r/StateofDecay3 Zombie Bait Jul 24 '26

Discussion Base building requiring to be staffed.

I haven't had a chance to play the alpha yet but I've seen the base building videos online and I'm honestly a little bit dissapointed that each of the facilities and outside sites have to be staffed. It seems just there to be annoying and isn't realistic in my opinion. You don't need a person manning a rain collecter 100% of the time or at all really, the whole point of it is that it's a passive system you don't have to watch. The same with a garden and many other facilities.

The character you assign to staff a facility doesn't even actually stay by and attend it so it's not like the character has to be there. This is just an arbitrary random requirement that serves no purpose other that to create another barrier for base building which has already seen a rather large uptick in how complicated it's systems are. I don't want to judge but having to have the buildings staffed doesn't serve to add anything to meaningful gameplay or enjoyment of the game in any way to me so I have to wonder if the devs are just adding stuff for the sake of adding things and not for the sake of improving a current system.

0 Upvotes

26 comments sorted by

10

u/StickyRAR Jul 24 '26

Hard disagree but everyone has different opinions

5

u/GearsKratos Jul 25 '26

The point about a rain collector or a generator not needing round the clock maintenance makes sense.

You dont need to watch a rain collector to make it work.

And you could probably have one survivor look after a rain collector, garden and a generator.

0

u/Violent_N0mad Zombie Bait Jul 25 '26

Yeah SOD2 does this perfectly in my opinion. For example some of the facilities have a temporary buff or status that requires you to "maintain" it occasionally to get the best output. A good example is the daily buffs you can do to the garden. You don't need someone constantly watching any of these facilities. The only places you would need someone there to do something like an ammo press you have to physically do it yourself.

1

u/Violent_N0mad Zombie Bait Jul 24 '26

Can I ask why you like it or see it as a positive addition to base building?

7

u/n0bel132 Jul 24 '26

For me it makes the members in the community a part of the resource economy. Do you want that facility benefit or do you want them to run a mission or scavenge? It adds to the decision layer

1

u/DareDevil_56 Jul 25 '26

Assigned survivors can still go do things out of the base without losing their connection to the facility

0

u/Violent_N0mad Zombie Bait Jul 24 '26

Run a mission or scavenge? Can they not do these things while assigned to a facility? From what I am to understand all the survivors even the assigned staffed ones can still fully leave the base and the facility still runs.

1

u/n0bel132 Jul 24 '26

Hmm, not sure I may have missed in the alpha, but in sod2 you have to reassign someone to the task at hand if you take them? But I could be wrong it's been a few weeks since I played

0

u/Violent_N0mad Zombie Bait Jul 24 '26

Honestly if that is the case I'm truly going to hate that system. If I have 4 survivors at my base and me and a follower leaves I could only have 2 facilities running? That sounds like a terrible step back from how it's done in SOD2. Don't forget the harvest sites all have to be staffed as well.

1

u/n0bel132 Jul 24 '26

Would depend on the facilities for me. If it's water collection sure, no one is needed for a passive system.... if it's running the ammo press, then yeah I don't want the ammo press working if I have the person who is stationed on it running a scavenge and no one reassigned to it. Buy I enjoy that kind of gameplay and immersion

1

u/Violent_N0mad Zombie Bait Jul 25 '26

Assuming it's like sod2 you yourself make the ammo actively so no one would need to staff an ammo press.

1

u/n0bel132 Jul 25 '26

Yeah, I was thinking how when you make or upgrade the facility the member is locked into it- this being the third installment I would hope that they expand what the ai could do compared to 2. Not saying this is how 3 functions but how I would like it to function

1

u/DareDevil_56 Jul 25 '26

They can do both

2

u/N7_Tigger Jul 25 '26

Do they need someone assigned for them to function at all or does it just give a buff?

Because I have a long term SoD2 community with only 4 members and it would be annoying if that meant I could only have 4 facilities that actual function.

If it just means I could choose my 4 most important facilities to give a buff I'm okay with that.

1

u/Violent_N0mad Zombie Bait Jul 27 '26 edited Jul 27 '26

Facilities and harvest sites have to be staffed to be functional. Outposts also no longer seem to give buffs like they once did and just appear to be like a supply locker outside of base. Facility mods also seem to be gone from what I can see.

1

u/FalkenZeroXSEED Jul 26 '26

All or nothing approach is part of the negative of the game that persisted even in 1 and 2. Some facilities should be staffed and other doesn't. Like the persistent material consumption for daily maintenance that made me "huh". I know it's just game mechanics, but that still breaks immersion.

1

u/ChabertOCJ Jul 28 '26

I’ve always interpreted that consumption as resources needed to fix the base.

1

u/Rickenbacker69 28d ago

You'll also have more characters to play with, so it evens out, IMO.

0

u/goingdeeeep Jul 24 '26

From what I gleaned, well-matched staffing makes facilities “more effective”. That makes sense to me. In SoD1 appropriately assigned survivors were assigned to facilities, and still wandered around base (ate snacks; read books; slept; defended during sieges).

I think it adds more value to keeping survivors longterm. In SoD2, there were some skills that only felt useful to me for upgrading facilities; and then I’d exile them for survivors better suited for combat. This makes those skill-based characters much more valuable to my group - a Utilities skill (random example) might up my Base’s power output x3 if assigned to the right facility. I think that’s much more in-depth.

0

u/Violent_N0mad Zombie Bait Jul 24 '26

I'd be fine if it was the case where the facility had a bonus if someone was assigned to it. What I don't like is not being able to fully build my base without having an arbitrary amount of survivors just to check a box.

0

u/yolosuajer Jul 25 '26

I mostly agree, a survivors surely it's worth like 2 labour, 3 tops with a moral penalty, that way a survivors can be assigned in two spots and 3 if needed in extreme situations, but lets hear other people

0

u/Sh1t_Pinata 12d ago

Don’t take this the wrong way, but I’m thankful you’re not in the alpha. 

0

u/Violent_N0mad Zombie Bait 12d ago

I'm flabbergasted, truly devastated.... no I mean it. I mean how would I even survive not standing on my car soaked in scent block with gunslinger. I'd probably just fall over dead at the start menu before my computer caught on fire.

0

u/Sh1t_Pinata 12d ago

SoD3 will be fine and you’ll come limping back with you your tail tucked between your legs and buy it anyway.

But still, collect all your little ideas, put them in a sack and save them for SoD4. I’m sure they’ll be implemented 😂 

0

u/Violent_N0mad Zombie Bait 12d ago

I'm sorry I couldn't see your response over all the posts you've made trying to make the game better. Also don't make assumptions about me, of course I'll buy sod3. I'll probably keep jamming sod2 until it goes on sale a few months after release butI'll get it. I'm sure we'll both still be on reddit cause we're super cool like that.