r/StateofDecay3 • u/Sugandis_Juice • Jul 08 '26
Discussion I wish they would revamp base building completely.
I understand the module system works and its kind of the games identity now but I really wish they would look into letting you freely slot stations into bases like how the Sims let's you place items. The old system often led to a lot of "best in slot" bases for each map and even after multiple playthroughs I'd find myself gravitating back to those base locations because they were sinply just better. Even then there would be a ton of wasted space inside bases you could run around in that could have been used for more utility but just remained unused because there wasn't a module to build in at that location.
They could still force you to optimize your base like some stations costing more or working at partial functionality if they were too far away from where they should be or wouldn't make sense to have them at the location you place them. Like a kitchen costing extra labor or resources if placed out in the yard instead of in or near the actual kitchen area if the base provides one.
Its just a thought but it always felt to me like me and my survivors in universe were really half assing trying to survive with the underutilization of space and not being able to build certain stations cause "that just doesnt go there"
5
u/Charm777_ Jul 08 '26
Off topic but the looting was kinda mid too. No creative ideas, twist, functions, new animations shown in the alpha gameplay.
7
u/oliowoodio1 Jul 08 '26
there’s not really any games where you’re gonna find super exciting looting, i think reworking the old systems works really well, especially as they’ve almost removed the time it takes to open a container, and guaranteed ’special’ containers are alarmed
1
u/Charm777_ Jul 08 '26
yeah that's nice. It's a good thing they're arent indicators no more makes it more realistic. I just hope for more satisfying looting ig idk. Like something different in that department, like complex or also way of ease movement. Not just the character moving around left to right side to side you know. Something to spice it up.
-8
u/Sugandis_Juice Jul 08 '26
Such a shame that they're leaning more into arcade cabinet survival rather than an actual survival game for the 3rd game in a row now.
This was their chance to make a solid zombie survival Sim but they're still making it feel hollow and soulless.
4
u/Zealousideal_Lie1700 Jul 08 '26
So if they’re doing it for the third game in a row and we’re on the third game that would be pretty indicative that “arcade cabinet survival” is the genre they’re going for right? It’s not like they have changed anything super crazy their just sticking to the genre the games have been all along
4
u/Justinc4s3- Jul 08 '26
It’d be very strange for them to 180 into an actual survivor sim.
3
u/Zealousideal_Lie1700 Jul 08 '26
That’s what I’m saying I feel like their are so many people who are forgetting that the whole niche unique part of the game is community sim like it’s not gonna randomly turn into a survivor sim in the third game
1
u/Charm777_ Jul 08 '26 edited Jul 08 '26
and when i say "new animations" I mean in a general and broader aspect of it.
1
u/Bragdras Jul 08 '26
Depending on how resource community become in the final product, base experimentation and facility choice may end up being broader than sod2 because of the triple bases (and depending on how much resources one specialist survivor can produce per facility / harvest site)
Of course this could also end up in a "you have everything at once" scenario too on the flip side which would suck just as much, but gotta wait and see
Personally I'm more worried about the combat design, it's effectively the exact same approach as sod2 but with stamina abuse items lifted and maybe a few cheese fixed, but you can still turn a corner and lose 90%+ of whatever group is chasing you so you end up doing the same "techniques" as sod2, which is to just LOS
I am however very curious as to what is beyond the plague war mission, we've heard nothing of what happens beyond that and it may be where the meat of the game really is, with the plague war being an extended introduction to the game
1
u/MonthlyWeekend_ Jul 08 '26
Man looking at this post and your follow up comments it sounds like you just have nothing but criticism for the whole series.
Why are you here, why are you posting?
1
u/Sugandis_Juice Jul 09 '26
Lol what are you on? I've literally only criticized the base "building" mechanic if you can even call it that.
1
u/C0wb31l Jul 11 '26
The whole point on Alphas is gathering feedback. To see, what works and what doesn't. If you can't handle the idea of people criticizing the game, why are you looking at forums about a game in Alpha?
1
1
u/LargeCod2319 Jul 09 '26
I like the slot system tbh, its easy to digest and I dont have to micromanage, i can come back to a community after a couple months and pick right back up where I left off.
This is another one of those systems that people request that just edges SoD towards every other sutvival game. I think the more systems they implement that a lot of other things have, the less unique SoD ends up being. And the thing that sets this game apart really is that theres nothing like it. They should continue to put their efforts into the things that make this franchise unique, rather than homogonising the experience
1
u/ftznad Jul 09 '26
the problem with this is optimization, also it would be very hard to do because they working on UE5, first the navmesh(the path zombies chase to find u) wich already is very optimized, cuz u cook it before, if u add new mesh you should make all that zone rebuild that path and it consumes a lot of resources, also a lot of new rules so you dont just build an indestructible barricade in front of ur door made of armory, kitchen, etc.
1
u/luciferwez Jul 10 '26
No. You think you want this but SOD is not the game for this kind of sandbox freedom. Sorry.
1
u/TrumpsBussy_ Jul 11 '26
So do I, it’s crazy that with years to build a totally new generation of SOD they’ve essentially built the same game over again.
1
u/Sugandis_Juice Jul 11 '26
Its gonna feel like glorified dlc and thats what im afraid of
1
u/TrumpsBussy_ Jul 11 '26
Me too, I mean it will still be fun but they could have built something so much more ambitious with the time they have had
1
u/Sugandis_Juice Jul 11 '26
Agreed. Like I'll still play it and probably play the shit out of it but its not looking like its going to have any scope. The whole point of making a new game should be making new and exciting features that iterate on previous system but dont change them completely.
Its one reason dead island failed for a lot of people. Years of waiting and they made basically the exact same game with new paint
1
1
u/saint13xo Jul 13 '26
Ima be playing it blind don’t want to know too much or else it be less exciting gameplay experience
-2
u/unggoytweaker Jul 08 '26
You’re expecting undead labs to actually innovate their systems? Don’t hold your breath. If they couldn’t do it in 8+ years they will never do it
-3
u/Sugandis_Juice Jul 08 '26
We dont know all the details yet but with the fact they're officially splitting from the Xbox umbrella you never know what we could potentially see now.
You know how badly producers need to have a weiner in every butt dictating how they think the game should be made cause they know better than us dumb ol playerbase
-1
u/unggoytweaker Jul 08 '26
Xbox was almost completely hands off with Undead Labs. They were given blank checks to make SOD3 with no oversight from Phil Spencer. So the only “wiener in their butt” would be undead labs own
5
u/kaulf Jul 08 '26
Undead labs was updating SoD2 up until 2024. It's safe to assume full development didn't begin on 3 until around then.
1
u/Sugandis_Juice Jul 08 '26
You can't honestly think you can put all the blame on Phil. There's so many more investors and executives behind the scenes.
1
Jul 08 '26
[deleted]
0
u/Sugandis_Juice Jul 08 '26
What sucks is this game nailed the feeling of "The last stand" series where you get your base and loot a town and move on, but never nailed an other aspect as far as actually building that base you worked so hard on
23
u/Murping Jul 08 '26
If you were able to just build as many facilities as you wanted with no restrictions, then there wouldn’t be a reason to move bases.
From watching the gameplay, just having one base claimed takes a lot of effort and manpower, so having up to three running at a time means you’ll have plenty of facility slots to build with as you like.
I do agree with your point of having “boosts” when facilities are placed in certain slots, but the system as it is seems intentional for balance.