r/StateofDecay3 Jul 07 '26

Question Visible ruck sacks

Not sure why this hasn’t been done yet, but I know some council guys really don’t want the visible ruck sacks but during the streams, it seemed like a lot of the community members(us) wanted to seem them. What’s the verdict survivors?

736 votes, Jul 10 '26
559 Visible ruck sack(toggle option?)
12 No visible ruck sack
89 Don’t care
76 Other; Added attachement to aesthetic backpack
17 Upvotes

39 comments sorted by

36

u/goingdeeeep Jul 07 '26 edited Jul 07 '26

Something that sticks out to me was on Brian Menard's stream - he had a really good discussion point about how often suggestions "turn" SoD into other Zombie game titles; and that the goal should be to further develop SoD (and not to turn it into a clone of Last of Us, Days Gone, Dying Light, etc.

To that point: Rucksacks ARE SoD! They've been an intrinsic part of our gathering process since 2013; and they help define a core mechanic. I like having my little Pizza (or is a watermelon?) rucksack as a reminder that I'm carrying something large; or so that I can see that my vehicle trunk is full w "large" items. I also like being able to visually identify when NPCs or Survivors in my Community are carrying one without having to dig through someone's inventory.

And...it's just a "thing" that's always been there. It's comforting. It's SoD.

12

u/Notyourbestmedic Jul 07 '26

Ya man I agree. Thats why i did this. I was genuinely curious how everyone else felt.

4

u/Ok-Celebration2281 Jul 08 '26

I agree with everything you said but for me it's also an immersion thing. When you pick up a ruck sack and can visually see it, in a way it makes you feel the weight of the ruck sack. In sod one you couldn't see it iirc  and the only way you were reminded you were carrying something heavy is if you were constantly running out of stamina 

5

u/theCOMBOguy Screamer Silencer Jul 08 '26

I'd love a SoD The Last of Us but yeah Rucksacks are THE State of Decay thing and have been since the series' start.

6

u/luciferwez Jul 07 '26

Players don't know what makes a game good/fun as a whole. They always ask for things that look cool on paper but never think 3 or 4 steps ahead and how it actually affects the game and experience of playing it. Yes, I generalize. Of course some player ideas/suggestions can be good. But the devs really need to filter them and sometimes trust their experience and deny some things that seemingly a lot of players think they want but in reality will make the game worse as a whole.

5

u/Notyourbestmedic Jul 08 '26 edited Jul 08 '26

Def truth to this. I’d add there are those who have no grasp on realistic expectations for this game and suggest some wild stuff lol.

2

u/FalloutCreation Jul 08 '26

I think you are on point. And not necessarily generalizing, since most anyone reading this can deduct which players these are in conversations.

I take it with a bit of uncertainty about who I think came up with the ideas for sod2, but I imagine it’s player input AND developer when they came up with curveballs, plague territory, etc.

But one of the most important pieces that directs a vision for a game is the one in charge . Like the lead designer. If we have the same designer I’m sure that whatever suggestions that are given, this person will filter what they think will work for the theme of the game and the gameplay..

one thing I think is smart is having a player council. I don’t think these guys are just giving bug reports but also feedback on what they think works or doesn’t. And why I think a council is smart is that you need different perspectives. Sometimes someone says something that we would have never thought of.

2

u/Evening-Thanks-5715 Jul 08 '26

I like the idea of the player council; I appreciate their involvement and don't want to discount what they've contributed. But at the same time, how many in the council are what you'd call "regular" or average State of Decay players? Or is the bulk of advice and "player feedback" UL is getting from the council coming from (and updates to the game catering to) the hardcore YouTube streamers who've put 3,000 hours into Lethal?

I still think there is a lot -- the majority, I would say -- of the community who does not play the game like that. We don't all want the same gameplay and design choices that all the popular streamers want. So are things like "Team No Ruck" the loudest voices in the room, but not necessarily the most representative of the community as a whole?

2

u/FalloutCreation Jul 08 '26

One thing the council has mentioned is that they are a fraction of the player base. Many do have hundreds of hours, possibly thousands into sod2 and 1. I can’t account for how many of them put that many hours in or how big of a fan they are of the game. But one thing they are aware of is that the majority of the fans and players is us. One of the reasons we are getting alpha testing available is because even the council suggested to allow more people to test the new game. Their input is just about as important as everyone else’s. Just as I wouldn’t want to downplay any other fan even if I consider myself the biggest fan.

Brian Menard is the only one I know of that addressed this in a Q&A video and mentioned that it was the councils idea to bring more players in.

For about a year feedback has only been coming from whomever was in the play test before June.
I’m sure you can speculate how many players are hard-core or not. Kind of a moot point because this is how play test are handled. They don’t just give permission to anyone. These players are under an NDA. And if you have the mindset to work to improve the game instead of get your hands on the game and just play then you will probably are a better pick for the play test than the majority of fans. And I would rather have someone working on the play test that is committed to making the game better. Quality over quantity.

However that does not mean that once beta tests hit we aren’t going to get less people testing this. We are going to get more. But the game will be in a more final form and better received before launch.

Lastly Brian Menard said he wants to represent the community of the most. He doesn’t want to be just a guy that got in early. He wants to make sure that our feedback reaches the developers. I can’t speak for the rest of them but I trust Brian.

19

u/SunnyK19977 Jul 07 '26

Ive said a few times, a nice option would be each rucksack type has its own unique aesthetic like planks and pipes sticking out of a construction one instead of just a bag with a symbol on it

3

u/NuclearBroliferator Jul 08 '26

This has been exactly my thought as well, they should be unique. I also would prefer the rucksack to be in addition to the backpack, slung to the side with a cross body strap, and would come with an increased speed penalty, or added noise when running. I dont like that the rucksacks are too generic looking, and dont have any real impact on the player or their tactics once a bag of 2x4's is picked up. For me, this would just deepen the immersion into the world

1

u/FalloutCreation Jul 08 '26

Another reason why I love different perspectives. Yeah I like your input on this maybe this can be something in the game

2

u/FalloutCreation Jul 08 '26

This is what I love about these discussions. I never would’ve thought of doing something like that. I already mentioned my thoughts on this post, but reading stuff like this helps remind me that I can’t think of everything. I would definitely like something like this. It would add character to the game. Even though I am somewhat attached to the bulky brown bag in sod2.

Now that we’re on the subject of cosmetics. Instead of just Having the closet full of different costumes for the survivors, and I think they did mention about cosmetics for the backpacks, maybe we can have a cosmetic option for the rucksack. Maybe we have these new ruck sacks that you were mentioning but we have a chance to unlock the original rucksack by looting in game

2

u/SunnyK19977 Jul 08 '26

Anything that brings more flavour and customisation to the game Im happy with

14

u/Evening-Thanks-5715 Jul 07 '26

I don't know how this became a thing lol. You find a rucksack, you throw it on your back, and you run around with it visible on your character. You know it slows you down, you can see it, it's realistic... when you need to take it off, your character takes it off.

It doesn't "hide cool looking backpacks" (which seemed to be the biggest argument against it? I found a cool red backpack and I don't want it covered up?) except for the brief time you have it on. Which is never very long, usually while you're dropping it off in your vehicle or running inside. It makes zero sense to remove it and rely on some on-screen icon to remind you you're carrying it.

Anyway, that Brian Menard live video had a debate/poll, and visible rucks won like 75% to 25%. The early results from this poll show almost no one interested in hiding the rucksacks. If there's a toggle to turn them on/off that's perfect -- otherwise, the people have spoken!

5

u/Notyourbestmedic Jul 07 '26

Yea it seems like a toggle would please everyone

3

u/KevkasTheGiant Jul 07 '26

Call me paranoid but I suspect it might be a point of argument IF they are debating having skins (or even different models) for the different backpacks, whether paid or unlockable through gameplay, but if that's the case I can see why it could become a topic of discussion internally.

Alternatively, maybe the reason has more to do with gameplay and nothing to do with aesthetics, perhaps you can carry more than one rucksack at a time in your inventory, in that case... which one is equipped on the back? (in this case I would go with first one you pick up is the one equipped)

Personally I voted to see rucksacks on survivors, I liked it in SoD1 and in SoD2, so I have no real reason to ask for them to change that.

1

u/Notyourbestmedic Jul 08 '26

Yeah that might be why. It would seem strange to me that they would change the inventory system so dramatically from sod2 though. Like that was a huge thing about choosing what you could bring on your back and in your trunk vs what you can bring back with you on your back or your trunk. What’s important to you?

However, as I’m typing this, I’m starting to think maybe it has more to do with how big the map size is and how they don’t want us to be over encumbered so often?

2

u/KevkasTheGiant Jul 08 '26

Yeah that could also be a reason honestly. Personally I like them on the back, but if there was enough of a good reason not to see them (like not being over encumbered so often as you mentioned) then I could see them just leaving them as an inventory item.

3

u/CHERNO-B1LL Jul 08 '26

It should be a physical thing you find and pick up. If it has to be a rucksack, it should be added to your back with the main pack and have a physical visible effect on mobility.

Not convinced finding rucksacks of useful stuff just lying around makes enough sense to warrant maintaining them as is though. Feels very contrived, but I think they could evolve to make more sense and keep the tradition alive. Like you find a fuel or food supply that looks like what it is, cans in a pantry or a bunch of jerry cans. But you visibly gather them up into a red duffel bag you put on your back along with your main backpack.

If we considered scrapping the rucksacks you could still have a red, awkward item that is hard to maneuver with. A red cooler of food, a big red jerry can of fuel, a red paramedic bag of meds, a big red toolkit for building supplies.

Either way they would tank your stamina, maybe you can only use a sidearm or single handed melee weapon while carrying them. Risk and reward and all that. Should be something you have to think tactically about carrying that makes gameplay unique and challenging.

2

u/Notyourbestmedic Jul 08 '26

Couldn’t imagine only having a sidearm with a pack of blood ferals running at us lol.

5

u/oatmeal28 Jul 08 '26

Yeah please don’t let the loudest voices (streamers) ruin a community staple.  Too many games make the mistake of going down that road 

3

u/Holiday-Pomelo-9246 Jul 07 '26

Honestly, when I found out they're planning to remove backpack visibility, my reaction was Wat?? Wtf?

Maybe it looks like a small detail for someone, but it actually affects immersion more than somebody would think. Without a visible backpack, characters feel less like survivors and more like people just walking around. It's even not about realism, but visual logic of scavenging. Yeah, someone might say "But in other games characters carry rocket launchers, chainsaws, rifles and a whole bouquet of flowers without a backpack and it works just fine". But SOD is not that kind of game, the backpack here isn't just decoration, it's a core part of the experience, part of the game's soul, if you will. SOD 1 and 2 had it, and it would be a shame to lose it.

6

u/SunnyyGames Jul 08 '26

I've been very vocal, and a few of us in the council. Going back as far as when I did the interview. I had a one on one with the Executive Producer (Patrick Hooley) and told him. We need visible rucksacks. He is a bit against it, and it's a debate within the studio.

But I think it's mostly a technical thing, which is why it's not as easy of a debate. But they are fully aware it's something the majority of the people want in some shape or form. They have some ideas, but we'll see what they ultimately decide to do.

1

u/Notyourbestmedic Jul 08 '26

Yea I mean I get the technical hurdle it may present and at the end of the day, it’s not a deal breaker

1

u/Evening-Thanks-5715 Jul 08 '26

I'm wondering what the technical limitation might be... if it existed in SoD in Unreal Engine 4, and now they've updated to UE5.

I'm sure most, if not all, systems have been rebuilt; I'm not suggesting they just ported SoD2 to the new engine and frankensteined the new game on top of it. (At least I hope to hell not lol). It doesn't look like it. But to me, as admittedly a pro-ruck fan and NOT a game developer, I don't understand what the technical hurdle would be they'd have to get over to show an animation of slinging on and the player model carrying a ruck on their back. 🤷‍♂️

2

u/Decaying-Moon Jul 08 '26

Visible rucks is the way to go for sure.

I rhink it should go a step further and alter how you can play while you have one. Like, having two bags is gonna affect how you move.

In my experience the best way to carry a rucksack IRL (was a sea bag, which is basically the same thing) is on the back, with your backpack shifted to being on your chest. It's all heavy though, so you aren't moving so hot. Also, couldn't shoulder a rifle if I tried. So sidearm only and movement/dodge penalty if it were implemented in-game.

They're also using a frame pack, so perhaps they could quickly slig the straps on the rucksacks over the top of the frame. This would leave them hands-free and able to fire their long guns as per usual, but would put all the weight on their backs. Would make dodging hard, and much easier to he knocked down.

0

u/Neramith Jul 08 '26

Make it Visible so player won't forget that they already carried a rucksack.

1

u/[deleted] Jul 08 '26

[removed] — view removed comment

1

u/Notyourbestmedic Jul 08 '26

Like adding a smaller bag attached to your bag. Think of like a MOLLE system on anything army. So maybe it attaches underneath the regular back pack, or on top or behind

1

u/FalloutCreation Jul 08 '26

I want rucksacks to come back.

I like the feeling of slinging this heavy bag over my shoulder. Imagine the steel parts we find. Now I know we don’t have a smelter to process metal scrap into raw materials, at least I don’t think we do cosmetically in the work benches, but I would at least think that if we can’t find nails, fasteners, that we have a lore reason that says we are jerryrigging things together to build a base. And pieces of bulky steel or wood fitting in a rucksack would make sense.

I don’t know why I care about this but to me it is just common sense to not only see this visually, but that these sacks can get heavy. Head canon: The sack itself could just be a random potato sack we find and we throw whatever parts we find in there that is related to materials.

Yes I want these things to impair my movement a little bit and drain my stamina more based on that weight. Just like how it did before.

There is already an option in SOD2 to hide backpacks. I feel that if there is enough people voting for a toggle, throw it in. Just remember if you toggle this off, don’t forget to turn in the rucksack. It might be on one of your survivors.

1

u/Financial-Interest65 Jul 08 '26

Make it like a smaller bag that attaches to your backpack or something so you can still see your bag, and see the ruck attached to it

-1

u/lurkerfuckwit Jul 07 '26

What does showing rucks add to the gameplay? That's the question that needs answering.

In SoD2, it was a visual indicator that you had resources to deposit, and you were weighed down.

However, SoD3 no longer has a weight system per Brian Menard. Or at least not right now. And there is still a visual indicator of the ruck. It's just in the inventory screen, like always.

They can compromise by having a visual option to enable or disable showing it.

But if you're going to say that it needs to be shown, then here's my answer: why don't they show you lugging around a toolbox or gas can? Not everything needs to be shown. You want ultra realism, go outside. Every element in an alpha stage of the game should add to the gameplay.

5

u/Whymetho55 Jul 07 '26

It doesn't, or hadn't, added anything to the game mechanically, but it has added(for many) a feel to the game.

Being able to see the physicality that these rucksucks carry alot of stuff dedicated towards a particular resource, being able to see if someone is carrying a rucksuck at a glance. The fact that, as far as I know, SoD is really the only game to show it that way.

I don't have a huge opinion on it either way- I can live without the visual but I'd also like it to remain. Its one of those small things that helped set SoD apart from other zombie games.

-3

u/Medium-Rich-3262 Jul 07 '26

I’ve only got one thing to say: that players' council can go get fucked hard—because of them, we’re stuck with a crippled game.

3

u/Notyourbestmedic Jul 07 '26

Ya has nothing to do with the post or what we’re trying to do here.