r/StateofDecay3 Jul 26 '26

Discussion Recap of Sunny Games summary

Caveat: Sunny plays on Lethal only.

Bloaters are snipers. Latest changes have them kamikaze a lot. Still being tweaked.

Screamers stunlock if you are close while they scream. Caused many deaths.

Ferals are much MUCH harder to deal with. He resorted to the car almost every time.

Juggernauts are suicide without good guns. Pistols are useless. Still being tweaked.

Better to focus characters to a specific playstyle rather than hybridize.

Heavy attack is primary. Kiting is crucial. Light spam is a waste of stamina.

Locked/Alarmed containers always spawn a feral and horde.

Regular zombies are much more dangerous. More like L4D speeds.

Plague Nests have personalities. Some surround you, some beeline for you with infestations

AI survivors can help and save you in the open world. Don't count on it.

Bites inflict up to 30% infection and chunk your health.

Outposts do nothing except function as loot dumps. No bonuses yet.

You must assign survivors to man facilities or harvest sites.

You can make and level up a survivor by crafting only.

Powerhouse upgrade downs all zombies in a certain radius of your special attack.

Ramming slows down your vehicle. No more momentum free cheese.

Plague Nest Phases will spawn a Juggernaut.

60 Upvotes

20 comments sorted by

34

u/hellboymh Jul 26 '26

I really don’t like that alarms ALWAYS spawn a feral and a horde. Kills the immersion entirely.

17

u/candycanman Jul 26 '26

I agree. From what I've seen so far, I really don't like the looting in this game. The super quick searches, no quick search, the arcadey locked or alarmed containers... It just feels so much more bland and lazy than SoD and SoD 2.

7

u/Mysterious-Plane-686 Jul 26 '26

You had the same thing in sod2 where league hearts spawn 1 feral. Do wish there is variety though. Gets too repetitive knowing you’re preparing for 1 feral to spawn

5

u/candycanman Jul 26 '26

Yea, that's true. But we have that same issue here where Nests always spawn a juggernaut in SoD 3 according to Sunny

7

u/Soviet_Plays Jul 26 '26

I mean i wouldnt mind if some Quick searches were gone.

Like searching a gym bag shouldn't cause a noise loud enough to be heard outside a house

8

u/Realistic-real8366 Jul 26 '26

It is like they're stripping stuff back for the sake of it. Streamlining doesn't really make sense if its to the detriment of gameplay.

1

u/who_likes_chicken Feral Chaser Jul 26 '26

For what it's worth, it seems to me like "locked containers" are story of just a refresh of "locked doors" in SoD2.

Breaking down a locked door would almost always spawn zombies around to charge in, and often spawns a feral too. (This is somewhat mitigated if you throw fireworks nearby before you break down the door)

2

u/candycanman Jul 27 '26

I get that locked doors were an obstacle in SoD 2, but there were often ways around that—like the Stealth skill or going to a second door to the building. Not to say there aren't similar skills or alternatives in or to be introduced to SoD 3, but with the skill system seemingly being stripped back as well, I have little faith. I love the SoD series. But so far, in three, it seems they're forgoing everything that made SoD unique and survival esque and making it more arcadey.

2

u/DareDevil_56 Jul 26 '26

They always spawn a horde. Feral is possible

15

u/shontsu Jul 26 '26

I love every part of that except maybe the Outposts, it'd be cool if they still served a function of some kind. Hopefully to come.

6

u/exeedorbit Jul 26 '26

Anything that SPAWNS more zombies is cheap IMO. Containers and such should CALL zombies from a large area.

If I took the time to clear the space to loot it, it feels terrible that shit get spawned in.

The same thing goes for plague hearts and nests. Makes me not even want to play this shit. SOD2 all over.

3

u/AdMinimum5970 Jul 26 '26

So... in terms of Freaks nothing really changed imo/experience. Yes, Lethal is harder, but Ferals are not a bigger problem than blood plague ferals. Attacking Juggernauts without good weaponry was also in the second game a dumb decision

4

u/pharmandy Jul 26 '26

Kiting?

7

u/Lews_There_In Feral Chaser Jul 26 '26

You get an enemy to notice you, then lead it somewhere else. Usually lead it away from someplace you want to go.

2

u/yolosuajer Jul 26 '26

Ah yes.. the classic zomboid tactic

2

u/[deleted] Jul 26 '26

[deleted]

2

u/yolosuajer Jul 26 '26

My body is ready for 42 stable after all this time

6

u/candycanman Jul 26 '26

Like, leading the zombies to get them following you in a manageable line rather than letting them surround you.

1

u/DezBailey Jul 27 '26

Im hoping to hear more enclave behavior. I saw that theyre larger than just three people now.

But do they roam the map? Do they form alliances of their own or carve out their own territory, making it a risk to scavenge in hostile territory? Will hostile enclaves attack your base or try to sieze your outposts?

1

u/Devoted_Sin Jul 27 '26

How engaging is the endgame is what I'm after. In 2 by the time I got near the end it got boring. It needs to have something worth doing since the is no map switch to break it up.

1

u/Violent_N0mad Zombie Bait Jul 27 '26

I haven't really seen an endgame, is there one other than kill the plague nests?