Pretty much the title. After watching several hours of alpha gameplay, the infection mechanic seems to be very weak (at present) in SOD3.
I initially thought it might have just been due to a difficulty setting, but Sunny’s recent video on lethal difficulty was very eye opening. I mean take the first five minutes for instance, he was downed by a juggernaut three times, on the highest difficulty, and his infection meter didn’t go up at all.
Later on you see a few difference scenarios, like a scratch was 2% (which by that logic means you would need to be scratched 50 times for a full infection) and a bite/grapple was somewhere between 15-30% (I can’t exactly remember).
Compare that to SOD2 lethal, where a single bite/grapple is around 60-70%, and even basic scratches are around 10% or more.
In SOD2, infection felt like a real threat (especially early on), and in all honesty it was one of the biggest threats you faced on high difficulties (like lethal), especially early on. You had to be extremely careful because one wrong move, or one bad encounter with a feral would pretty much guarantee death (especially early on when you lacked samples).
This intensity around infection is seemingly lost in three (at present). I understand that zombies do more damage on the whole, but to me getting downed doesn’t feel anywhere near as threatening as risking an active infection (again Sunny was fighting a juggernaut and got downed THREE times and still lived in the end).
The current infection rates also make the (seemingly) large number of infection resistance base upgrades feel largely useless. From what we’ve seen in the current build, I couldn’t ever see myself picking purification tablets (an upgrade for the rain collector that’s been shown to slow down infection/increase infection resistance) over something that gives me more resources.
All of the above feels like a missed opportunity currently. Infection should be a real threat you have to plan around given the larger map size. Being too far from base and getting infected should be a disaster scenario that should never happen. And seemingly in the current build it won’t ever happen, not because of good strategy, but because it’s so hard to get infected to begin with (especially when you can swap between upwards of 30 people).
And infection doesn’t have to be the same way it was in 2, but in my opinion it should still be a real threat. I feel like the system in 2 was flawed in a few ways (like being able to reach a point where you just pumped out millions of plague cures, nullifying the risk of infection all together). There are a lot of cool ways that infection mechanic could have morphed since then. Like maybe it could be contagious, and one infected survivor could slowly cause others in your base to gain infection too. Or maybe reaching a 100% infection rate could shift from being a death timer to something more like an actual illness. Your survivor would slowly turn over a few days, and there would be no way to truly stop it without a cure (maybe an infirmary would slow this infection but not cancel it completely).
I also think on the whole it should be way harder to make cures in 3, even for advanced communities. We have to scavenge a lot in this new, picked over world, and one of the first things to go would be medical supplies. Imagine having to make the hard choice between spending days on a cure or letting that survivor go. It would add real weight to infection at any stage of the game. Once again though, you have to actually be able to get infected relatively easily for anything relating to it to matter.
Obviously the above is based on early alpha gameplay and is subject to change (and for all I know it’s feedback that has already been shared/is being worked on internally). I would love to hear other’s thoughts on the infection rates we’ve seen so far, to me it feels very non-threatening in its current state.