many of the game mechanics like infestations, sieges and missions include them. Good thought though - thanks for watching 👍😎
Hey Lullaby! It's probably more xbox performance than the engine as I play modded with very high spawns and no issues...but your point is valid nonetheless. If the bulk of ppls machines won't handle it then it would be an issue. I was only talkibg about maybw 10 14 18 for the infestatoons. Nothing crazy 😜. Thanks for watching and the comment 👍 😎
The new infestation mechanic is not fun. It is just more useless busy work taking time away from the things I want to accomplish. The spawning system has always been broken. Your ideas of improvements to the infestation mechanic being tied to seiges is an interesting concept. I love the things the last update did regarding forever communities, legacy survivors and inventory improvements. However it seems the AI has worse pathing now and survivors no longer have a sleeping animation and just stand by their bed twitching. I hope they fix that and the pathing issues but I think less and less time and resources will given to SOD2 as the emphasis on SOD3 grows.
Hi Larry. Yes, the infestation mechanic does need work although I do like what the devs are trying to do by making them more meaningful. The balance is way off at the moment but UL have a good track record in putting out good updates so here's hoping! I haven't seen that animation but I will keep an eye out for it! Thanks for watching and the comment 👍😎
Your base makes Noise based on how msny community members you have, facility building etc. You don't actually hear much of it in the game but that is the mechanism.
Got hooked on the game for quite some time just to quit it out of infuriating rage at the devs cluelessness about everything. So many bad design, bad balancing, lack of imagination, sometimes missing what would be an obvious insane good direction. The 5 difficulty setting still make this game not fun, up to hardcore it's underwhelming, then lethal comes, and should have been named Emmenthal as the only way to play it is to cheese the game constantly. Good video tho', I guess it's people keeping faith in this game that might make possible a good, brilliant as the SoD series deserves, State of Decay 3. Very sceptic from what UL has shown so far
Thanks man. It's not a perfect game for sure but I like it's unpredictability. Things can be going sweet when suddenly, wham! You're hit by everything at once. Some ppl hate that tho. For the record I play lethal and modded these days with ZERO cheesing so it definitely can be done if you put the time in. Thanks for watching and the comment 👍😎
The whole reason i stopped playing sod 2 is in game pacing i dont want to have to race around like im doing a speed run this game just spams endless emergencies at you for me its no fun whatsoever
That got me too when I first started playing although more with doing missions! It took me a while to learn that the game won't implode if I didn't do them 😆 Your point is very valid and one I try to make in the video that you summed it nicely with the word "pacing". The infestations seriously do impact the pacing of the game in a way that is difficult to get around. Thanks for watching and the comment 👍😎
@@kadenfischer5876 If you have it in Steam, then you just right click on the game, then click Properties -> Betas and choose from the drop down. You can switch back the same way and you don't lose your communities or anything like that. It's like an extra 5 slots...just in beta :)
the game is great, you are just not tuf enough to play in lethal zone I finished lethal zone more than 20 times one of my characters killed 22k zombies, you shouldn't play lethal zone without having some special facility mods and you shouldn't play lethal unless you manage to finish all lower difficulties, so it's not the game, the game is perfect you just not strong and experienced enough to play on lethal yet, try lower difficulties because I myself can and did finish lethal zone with not even firing a single bullet just repetitive crossbow, and also all of your inactive characters which are in your base must carry a 50 cal all the time, if you don't have enough 50 cal weapons you should not play lethal zone, yeah you are not ready for lethal man
I dunno, Joe Schwarner is a Lethal Zone player, but most ppl play on Dread so it kinda makes sense they might focus there. I'm an optimist so I think they'll get it about right...might be a while tho 😄
@@Diarmuhnd I think the game has just got better overtime and nearly all the updates have been great. There's been a few bugs but nothing major in my opinion. I doubt they'll do anything to wreck the game.
What is the point of playing this game if you completed all leader and cleared plague hearts on each map and played lethal other than role playing this game got really boring after 2 months of playing
Hey wigs! For me, I love the zombie genre and SOD2 is right in the sweet spot for me. I've played over 1,000 hrs but still enjoy the open world elements. If you have a PC you can add mods too. You must have smashed this game if you did all the lethal legacies in 2 months. I have an idea, check out my last video in my last Darkside playlist. In the description is a way to play the game that will introduce a lot more challenge without overly restricting your options in game. Let me know how you go! 👍😎
If you go back to Dawn of the Dead by George A Romero, the granddaddy of zombie pop culture and lore, zombies retain a small part of their memories. Where they used to go, where their ex-friends are etc. Plus, in many zombie films, zombies exhibit a hive mind as well. In almost all zombie films and shows, the protagonists get wiped in a siege. So you might be right in saying it's stupid but then that would mean all the lore the game is built on is stupid and I don't believe that. Thanks for watching and sharing your views 👍😎
I am not expert in this game, but I disagree with the solution. I agree, the needed to increase the rewards as well. Make it worth the time, because infestations are separated far away, it is pained to get back forth to different places. I don't like the horde from infestation method. It sounds great but imagine, if you got 10 infestations, all 10 spawned hordes at almost the same time ,Jesus. You said the ammo supplies will be used if the siege reach the base, and if the supplies ran out, buildings will be destroy. That's is badddd. Like super bad and annoying. This is far more annoying than defending hordes. It turns into non stop defending base simulator. I understand spawning the horde from infestation can be more immersive or make sense, but that is pained in ass. Basically I can't go anywhere far because afraid for hordes attacking my base. I can't imagine if all 10 sieges are max. RIP AMMO. The ammo penalty must be reduce, like seriously, are you kidding with me? 7 in lethal? How in the word I can keep up supplying ammo supplies non stop if sieges keep happening thanks to the infestation. And what I get in the end? 200 influence? Geez thanks for 3 broken buildings and 0 ammo. Oh look ANOTHER SIEGE FROM INFESTATION THE 3rd! Unless you guys got an idea how to keep up the ammo supply I don't like the idea. I prefer the improve the rewards. If they want added infestations spawning hordes, makes the time interval long and worth it reward. Don't give me 20 influence and boost of morale.
Hey Kalgeriax! Thanks for watching and well thought out feedback! Awesome!👍😎 I totally agree with you regarding multiple infestations horde using my proposed mechanism. It's not in the video as I didn't think of it until later but I would propose that only 1 Siege Horde could be active at one time and there to be a decent cooldown period before there could be another Siege Horde spawned (normal infestation hordes could keep spawning, and they don't head for your base). That way you can focus on defending the initial siege horde and then turn to your other priorities. I think that would be manageable. The ammo cost of 7 would only apply if your threat level was maxed out - so a high number of infestations. The player would only pay that cost if they did NOT fight the siege themselves. In Lethal Zone, a max threat siege could contain 2 juggernauts and friends so paying a fee of 7 ammo to avoid the risk of that is not that much. At low threat on Lethal, the cost is only 5 which is basically 1 ruck of ammo - not a lot. In my experience, a flat fee of 3 ammo to avoid a siege is an absolute bargain so that's why I thought it would be better to have a dynamic scale based on difficulty and Threat. Improved rewards? Yes, please. There's got to be a bit more to gain from dealing with infestations beyond just pest-control. Not just loot but something meta would be cool. Thanks for your thoughts - it's why I put out videos like this as the community has great ideas and feedback about this game. Much appreciated! 🙏🙏
@@gurugamingkiwi Omg I forgot 1 ammo runsack = 3-4 ammo supplies, my bad. The hordes the infestation, I love the idea of only 1 sieging will happen with good cooldown. But the types of hordes must be depends on the amount of infestation in maps as well as the level. Like, 3 level 3 infestations = level 1 hordes. 6 level 3 infestations = level 2 hordes. 9 level 3 infestation = level 3/max threat hordes. This way, players still can ignore the infestations for awhile, and not too focus on clearing it out. But early game will be tough. But to me it is fine, because in early game I need to loot a lot, so I can swing by nearby infestation or even far when looting.
@@kalgeriax1016 Exactly :) Threat is determined by the number of infestations on the map so more infestations = more threat = a single but bigger siege horde 😁
I hate the new infestation system, they spawn too much. Clearing infestations is really boring, and I have a lounge so why bother with clearing them at all anyway.
Why do people still play this peace of shit game?Its fucking redicilouse how many problems it still has after its release and patches, it is the WORST functioning game I have ever had the missfortune to play lol
@@gurugamingkiwi No prob but i go back sometimes to play the first one, dumbest thing i ever did was never upgrade skills in that game. Still beat the game but had to laugh at myself for missing that!
@@patrickrobinson545 Dude, same! I played FOREVER before I stumbled across leveling skills 😆😆😆 If you want a good laugh on me, check out this video of mine: ua-cam.com/video/lRkM1KmFfzw/v-deo.html Funny as - you won't regret it. And if you do, it's real short! 🤣
Kia ora folks! I'm running free here with an idea that popped into my head around infestations and sieges. I'm thinking maybe it's time for the siege mechanism to go....but be replaced by what? Keen to hear YOUR thoughts and ideas as well as I am sure I haven't thought of everything! Enjoy! 👍😎
BTW this video took AGES to do so I would appreciate a like if you can spare one 😆
Id give you 2 likes if I could. I agree but unsure how we move seiges on.
Oh God 7 ammo I'd fight every single one that's so much ammo to lose.
The other option for the infestation is they become a plague heart. So you could have both. Infestation that create a horde and infestation that when they have a big cluster it becomes the plague heart. This could work well the forever community idea.
@@razorback1293 plague hearts after 4 ot 5 in an area I love make lethal actually lethal. Where hearts grow when you don't attack say you don't kill one every 5 in game days an another spawns. The super hordes of specials create new hearts
@@guilliman1990 For 7 ammo your threat would be at maximum so hopefully you have a large/good community and can fight them off....😆
Infestations should work like precursors to plague hearts being created. The more infections the Infestation territory has it grows and when the territory reaches x size then a plague heart is spawned in, consuming the Infestations. After all the plague hearts are made up of zombie fused together. This could really be a cool moment watching one of these form too. And it could be a really interesting battle if you could stop the formation in progress. Like a group of like 6 screamers start screaming non stop, collecting and piling up the nearby infestations, slowly fusing together.
Dude, that's a cool idea. Especially with the screamers screaming non-stop. That would be a fun mission! I wouldn't be surprised to see something like this in the PTR sometime in the future. Great call! 👍😎
@@gurugamingkiwi The thing that I really like about this is that it offers even more immersion for me and this game already one of the best at immersion I've experienced in years. Like now the plague hearts are just there and static, but this adds life to them. Like I think the x amount of default hearts stays the same. But now if you ignore infestations now you get burned and you now have more than default. It also adds immersion watching them form and gives the players a sense that the zombies always have the advantage and it's a true apocalypse and you are the only thing there to stop them.
@@zantar2482 I like the idea becouse it adds more content if you don't want to leave
@@zantar2482 Actually that's a great idea, and after they formed Plague Heart they eventually mutated into Plague Wall. So the story from Heartland wouldmake sense.
@@naufalzabady2767 Yeah I thought about the wall, but I'm not sure how the mechanics would work with that. I don't understand the story well enough to come up with how players would kill the wall or interact with it.
Hey how did u make that intro cinematic ? how to make it off-cam ? i wanna explore to make some cinematic immersive on future about the gameplay story without hud ,
Hey Eternal. Go to nexus mods and search for free-cam or developer menu mod. Both have free cam. PC only. Good luck, keen to see what you can come up with! 👍😎
Isn't that basically what happens in the first game? Except you could also put down land mines around your outposts to help thin out the horde on its way to your base. It was a great system that made you decide how many outposts to use for defence instead of resources. A few of the systems were simplified for SoD2, since they're still working on it it'd be good to see some of them come back.
Hi badminton! Yes it is similar to SOD1 and in SOD1 you could also arm mines around your outposts for the cost of fuel. I'm really hoping we might see something similar in the future for SOD2. Thanks for watching and the comment 👍😎
Yea it's cool having half a neighborhood claimed around your base but useless to do so lol
Wow GG, awesome ideas man! Hope UL has a chance to watch this. Be safe over there!
Those guys are my heroes so I would love it if they did! 👍😎
Guru with the logical an well thought out infestation thoughts. I feel like it should be very similar to what you have stated.
Thanks Nick! There's a lot of "depends" from a technical aspect I am sure - but I do like the idea of moving away from 'artificial' sieges into 'natural' sieges. 👍😎
Great video Guru! I think you're on the money with those ideas, hopefully the dev's see this. I tend to ignore infestations early game as well. They become to overwhelming, especially if there on the other side of the map. First time I've seen an Ad at the start of your video so hopefully this will gain some traction. Keep up the good work😀
Thanks Blair! I usually have the ads turned off on my channel but I do put them on this kind of content.
@@gurugamingkiwi LOl I didn't know you could that. Hopefully it will get 100,000 views, you have pay for that Ram upgrade 🤣
Hey Guru. I'm on day 5 of my no cheese lethal community and have no intention of tackling any infestations. Like you say I have neither the time, resources or inclination To go out and risk a community member on infestations atm. What you propose makes sense and would add another dimension to the game. Keep up the good work 👏
Yeah - I tried tackling them head on with a fresh community and it was hopeless. I couldn't even spend 15 minutes off looting without the infestations becoming "center of attention" again. They could work well in the game but they are a bit OP at the moment. 👍😎
Wat do mean no cheese? Is there an exploit?
What is a no cheese community? I'm currently trying to make a "movie-like" video let's play where it's slower and less gamie. Wondering if maybe their the same thing.
@@killerfish43 I run "no cheese" playthroughs so it means not cheesing hearts standing on cars, running from sieges etc. Not specific to infestations but if something feels cheesy, I don't do it.
@@St.CrimsonTweets Not quite but what you are talking about sounds cool. See my answer to Scott on this thread.
Great vid, outside the box thinking! Chur ma bro
Thanks so much bro! 👍😎
Great ideas, bro! Loved having outposts that put out mines in game 1, would be great if they implemented that too
Hi Susan! Thanks so much! I do think the devs will introduce some outpost defense systems. I expect a sniper would be easiest but I really liked the mines in SOD1 too. Thanks for watching and the comment 👍 😎
@@gurugamingkiwi No worries, your videos are always well thought out and presented in a good, interesting way. Keep it up!
Wasn't the siege hoard a thing from the first game? I remember I use to put outposts all around my base just to prevent them from ever reaching it since outposts could have "fire traps" that were used against said hoards
It was indeed, although the hordes were just normal zombies. They weren't much trouble once you got the outposts up - just like you say. Thanks for watching and the comment 👍 😎
Something simple, but maybe add some "survivors" to the existing infestations. They're have simple to medium tier guns, a bit of ammo and a consumable just so that there's some immediate reward other than influence when you clear one out.
Hey marcos! Yes - or some sort of "easter egg"...not enough to encourage farming of infestations but maybe, occasionally a Bounty Broker quality weapon or something like that. Great idea man! 👍😎
@@gurugamingkiwi I gotcha. Maybe only lvl3 has a chance, meaning you need to risk letting them build. Would deter only but the most dedicated farmers, and reward those who maybe let them get out of hand.
@@marcosda4th92 I like it!
Pretty sure your horde suggestion was how it was like in SoD1? where hordes pathed straight to home bases
Yes, very similar although these hordes would have freaks and the size determined by Threat/difficulty slider. 👍🙂
This is honestly a brilliant concept and it should be shared with the Devs they take player suggestions seriously from what I've seen so far and it would be really beneficial for everyone if infestations became more meaningful to the experience instead of a complete hinderance/annoyance
Thanks Bussin, I appreciate that. I hope they get to see it 👍😎
Infestations are the best for standing rewards, they pay very well and have a pretty steady flow of production.
Infestation farming! Yes, you can raise your standing quickly hunting infestations but they cost a lot in terms of time and resources. Good call though, Benign, and thanks for watching :)
I like your suggestions. Especially the idea of siege hordes
Thanks Eyez! I really appreciate that - thanks for watching and the comment 👍😎
Id love that the infestations at third level severity get some zombie survivors as loot, that will make them more attractive to clear
Hey Juan, yeah there's been one or two suggestions about that. Maybe a supply crate? I like the idea but I don't want to feel 'bribed' to go after them if you know what I mean. 🙂
The other problem is that I kill the screamers, then no matter what, no matter how silent, new zombies keep getting added to the infestation.
Hey Jonah! In the PTR you just need to kill the freaks and the infestation is gone. The zombies might hang around but the infestation itself is destroyed. Take the influence and run! 😆 Thanks for watching and the comment!
They should do that wave attack mechanic but more randomly popping up that affect morale but make it worthwhile to explore the Infestation. . Like the building loot resets if it's been searched. Some more help for the player in higher difficulty
The issue I have with wave attacks is the length of time that the player has to deal with them. Infestations should be a background threat that flares up periodically and then settles down. A better reward system for clearing them would be good too 👍😎
These would great additions to how it's played. Well done mate. 🇳🇿
Kia ora Razor! Thanks man - I appreciate that cuz 👍😎
Definitely interested in playing your version!
Hey James! Thanks man, I reckon if they just ditch the siege mechanism and use bad ass hordes it might make for a bettet experience 👍😎
@@gurugamingkiwi Agreed, and the replay value remains true if not better!
Yes definitely! I completely agree.
Thanks John 👍😎
I have mix feelings about what your presenting BUT you do have some good points specifically on how to stop the base CHEESE. Great presentation my dude 👍#31
Yeah, like I say, the devil is in the detail. How it looks in my head may not be the way it might play out in reality. You've played way more PTR than me, bro, keen to know your thoughts! 👍😎
Sieges only when hordes arrives your base may be interesting.
The idea is the horde IS the siege. You could intercept it or fight it at your base 🙂
Just how do so many zombies get into 1 house? Did a settlement turn or bunch of them just walked into a house and the door closed.
Any who keeps fixing the windows?
One other anti-cheese idea - Once the siege horde passes the trigger zone your base area becomes a "mission area" and if you leave said area it will cost you the ammo/facility loss you mentioned.
Also, love the idea of siege horde over triggered sieges. It always takes me out of the game when you see a horde disappear just because they reach the trigger area and now you have a regular siege.
One last thing: They seem to replicate exponentially right now. They should cap it that no more than 2 infestations can have the timer going off at one time.
Now THAT is using your noodle! Great idea! The 'anti-cheese' thoughts came more from that I felt 3 ammo was way too cheap to avoid a big siege. "Doing nothing should not be a strategy for sieges" was what Geoffrey Card said and I agree. And yes, the whole disappearing hordes, radio calls etc feels like something that is being **forced** to work rather than working naturally. Maybe it's time to consolidate rather than integrate. Great ideas and suggestions Makr! 👍😎
@@gurugamingkiwi Appreciate it Guru! Came from your ideas.
Yes !! Man brilliant 👏
Thanks Ashes!! 🙏👍😎
On Lethal I ignored the infestations until I'd knocked out most of the plaguehearts. The morale hit was real. Eventually I sent my Swordplay/Powerhouse characters or Close Combat/Powerhouse out (armed with a blade and the common silenced MP52A) with an NPC armed with the FBI Fighting Rifle. My controlled survivor just uses their command kill to kill what walks up and maybe pops the screamers while the NPC companion kills everything at a distance. Clearing out the infestations wasn't much of a problem this way and fairly low resourcewise. We get used to not bringing companions vs Plaguehearts because the companions just get themselves killed on those, but on infestations they do just fine and are a great help.
I bought 8 or 9 FBI fighting rifles from Cash Beaumont, they were only like 600 influence, a real deal. NP to farm up selling pills. I only regret I didn't buy enough of them for everyone b4 the WW2 pack left the game.
Awesome Shannon! I tried hitting infestations head on from a fresh start and then went to your strategy or ignoring them until resourced to take them ALL out. Which is fine but that's essentially my normal strategy so nothing has changed, which I think was the point of the update right? Still some work required. Thanks for watching Shannon and thanks for your awesome insight 👍😎
@@gurugamingkiwi Oh np, I liked your suggestion of the horde that you can see coming for your base btw. The response options do differentiate them enough from the base sieges IMO. I also watched you melee clear some plaguehearts (not sure if it was this video or another) really impressive dodging. Me I just attack/kill the heart and slip out once reinforcements show up, dealing with all those summons is more than I'm comfortable with!
I tried clearing infestations out while hearts were still up, but it seemed difficult to ever get ahead of them. It seemed like some days I'd go out and clear 3-4 and the next day there'd be 3-4 more. Seemed to me, as I was taking hearts out the rest were beefing themselves up with infestations as an added security layer, so I just decided to focus those hearts like crazy. Boy was I surprised when there were still plague freaks on the map despite eliminating all the hearts! lol.
@@shannonolivas9524 Haha - it feels to me like I absorb hits more than I avoid 🤣
they should make "infinite" heart plague / lethal scenario map,
like there's no certain difficulties set,
but if 3 or more infestations join turn into "red" infestation (lethal unit),
then when 3 lethal units infestation join it will breed heart plague...
then can also made extreme lethal mode,
same as above but the time needed until plague heart breeding is faster.
so if player ignore infestation too fucking long...
good luck.
It'll be interesting if the devs consider reseeding hearts mid game.
I would like it if Infestation spawn waves to attack bases. It be awesome to have a stream of horde after horde.
I hope they do something like that.
Hi Yharnam! Interesting idea...for me personally I think I'd prefer to fight one big siege horde than a continuous stream of smaller hordes. Just for the fact that it would let me go back to looting, doing missions, attacking hearts etc in between. But I guess if the infestations get totally out of hand it might happen anyway! Thanks for watching and the comment :)
Guru, Audio levels in the video is not properly limited. I think you might also have noticed that. The added sound effects are really loud.
Your voice overs are like ASMR, but spoiled by loud sounds.
Haha - I might need to get some pointers on that. I do all my compression pre-mix, not post-mix so keen on any tips you got! 🙂👍😎
@@gurugamingkiwi Below is how I use compression to all my tracks. May not be perfect. But works too well.
Common settings to all tracks: Compression Ratio 20:1, Attack: 0.70ms, Hold: 0ms, Release: 4000ms
For the in-game audio, Threshold: -35 to -32 db. This will keep the in-game audio lightly audible without clouding the narration.
Background Audio: Same as in-game audio.
For Narration, Threshold: -14db and add make up gain to bring it to -10 to -8 db level. (I will try to record my audio at around -10db levels but it will jump back forth between -12 and -6. So compression and make up will level out the audio).
For the added sound effects: It depends on how loud the added audio is. Will try to keep them 3-4db below narration to keep them clearly audible without being harsh.
Thanks RvidD!
Great idea Guru! Would love for infestations to find a space between ignorable and overwhelming 👍
SI!! Yeah, it does feel like there is a sweet spot in there at the moment. I do feel for the devs as they are a little constrained by the in-game code/tech and by the resources they have available to work on it. I feel like I want infestations to be a background brooding menace that provides buffs to zombie, freak and horde spawns. Infesting outposts is cool too but defenses would be required to balance. I want them to make the *environment* more hazardous without being quite so invasive in doing so...if that makes sense!! 😆 Thanks for the comment man! 👍😎
@@gurugamingkiwi Love you vision mate, and of course love the work of the devs. Would be awesome of the 2 could be brought together (#Gurufestations)!
@@siburnett Gurufestations! I love it! 😆
I just wish they bring back the slower more smoother animations like those in earlier version (or atleast an option to do so in the setting) instead of the newer faster moving thingy... it gives the game more believable immersion as like before .
Just my 2 cents.
You mean like the slow-mo dodge and executes? Yeah they were cool. It would be nice if that was an option you could turn on or off if you wanted. Thanks for watching and your 2 cents! 👍😎
I agree with everything but there would HAVE to be more ammo to deal with the siege hordes. There is just no way on nightmare and above to deal with a double jug horde without tons of ammo.
Although you probably wouldn't get double juggs without a large community. Make sure they are well armed as their bullets are free 😁 an important point you have though and well made 👍😎
Great ideas, well thought out, and addresses some key issues. Please tell us you've sent this video to Undead Labs.
Haha - that would be an idea! I'll post it on their discord but I don't have a direct line unfortunately. Thanks for the suggestion 👍😎
For what i heard about update 31 so far from various sources i am almost 100% sure. That, this update will KILL the game....literary.
The developers have miss the mark on previous couple of update and make the game worse than before. I have no doubt that despite "reading" all post and suggestions, they cutting corners and content of every update since update 25 have that half backed, poorly planned, quickly ran out of ideas for deeper mechanic.
There are threads on the official forum under wish list. Exceptionally well laid suggestion that contain good in depth strategy described. 2nd. most popular by overall number of votes is Relationship system rework/upgrade. Three years old thread, 2nd by most endorsements. Still, not a beep about implementing it. It is obvious that they pick their updates very carefully And, they go by that rule. Very little work but present it as big work.
In fact, i think that they have no interest in adding content anymore but, they are afraid that if they stop now they will fall in obscurity once more by the time get State of Decay 3 out.
I think the updates have been pretty good since update 25. Update 31 def needs some more work but I'd encourage ppl to judge it on release. Remember, they are a very small team snd things like story and relationship changes are massive pieces of work. They do pick their updates carefully and sometimes they need a few hotfixes but overall I do think they have their fans in mind when they do it. I wish tbey had more resources though. Thanks for watching and sharing your views 👍😎
I'd be nice if they can focus on PC specs and develope a type of patrol mechanic. Select 4 survivors in a community to go on fully rendered routes. They'd keep the roads or designated town clear at all times. (That is if they have the right specs, ammo, and type of weaponry.)
That's a cool idea! I doubt the developers would have the resources to build that functionality 'actively' in the game but it could be a radio call for influence (something like "Recon in Force") that lets you drop a temporary "Safety zone bomb" on the map that you can then move into and operate. That's quite a cool concept, Yharnam, thanks for sharing that!
Nice idea, however i will not go back to playing SOD2 or 3 as Undead Labs refuses to address the terrible spawning system. They have ignored players advice. I installed it recently and the game has not changed, the spawning system makes the game pointless. A juggernaut, bloater spawned just outside my base on the left side, a feral and screamer on the right. So i killed them right as they were a nearby threat. Not even 10- 15 minutes later they ate back spawning. I just leave them. Same as infestations. Why do them when in hour it respawns another one quickly. Ive even said before there is no stealth in the game because even when your silent the game punishes you with a horde spawn or feral just to screw a player over. The game relies on cheese tactics to beat players. Like the ferals ghosting thru cars or spawning a zombie behind you to jump on your back that was never there until the camera turns.zombies spawning out of rooms or walls or fences. Its completely stupid system.
Thanks Justa. The spawning system is here to stay although I think they have improved it a lot since update 24. I've had a few "unfortunate spawn events" over time but these days I just roll with it. Behind that is a great game. Personally, I don't find the zombies or the game cheesy at all - it's pure gorgeous RNG that creates the atmosphere. It sometimes feels personal but it isn't..."it's just bad luck man, bad luck ". Thanks for watching and the comment! 👍😎
I think undead lab could learn a lot from the modders, they may want to use the status of your community, the higher the ranking the faster the infestation rates
@@mr.blacktridog2692 That's a good idea ... or plague heart respawn rate!
@@gurugamingkiwi I would for sure push people to kill hearts sooner if the would multiply if not taken down
@@mr.blacktridog2692 I'm not 100% convinced about it yet but I like the idea of it possibly happening after all the hearts are killed. Re-population if you want to stay on the same map forever.
I leave infestations alone and I play on lethal… I’m so used to it by now every other game mode feels like a a starting mode to me
Indeed. Even in the beta I leave the infestations alone until I have the resources to clear them ALL out.
Don't know whether UL came up with the recent idea on their own or watched this and tweaked it!
Haha! I bet they totally stole it - NOT! 😂😂😂 I'm sure they were already way beyond my simple ideas!
Sounds like a great Idea would love to see how it would work or if it could work 👍👍👍
Thanks Patrick! I appreciate that mate 👍 😎
Yes very true love this game
Man, this game is my all-time favourite for sure 👍😎
Just finished 100 days on lethal and kinda wish infestations weren't even a thing. I don't mind it when they're mission based, like when an enclave needs help with one but other than that, they are just annoying. I do like your horde siege idea though but I'd prefer if there were wandering hordes that specifically target outpost and damage the outpost instead of random infestations.
Hey tim mc! Firstly - well done on 100 days in Lethal!
Yeah, I tend to simply ignore infestations unless they are hammering my morale (which I can usually offset) or they are clustered in areas of the map that I want to loot. They just don't pay off and you're right when you talk about infestations being more interesting when part of a mission. Making infestations are more intelligent and cogent part of the game is what UL are aiming for. I do like the feel of a hive-mind intelligence reaching out to take the battle to the player, just needs a bit more work! Thanks for watching and the comment 👍😎
Just clear the Infestations...how hard is that? Even in highest defcu
Yes, you can rampaage them of you got the resources but if you start with fresh characters you may as well let them take over because you won't be able to contain them asnd do anything else. At least that's what I felt.
@@gurugamingkiwi I see
honestly infestations should simply rollover to fully grown plague hearts if ignored for a longer period of time. Also, scouting the map in a radio call is dumb, with that being said the only thing they can do right in the next game is allow players to waste a lot labour and an equally long amount of time say 10-15 minutes to clear road obstructions. On that note you the player have to "supervise" the event and if you leave you are penalized for two reasons, you lose the labour / chance to start the event again for a 2-3 hours in-game cooldown and the effected members of that event are also have injuries and instantly fatigued for a longer period of time. Eventually if fuck ups happen a lot in that event the labour starts to refuse/gain negative traits towards each time they don't win. All of this with the equal amount of morale drop or increase added as a final layer to the over-arching problem of road work construction.
Hey Pupperteer! Cool ideas. Knowing me, though, if I had no wrecks to slow down for I would probably just hit more bloaters at full speed 😂 I like the concepts of being able to modify the environment though - thanks for watching and suggestions 👍😎
A damn good idea 💡
Thank you D Jay! 👍😎
All I would want is more realism implemented I really enjoy how the walking dead mod is set up
Yeah that is a great mod. I am super big on realism, that's why I don't use minimap and other artificial aides. Thanks for watching and the comment 👍 😎
This is brilliant. The developers will still do whatever the hell they want though.
Thanks Leon. I don't know if my idea is technically possible, I know they are working with a small team...but we can hope! Thanks for watching :)
I like it! Sounds like a good solution!
Thanks man - there's also maybe outpost defenses to consider too 👍😎
Definitely like these ideas
Cheers Shawn! 👍😎
Great stuff👍 why not...
Cheers Robert 👍😎
Salve Guru, essas infestações serão um desafio muito grande com vários bugs😅🇧🇷
Concordo. Acho que levará muito tempo para os desenvolvedores corrigi-los!
some good Idea's Guru
My ideas are just a numbers game 😆😆 Thanks ACup 👍😎
I really wish they would add an option to get rid of the "fake" zombies without having to rely on mods. I understand it's a zombie game, so technically it's all fake...but I don't like the freaks (juggernauts, screamers, feral, etc). I'd prefer if we could play it as a regular zombie survival game.
I wonder if there will ever be a mode or setting that allows you to turn off freaks? Probably not as so many of the game mechanics like infestations, sieges and missions include them. Good thought though - thanks for watching 👍😎
great idea i like it!
Hi Reco! Thanks for watching and the feedback 👍😎
I believe the engine can't handle much more zombies so making infestations have more zombies could be problematic for em
Hey Lullaby! It's probably more xbox performance than the engine as I play modded with very high spawns and no issues...but your point is valid nonetheless. If the bulk of ppls machines won't handle it then it would be an issue. I was only talkibg about maybw 10 14 18 for the infestatoons. Nothing crazy 😜. Thanks for watching and the comment 👍 😎
Sounds promising!
Thanks Hero! 👍😎
Awesome!
Thanks SauceOme! 👍😎
The new infestation mechanic is not fun. It is just more useless busy work taking time away from the things I want to accomplish. The spawning system has always been broken. Your ideas of improvements to the infestation mechanic being tied to seiges is an interesting concept. I love the things the last update did regarding forever communities, legacy survivors and inventory improvements. However it seems the AI has worse pathing now and survivors no longer have a sleeping animation and just stand by their bed twitching. I hope they fix that and the pathing issues but I think less and less time and resources will given to SOD2 as the emphasis on SOD3 grows.
Hi Larry. Yes, the infestation mechanic does need work although I do like what the devs are trying to do by making them more meaningful. The balance is way off at the moment but UL have a good track record in putting out good updates so here's hoping! I haven't seen that animation but I will keep an eye out for it! Thanks for watching and the comment 👍😎
Siege horde pathing makes no sense. How do they know where you are?
Your base makes Noise based on how msny community members you have, facility building etc. You don't actually hear much of it in the game but that is the mechanism.
Got hooked on the game for quite some time just to quit it out of infuriating rage at the devs cluelessness about everything. So many bad design, bad balancing, lack of imagination, sometimes missing what would be an obvious insane good direction. The 5 difficulty setting still make this game not fun, up to hardcore it's underwhelming, then lethal comes, and should have been named Emmenthal as the only way to play it is to cheese the game constantly.
Good video tho', I guess it's people keeping faith in this game that might make possible a good, brilliant as the SoD series deserves, State of Decay 3. Very sceptic from what UL has shown so far
Thanks man. It's not a perfect game for sure but I like it's unpredictability. Things can be going sweet when suddenly, wham! You're hit by everything at once. Some ppl hate that tho. For the record I play lethal and modded these days with ZERO cheesing so it definitely can be done if you put the time in. Thanks for watching and the comment 👍😎
The whole reason i stopped playing sod 2 is in game pacing i dont want to have to race around like im doing a speed run this game just spams endless emergencies at you for me its no fun whatsoever
That got me too when I first started playing although more with doing missions! It took me a while to learn that the game won't implode if I didn't do them 😆 Your point is very valid and one I try to make in the video that you summed it nicely with the word "pacing". The infestations seriously do impact the pacing of the game in a way that is difficult to get around. Thanks for watching and the comment 👍😎
I like the idea
Thanks Alpha 👍😎
i get 750 for every siege...Ultra Cash
What? Is that modded?
No its not a mod...see git gud foxes videos for details
How can I play this on PC?is it some sort of beta testing?cuz my game doesn't look like that
Hi Kaden. It's the PTR Beta which is only available on Steam. Unfortunately there are no plans at this stage for it to be extended to xbox.
@@gurugamingkiwi bet I have a laptop I just couldn't find how to download.
@@kadenfischer5876 If you have it in Steam, then you just right click on the game, then click Properties -> Betas and choose from the drop down. You can switch back the same way and you don't lose your communities or anything like that. It's like an extra 5 slots...just in beta :)
what's up, what's up.
Hey man 👍😎
the game is great, you are just not tuf enough to play in lethal zone I finished lethal zone more than 20 times one of my characters killed 22k zombies, you shouldn't play lethal zone without having some special facility mods and you shouldn't play lethal unless you manage to finish all lower difficulties, so it's not the game, the game is perfect you just not strong and experienced enough to play on lethal yet, try lower difficulties because I myself can and did finish lethal zone with not even firing a single bullet just repetitive crossbow, and also all of your inactive characters which are in your base must carry a 50 cal all the time, if you don't have enough 50 cal weapons you should not play lethal zone, yeah you are not ready for lethal man
Haha! You're hilarious bro! 🤣👍😎 but you're right about one thing, the game is awesome 👌
Undead Labs shows us that they do NOT play SoD2 Lethal mode at all ... and have horrible in house "testers".
Welp, good luck, try to have fun
I dunno, Joe Schwarner is a Lethal Zone player, but most ppl play on Dread so it kinda makes sense they might focus there. I'm an optimist so I think they'll get it about right...might be a while tho 😄
@@gurugamingkiwi I'll cross my fingers your right and I'm wrong. I also don't want SoD2 to get worse :)
@@Diarmuhnd I think the game has just got better overtime and nearly all the updates have been great. There's been a few bugs but nothing major in my opinion. I doubt they'll do anything to wreck the game.
What is the point of playing this game if you completed all leader and cleared plague hearts on each map and played lethal other than role playing this game got really boring after 2 months of playing
Hey wigs! For me, I love the zombie genre and SOD2 is right in the sweet spot for me. I've played over 1,000 hrs but still enjoy the open world elements. If you have a PC you can add mods too. You must have smashed this game if you did all the lethal legacies in 2 months. I have an idea, check out my last video in my last Darkside playlist. In the description is a way to play the game that will introduce a lot more challenge without overly restricting your options in game. Let me know how you go! 👍😎
The way they did is stupid, the way you proposed it is also stupid.
Zombies shouldn't know where your base is, they are zombies.
If you go back to Dawn of the Dead by George A Romero, the granddaddy of zombie pop culture and lore, zombies retain a small part of their memories. Where they used to go, where their ex-friends are etc. Plus, in many zombie films, zombies exhibit a hive mind as well. In almost all zombie films and shows, the protagonists get wiped in a siege. So you might be right in saying it's stupid but then that would mean all the lore the game is built on is stupid and I don't believe that. Thanks for watching and sharing your views 👍😎
Im just tired of the millions of special zeds always outside my base haha
Haha - sorry to say mate but they're not going anywhere 😆 but I think you already know that 🙂
I am not expert in this game, but I disagree with the solution. I agree, the needed to increase the rewards as well. Make it worth the time, because infestations are separated far away, it is pained to get back forth to different places.
I don't like the horde from infestation method. It sounds great but imagine, if you got 10 infestations, all 10 spawned hordes at almost the same time ,Jesus. You said the ammo supplies will be used if the siege reach the base, and if the supplies ran out, buildings will be destroy. That's is badddd. Like super bad and annoying. This is far more annoying than defending hordes.
It turns into non stop defending base simulator.
I understand spawning the horde from infestation can be more immersive or make sense, but that is pained in ass. Basically I can't go anywhere far because afraid for hordes attacking my base.
I can't imagine if all 10 sieges are max. RIP AMMO.
The ammo penalty must be reduce, like seriously, are you kidding with me? 7 in lethal? How in the word I can keep up supplying ammo supplies non stop if sieges keep happening thanks to the infestation. And what I get in the end? 200 influence? Geez thanks for 3 broken buildings and 0 ammo. Oh look ANOTHER SIEGE FROM INFESTATION THE 3rd!
Unless you guys got an idea how to keep up the ammo supply I don't like the idea.
I prefer the improve the rewards. If they want added infestations spawning hordes, makes the time interval long and worth it reward.
Don't give me 20 influence and boost of morale.
Hey Kalgeriax! Thanks for watching and well thought out feedback! Awesome!👍😎
I totally agree with you regarding multiple infestations horde using my proposed mechanism. It's not in the video as I didn't think of it until later but I would propose that only 1 Siege Horde could be active at one time and there to be a decent cooldown period before there could be another Siege Horde spawned (normal infestation hordes could keep spawning, and they don't head for your base). That way you can focus on defending the initial siege horde and then turn to your other priorities. I think that would be manageable.
The ammo cost of 7 would only apply if your threat level was maxed out - so a high number of infestations. The player would only pay that cost if they did NOT fight the siege themselves. In Lethal Zone, a max threat siege could contain 2 juggernauts and friends so paying a fee of 7 ammo to avoid the risk of that is not that much. At low threat on Lethal, the cost is only 5 which is basically 1 ruck of ammo - not a lot. In my experience, a flat fee of 3 ammo to avoid a siege is an absolute bargain so that's why I thought it would be better to have a dynamic scale based on difficulty and Threat.
Improved rewards? Yes, please. There's got to be a bit more to gain from dealing with infestations beyond just pest-control. Not just loot but something meta would be cool.
Thanks for your thoughts - it's why I put out videos like this as the community has great ideas and feedback about this game. Much appreciated! 🙏🙏
@@gurugamingkiwi Omg I forgot 1 ammo runsack = 3-4 ammo supplies, my bad.
The hordes the infestation, I love the idea of only 1 sieging will happen with good cooldown.
But the types of hordes must be depends on the amount of infestation in maps as well as the level.
Like,
3 level 3 infestations = level 1 hordes.
6 level 3 infestations = level 2 hordes.
9 level 3 infestation = level 3/max threat hordes.
This way, players still can ignore the infestations for awhile, and not too focus on clearing it out.
But early game will be tough. But to me it is fine, because in early game I need to loot a lot, so I can swing by nearby infestation or even far when looting.
@@kalgeriax1016 Exactly :) Threat is determined by the number of infestations on the map so more infestations = more threat = a single but bigger siege horde 😁
I hate the new infestation system, they spawn too much. Clearing infestations is really boring, and I have a lounge so why bother with clearing them at all anyway.
Nailed the current issue there. I'm hoping my idea might work better 👍😎
@@gurugamingkiwi I think it would, I think your idea sounds awesome
I think this game is OK but it's ridiculous you can't invite friends to join
You can have up to 3 friends join in multiplayer. You just need to turn on multiplayer from the game settings menu. You also need an xbox account 👍
@@gurugamingkiwi yea I understand that, it just doesn't work
@Vallance What? No way! Are you on discord? Hit me up and we'll get it sorted! Link in the description 👍
Why do people still play this peace of shit game?Its fucking redicilouse how many problems it still has after its release and patches, it is the WORST functioning game I have ever had the missfortune to play lol
Ah its not that bad. Quirky, yes, broken? Not even close.
Siege hordes are from the first game, check out the first game man and you will know!
Hey Patrick! Absolutely, I sank hundreds of hours into SOD1...still brilliant. Thanks for watching and the comment 👍 😎
@@gurugamingkiwi No prob but i go back sometimes to play the first one, dumbest thing i ever did was never upgrade skills in that game. Still beat the game but had to laugh at myself for missing that!
@@patrickrobinson545 Dude, same! I played FOREVER before I stumbled across leveling skills 😆😆😆 If you want a good laugh on me, check out this video of mine: ua-cam.com/video/lRkM1KmFfzw/v-deo.html
Funny as - you won't regret it. And if you do, it's real short! 🤣
Yo where tf is state of decay 3? I see SoD 2 updates over and over again.
A ways off man. No dates from devs but at a guess I'd say late 2023 at the earliest. But don't quote me on that 👍😎