Developer interaction like this is fantastic and should happen more often. Games are so nuanced and there’s so much to get frustrated about or just curious, it’s good to get background on the reason for things existing as they do.
Because of you and your stream, I really became a SOD2 player. This franchise has truly been one of the best I have played. I was a huge Rock* RDO player but because they left it for dead I quit playing it. Y’all have continued to make SOD2 fun to play and has made it tops in my book!!!
I would also think that the idea of "Influence" as a currency lends itself to the limits. This isn't like stockpiling gold where you just store a physical item and your limitations make no sense. You don't really carry a wallet with influence bucks in it when you go to trade. There's a limit that your influence over your friends and neighbors reaches.
I always saw it as "You just moved to a new area, you lost some of your influence to reflect the fact that not as many people know of your community in the new area". I might have said as much when I made the video outlining how to move to a new map, and what happens when you do, 6 years ago.
I've always wanted the option to have specific weapons at the start of a playthrough. Would be cool if you could mulch a certain amount of weapons to add one to a sort of legacy weapon pool. That way you can choose that weapon from the start of a new game.
Lowkey this is my explanation why Mods should be a thing carried into 3 modders are a blessing on Xbox there's still a skill cap on you which makes it cool and safe,a pvp mode would legendary
The Influence part, have never really been a problem for me. With Forever communities, I clear out my outposts before leaving an area, spend enough influence, where I then have just enough for the new camp I want on the new map. If I still get something back from swapping out the old map, it won't go past the limit. I bet I miss more influence by being max in game, than from swapping maps xD
So, has this order of operations issue been resolved? Is influence from dismantled outposts and what not now kept in reserve beyond the cap? Not that it's a major issue, of course, I'm just curious, having been away from SOD2 for a while. Well said, at any rate.
How about mulching(salvage) something you get upgrade material so when you mulch a less powerful gun you can increase another gun/melee weapon durability,power,ect from the weapons remains
The job title kinda changes over time 😅 … right now, I’m a systems lead on State of Decay 3. Previously, I had a range of titles on the prior games in the series, from rando designer to design director.
I still miss pre heart attack infestations for their random spawning, my only issue is it usually requires more than one outpost for passive resource cost for base/community simply making it more likely for ouposts to be infested when awakened hearts are on the map would be enough to nerf it. outposts should feel more like a collection point than a secondary base imo
Why is the gear that the armored zeds on exclusive to swat zombies aka armored zeds when in the first game we literally had two armored up characters the Mustache aka Dan and The Cop Aka Owen why couldn’t there had been a survivor variant of the Shock armor it’s very similar to the Red Talon Operator Uniform is it a movement problem or that it be hard to shape it to fix both male and female survivors
There doesn't actually seem to be a limit on the number of parts you can have in the game. 9999 is only the most that is displayed in the UI. My forever community has something like 135,000 parts. Because they're actual items that you can trade, unlike influence, you can hold way WAY more than 9999 parts in your storage locker. I kind of think a good solution to an equipment sink would be to not have parts at all. But do what Fallout 3 did and use one (or more) pieces of equipment to repair another, better piece of similar equipment. That would cut out the step of making parts from equipment but it would also use up equipment you find since, as you say, parts are far too easy to get in the game without scrapping anything.
@@deRangutangyes please, I appreciate why there’s a limit on permanent enclaves, but not on the temporary ones, when there’s a mechanic in the game that allows that?
I like your game. Can I come to you from another country and work for you? I can work as a janitor, security guard, cook. If you teach me, I can make games. Please take me.
Vocês precisam aumentar o Dia e diminuir a noite !! A noite o jogo fica feio e chato para jogar ! ........ You need to increase the Day and decrease the Night!! At night the game gets ugly and boring to play!
Developer interaction like this is fantastic and should happen more often.
Games are so nuanced and there’s so much to get frustrated about or just curious, it’s good to get background on the reason for things existing as they do.
Because of you and your stream, I really became a SOD2 player. This franchise has truly been one of the best I have played. I was a huge Rock* RDO player but because they left it for dead I quit playing it. Y’all have continued to make SOD2 fun to play and has made it tops in my book!!!
Hell Yeah!! Love this game
The thing about loses and bases happened to me the day this was posted so glad its being addressed
I would also think that the idea of "Influence" as a currency lends itself to the limits. This isn't like stockpiling gold where you just store a physical item and your limitations make no sense. You don't really carry a wallet with influence bucks in it when you go to trade. There's a limit that your influence over your friends and neighbors reaches.
That's how I've always seen it aswell :)
I always saw it as "You just moved to a new area, you lost some of your influence to reflect the fact that not as many people know of your community in the new area". I might have said as much when I made the video outlining how to move to a new map, and what happens when you do, 6 years ago.
I never knew you'd joined the scout regiment! Good luck against the titans.
I've always wanted the option to have specific weapons at the start of a playthrough. Would be cool if you could mulch a certain amount of weapons to add one to a sort of legacy weapon pool. That way you can choose that weapon from the start of a new game.
Lowkey this is my explanation why Mods should be a thing carried into 3 modders are a blessing on Xbox there's still a skill cap on you which makes it cool and safe,a pvp mode would legendary
The Influence part, have never really been a problem for me. With Forever communities, I clear out my outposts before leaving an area, spend enough influence, where I then have just enough for the new camp I want on the new map.
If I still get something back from swapping out the old map, it won't go past the limit.
I bet I miss more influence by being max in game, than from swapping maps xD
So, has this order of operations issue been resolved? Is influence from dismantled outposts and what not now kept in reserve beyond the cap? Not that it's a major issue, of course, I'm just curious, having been away from SOD2 for a while. Well said, at any rate.
I remember seeing someone with 50 community members on sod 1 imagine the food comusmption, so many names so many food theres just no end 😂😂😂
I have never got near the limit for influence, parts, etc. but I have passed 10k prestige.
How about mulching(salvage) something you get upgrade material so when you mulch a less powerful gun you can increase another gun/melee weapon durability,power,ect from the weapons remains
We’ve thought of approaches just like this!
Just a suggestion can you add your involvement or job title in the info box. Love the uploads! cant wait for more
The job title kinda changes over time 😅 … right now, I’m a systems lead on State of Decay 3. Previously, I had a range of titles on the prior games in the series, from rando designer to design director.
I still miss pre heart attack infestations for their random spawning, my only issue is it usually requires more than one outpost for passive resource cost for base/community simply making it more likely for ouposts to be infested when awakened hearts are on the map would be enough to nerf it. outposts should feel more like a collection point than a secondary base imo
Why is the gear that the armored zeds on exclusive to swat zombies aka armored zeds when in the first game we literally had two armored up characters the Mustache aka Dan and The Cop Aka Owen why couldn’t there had been a survivor variant of the Shock armor it’s very similar to the Red Talon Operator Uniform is it a movement problem or that it be hard to shape it to fix both male and female survivors
What does the word "mulched" mean?
There doesn't actually seem to be a limit on the number of parts you can have in the game. 9999 is only the most that is displayed in the UI. My forever community has something like 135,000 parts. Because they're actual items that you can trade, unlike influence, you can hold way WAY more than 9999 parts in your storage locker.
I kind of think a good solution to an equipment sink would be to not have parts at all. But do what Fallout 3 did and use one (or more) pieces of equipment to repair another, better piece of similar equipment. That would cut out the step of making parts from equipment but it would also use up equipment you find since, as you say, parts are far too easy to get in the game without scrapping anything.
Could you address the enclave limit? The temporary MWT enclave, has always spawned, but most don’t?
You mean the limits on how many Enclaves can spawn on the map?
@@deRangutangyes please, I appreciate why there’s a limit on permanent enclaves, but not on the temporary ones, when there’s a mechanic in the game that allows that?
I love sod 2. The game is really great.
As IT who worked thru’ the Y2K shi… “thing”, it still annoys me that people think it was nothing…
I like your game. Can I come to you from another country and work for you? I can work as a janitor, security guard, cook. If you teach me, I can make games. Please take me.
Haha, I appreciate the sentiment, but we can’t hire at the moment, and it’s also not my area anyway 😅
Vocês precisam aumentar o Dia e diminuir a noite !! A noite o jogo fica feio e chato para jogar ! ........ You need to increase the Day and decrease the Night!! At night the game gets ugly and boring to play!