What games specifically? You keep mentioning other games so I'm curiousAfter playing other games without this restriction, 450m sounds incredibly restricting to me. Being stuck on the same street is not ideal with a relatively large map.
What games specifically? You keep mentioning other games so I'm curiousAfter playing other games without this restriction, 450m sounds incredibly restricting to me. Being stuck on the same street is not ideal with a relatively large map.
Yeah, I've played it recently and I thought it was a bit aimless. But I actually liked it that way. I'm not even sure if there's proper progression. I've played it in spurts, going around and gathering resources, killing zombies, recruiting ppl. And that's all fun to me.Most of the issues I understand (Especially those coop ones, wth) but did State of Decay 1 really suffer from these? I don't remember having trouble knowing what to do, the game being difficult or buggy, and having a constant loop of exploration and defense.
We do? Comments from the devs seem to indicate otherwise.I might not get the game anymore due to the coop limitations. I mean we know it can't be a limitation of the engine so who the hell thought this was a good idea?
depends.....if four people take two cars.....it wouldn't take long for someone to get tethered back. Which at that point the question becomes....do the two players not in the hosts car keep the car when they get teleported or do they just pop into the car.....hopefully they made all vehicles 4 man or this could be a little annoying spawning in the road as the host moves along. Especially with the distance only being a quarter mile.
Dying Light comes to mind as a large map zombie game with co-op.What games specifically? You keep mentioning other games so I'm curious
Okay one game. That's all you got? Sounded like you had countless examples. Nope. One game.Dying Light comes to mind as a large map zombie game with co-op.
Not sure why that's so important to you, but there it is. When I hear open world (or large world, whatever) plus co-op, I don't immediately think oh fuck yeah tethers.
Dying Light comes to mind as a large map zombie game with co-op.
We should be allowed to do it how we want and not have it be so limiting. Just like the OP said, why can't we split up our group? We should have freedom in how we approach the game. It sure would be nice to have people back at the base if we wanted to. Or it would be nice to be able to attack two spots at once. Either way they are LIMITING our choices and forcing us to play only one way. Just because that one way is the way you like it, doesn't make it suck any less.
I played the fuck out of the first game. The game mechanics would not be an issue to having the coop experience we want. Obviously with some tweaking and with some options for us.
This is probably it. I know Ark uses tethers for that reason.The co-op limitations could be due to host-client setup (vs dedicated servers). If resources for AI etc are only processed on the host, having other groups of zombies to keep track of might not work so well.
What games specifically? You keep mentioning other games so I'm curious
Ok, I'll add Borderlands as one without such a tiny tether. Or Dead Rising, or Dead Island.Okay one game. That's all you got? Sounded like you had countless examples. Nope. One game.
This isn't dying light. It's a sequel to state of decay, which was a single player game. This is a single player game first. I'm sorry you don't like the tethering. Maybe play dying light instead?
So I just read 4 pages of people complaining about stuff they know very little about.
People keep bringing up what they expected, without playing the first game and knowing next to nothing about how the game mechanics work. People keep bringing up other games that "did co-op right", yet do any of those games have permadeath? I played the first SoD and beat it multiple times, I have at least one playthrough where every one of my survivors live. At no point, do I want some random or a friend who feels like trolling, to enter my game and intentionally screw around. At no point do I want someone to abandon me to getting overwhelmed by zombies, and leave me without a survivor I spent to time building up his/her cardio, shooting and fighting skills. I also don't want said random/friend troll to go back to my base, shooting their guns and honking car horns, drawing hordes of zombies to my base while I'm out on the other side of the map.
There are plenty of reasons why the tethering was implemented. Of course, people who were looking for a reason to be negative about this game will immediately make assumptions that are negative. Where I, who has been looking forward to this game for years, was perfectly fine playing it solo again, and are somewhat relieved that jerks can't enter into my game session and literally ruin a game that has PERMADEATH. There are no real consequences for dying in The Division, Dying Light, and whatever other game that has been mentioned by Era members with little to no knowledge of how this game plays.
For once, can people stop going to their scripted narratives about Microsoft, Game Pass, and indie devs, and just wait until the game comes out before engaging in hyperbole and jumping to conclusions.
Dying Light comes to mind as a large map zombie game with co-op.
Not sure why that's so important to you, but there it is. When I hear open world (or large world, whatever) plus co-op, I don't immediately think oh fuck yeah tethers.
Other co-op games without a tether? Let's just name some co-op open world games without a tether:
Saint's Row 2+, GTA IV, Red Dead Redemption, GTA V, 7 days to die, Ghost Recon Wildlands, Monster Hunter World, The Division, Destiny, Destiny 2, Dying Light. EDIT: Borderlands, Borderlands 2.
I think it might be harder to name games with a tether mechanic. Most open world co-op games don't have it.
Satonya Nutella being stingy with his Azure servers. Mark Whitten and Albert Panello told me each Xbox One would have access to the power of 6 Xbox One CPUs in the cloud for free. What is going on here?The co-op limitations could be due to host-client setup (vs dedicated servers). If resources for AI etc are only processed on the host, having other groups of zombies to keep track of might not work so well.
Being tethered to the host is just shit and i would not call it a feature. What if our car broke down and 2 of us are sent as scouts to find repairs?
Why can't we hit different ojectives at the same time?
You and your wife were expecting a $30 indie game to live up to a AAA budget Ubisoft game built by literally thousands of people?
The cloud destruction in CD3 is a separate PVP mode with it's own map. If you're expecting to destroy the city in campaign co-op, well I'd start shopping for that PS4 right now.Satonya Nutella being stingy with his Azure servers. Mark Whitten and Albert Panello told me each Xbox One would have access to the power of 6 Xbox One CPUs in the cloud for free. What is going on here?
Trying to get my friends to play this game with me but they are already getting turned off by the negative previews. Same thing happened with Sea of Thieves. Pulling teeth to get them to even try it. This bad press DOES effect things.
I'm personally concerned about Crackdown 3 and it's server-side destruction. It was conceived when "Cloud Powered" was one of the foundations for Xbox One and they really seem to have got away from that. If I can't wreck a whole city with my friends, I'm going to be so frikin mad I may finallly buy a PS4. The horror.
Satonya Nutella being stingy with his Azure servers. Mark Whitten and Albert Panello told me each Xbox One would have access to the power of 6 Xbox One CPUs in the cloud for free. What is going on here?
Trying to get my friends to play this game with me but they are already getting turned off by the negative previews. Same thing happened with Sea of Thieves. Pulling teeth to get them to even try it. This bad press DOES effect things.
I'm personally concerned about Crackdown 3 and it's server-side destruction. It was conceived when "Cloud Powered" was one of the foundations for Xbox One and they really seem to have got away from that. If I can't wreck a whole city with my friends, I'm going to be so frikin mad I may finallly buy a PS4. The horror.
Show your friends the positive ones, for now there are more than negatives! Run before Forbes publish theirs!Satonya Nutella being stingy with his Azure servers. Mark Whitten and Albert Panello told me each Xbox One would have access to the power of 6 Xbox One CPUs in the cloud for free. What is going on here?
Trying to get my friends to play this game with me but they are already getting turned off by the negative previews. Same thing happened with Sea of Thieves. Pulling teeth to get them to even try it. This bad press DOES effect things.
I'm personally concerned about Crackdown 3 and it's server-side destruction. It was conceived when "Cloud Powered" was one of the foundations for Xbox One and they really seem to have got away from that. If I can't wreck a whole city with my friends, I'm going to be so frikin mad I may finallly buy a PS4. The horror.
we were expecting a good new co op experience.
Sea of thieves wasn't it, this doesn't look like it's gonna be it either. FarCry was a huge waste of time as well
There are good co op games that cost less
I think people either don't understand how the co-op works, are trolls, or were wishing for something and are buthurt they didnt get it.Gameplay, unique experience, on the fly strategies and management aside; tethering makes it a no good?
Or maybe we just thought we'd get the standard for co-op in an open world game.I think people either don't understand how the co-op works, are trolls, or were wishing for something and are buthurt they didnt get it.
And why not going all for the repairs, do you fear that a zombie steal your car? Jokes aside, I think yall are thinking about situations that won't be happening much in the real game. You want as many friends as you can near you on state of decay.
I can see that other kind of multiplayer, with a persistent world, where more than one player manages the base and pick quests and so, the thetering would be unthinkable. But in the coop that SoD2 is gonna have, for what it is, is the thetering is not gonna be a major issue.
Gameplay, unique experience, on the fly strategies and management aside; tethering makes it a no good?
What if the game is good regardless? I imagine if you were interested in the first game and liked it, tethering wouldn't be the straw to break the camels back.
I wouldn't normally post in these threads and just let things take their regular course.. But, it seems that the co-op is primarily just about being together and doing things together with the host in their game. Just that you can boost yourself and your resources for YOUR game. If that is how it is designed to be played, then why should it be given, that you can just say "fuck-you" to the host, and go it alone boosting yourself and resources without contributing to the hosts game? It could easily be possible to play a few days on other peoples games, then go back to yours massively stocked, without doing what you should have been doing.... Co-oping and helping the others in the co-op games that you joined.
Looking at it this way, I don't see a problem unless the tether is incredibly short.
I can think of reasons for all of those th be different.
Saints Row 2 (and the rest of the games like it - gta and RDR) - Static spawns, limited spawns, potentially client trust, static game world
Havent played 7 days or ghost recon
MHW - Static spawns, limited spawns, and whole game world loaded into memory
The Division - dynamic events that have set spawns, static game world, maybe client trust?
Destiny 2 is client server, so no need to go into that
And so on.
Not making excuses for SoD2, but if there are dynamic spawns (which it looks like there are), the game world streams and is not static (meaning, things outside of the host could have changed but the host cant load whats out of already being loaded), I dunno, a ton of other things.
If it was MP from the get go I think they could have engineer it differently, but there you go
EDIT:
There ya go - looks like there is no "host" in gta, they probably all share data about whats going on with each other. Why cant this happen in SoT2? My guess is because changes to the world are permanent or that more data is needed when spawning and coordinating zombies that have to appear "intelligent"
I think people either don't understand how the co-op works, are trolls, or were wishing for something and are buthurt they didnt get it.
Gameplay, unique experience, on the fly strategies and management aside; tethering makes it a no good?
What if the game is good regardless? I imagine if you were interested in the first game and liked it, tethering wouldn't be the straw to break the camels back.
Those complaining want a fully open, unthethered group based, zombie survival game where we are in it together not just joining someone's game to lend a hand.
Huh....?From all signs the game is virtually identical to the first one outside of co-op so you can go find out right now how it'll be if you haven't played 1 yet.
A lot of yelling about the co op when I'm sitting here like "5 years and a cleaner looking/better running 1st game is all you could do?" Between that and SoT launching with almost nothing in it after 4+ years I have to wonder what in the hell is going on over there at MS because it's certainly not a lack of time issue.
I didn't like the first game, but I like co op more than I disliked it (if that makes sense)
I didn't care about this one at all until like a month ago when I found out it had co op. Didn't really dig into it too much, just thought it would be a good co op thing.
Ghost Recon, to keep with my previous example, is a shitty single player game that I would never want to engage with, but co op makes up for it
I'm not writing this off entirely but I think the tethering is a big enough deal to at least pause. I dont like farcry 5 as a single player or as a co op game,, and the tethering kinda ruined the co op experience for us.
This, basically. I thought it would be the first game but with some shit fixed and a full co op system. Instead it's more like the far cry 5 "player 1 is the hero guy and you're here to be his friend" and that's not the experience I want from it.
It happens, not a big deal.
Those complaining want a fully open, unthethered group based, zombie survival game where we are in it together not just joining someone's game to lend a hand.
like another user said, the coop in SoD2 is a way that you can have help from your friends on your game, and your friends can progress their characters and gain supplies for their base as a reward. In that context tethering is not a big problem. I think you simply expected other kind of coop multiplayer.We should be allowed to do it however we want. You may want to stay within 450m of the host. Some others may not. It's really as simple as that. You want all players to be close to the host I want 2 teams hitting different points if we want. Both play styles should be accommodated.
Much larger map, improved gameplay, expanded base building. The game is not virtually identical to the first one. This game being more of the first one, just better, is exactly what this game needed to be and what it was always going to be.Pretty much the whole eurogamer preview is about how similar it is to the first game. It matched all of my impressions when the IGN coverage started on this game. I remarked about how it reused a lot of animations both on humans and zombies, zombie types and even the area they were in looked so familiar I actually thought it was the area around the warehouse base in the 1st game at first. I think it's pretty clear by now that's how this game is going to be and there's not many surprises in store for us. So I want to know how did it supposedly take 5 years to do that?
They should just send a horde of zombies towards you when you walk away from your mates. :D
This distinction is so pedantic that it might as well not be brought up. An issue with their implementation of co-op is an issue with their implementation of co-op. Whether or not I'm mad about the mechanic itself or the philosophy that led to the implementation of the mechanic is not worth quibbling over because the end result is the same.like another user said, the coop in SoD2 is a way that you can have help from your friends on your game, and your friends can progress their characters and gain supplies for their base as a reward. In that context tethering is not a big problem. I think you simply expected other kind of coop multiplayer.
Tethering is not your main issue, the concept of the SoD's itself is what you don't like.
Ehm, ok?This distinction is so pedantic that it might as well not be brought up. An issue with their implementation of co-op is an issue with their implementation of co-op. Whether or not I'm mad about the mechanic itself or the philosophy that led to the implementation of the mechanic is not worth quibbling over because the end result is the same.