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The Problem with the Craftsmanship Skill in State of Decay 2! 

Git Gud Fox
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5th Skills are at the heart of State of Decay. They're one of the most important things, possibly the most important thing, in determining whether or not you recruit someone in the game.
As such, it's very important that none of the skills are bad... which is what Craftsmanship is.
What makes Craftsmanship so bad? And is Undead Labs making this situation worse?
Let's have a talk about it!
Like this video if it was helpful or entertaining and subscribe to my channel for more State of Decay 2 content!
#StateofDecay #StateofDecay2 #UndeadLabs
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7 сен 2024

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Комментарии : 407   
@GitGudFox
@GitGudFox 4 года назад
There are some side benefits not covered in this video like... building more arrows with craftsmanship or gaining 1 more labor. I didn't cover some of these features because... they're extreme side benefits that you'd never choose the skill for, and if the core skills aren't worthwhile, then the side effects aren't worthwhile.
@itsclemtime2357
@itsclemtime2357 4 года назад
Git Gud Fox I mean like I agree with you but the barracks 2 is an essential building
@typhoogooligooplaytime190
@typhoogooligooplaytime190 4 года назад
Reason behind the increased storage is so u can put more than three rucksacks in because of that green zone. Rucksacks hold like 8-9 food, ammo etc... but Yeahh crap skill
@onelittlebug2134
@onelittlebug2134 4 года назад
@@itsclemtime2357 you can get barracks 2 without craftsmanship. If you have a builder leader first upgrade the building to luxury barracks then upgrade again to barracks 2.
@go-go-genevieve
@go-go-genevieve 4 года назад
I’m super down for these ideas ESPECIALLY manufacturing weapons. Kinda hope Undead Labs is listenin’ 👂
@isaac1403
@isaac1403 4 года назад
The ideas can work like utilities. When the utility survivor is not in the community, the hydroponics and latrine 2 (passive bonus) no longer works. In the case of construction, when the construction survivor is no longer in the community, extra slots and customised bonuses are no longer available and mods get refunded back into inventory.
@Kingj411
@Kingj411 4 года назад
Who needs craftsmanship when we have *ANIMAL FACTS*
@itzgamechanger8023
@itzgamechanger8023 4 года назад
😂
@Yoruichigo9974
@Yoruichigo9974 4 года назад
What exactly does that skill do? I've seen it a few times when going through characters when i start a new community
@itzgamechanger8023
@itzgamechanger8023 4 года назад
Lelouch θ absolutely nothing
@Yoruichigo9974
@Yoruichigo9974 4 года назад
@@itzgamechanger8023 OOF
@Kingj411
@Kingj411 4 года назад
The skill description is literally: “No useful effects” 😂
@nice1stuOnline
@nice1stuOnline 4 года назад
yeah, I use the X3 repeating crossbow as go to weapon, so craftmanship is important, purely to make more arrows, otherwise it is a useless skill. If construction allowed you even to barricade the windows (like SOD1) or even better, remove permanent structures in the base so that you can build anything in the slots would make construction a valuable skill for all the different player styles out there.
@lordloquat
@lordloquat 4 года назад
The removing permanent strucures with craftmanship is a fantastic idea. Take notes UL. Maybe it can add a second mod slot to facilities too.
@James_Philip915
@James_Philip915 4 года назад
complete forgot about the barricade in sod1 lol
@Ravathiel
@Ravathiel 4 года назад
I just want better slots. like why the fuck do I need a large outdoor slot for a lounge when a House/base has a living room. .-.
@Simon-lq5uk
@Simon-lq5uk 3 года назад
I was thinking the same thing. Because its name is "construction" you'd assume it allows the manipulation of structures in your bases, right? Nei, it makes you the god of storage.
@toxicice5251
@toxicice5251 4 года назад
Fox: who would use storage mods when there are such simple alternatives to your storage problems? Me: ha ha yeah, what idiot would waste mod slots like that? "looks back and forth nervously at my garden and bunk room with 2 ammo case mods"
@MrDerekRobinson
@MrDerekRobinson 4 года назад
🤣🤣🤣
@Tonyscarface04
@Tonyscarface04 4 года назад
Toxic Ice, I just realized I do that despite the fact that I put rucksacks in cars outside my base. Omg.
@SouthernExploring
@SouthernExploring 4 года назад
As much time as you have put into SOD I would consider you a subject matter expert... Hopefully Undead will listen to your ideas..
@yukikodavila4907
@yukikodavila4907 4 года назад
UDL criminally ignores Fox as a content creator because he is that "tough love" type of dad. If your not praising the game, and the devs efforts, then your not considered part of the family. Pointing out missed opportunities and ideas is called constructive criticism for which the current society just can't seem to handle. Instead of apologizing for egregious let's just simply do better.
@GitGudFox
@GitGudFox 4 года назад
I have learned a lot of bizarre things about this game mainly due to the community wanting to see really odd things. Here's a great example. I learned that... plague hearts are immune to collision damage with cars because... they just are. I've kicked a plague heart to death. I assault kicked a plague heart to death. I dropkicked a plague heart to death. I've tried so many really dumb things that most of the time wind up being dumb but occasionally yield fruit. I would never have tried bloater gas grenades if it wasn't suggested to me. I didn't even come up with the pyrolauncher usage. It was a suggestion that was one of the fruit yields. That's where a lot of the good ideas come from though, trying out all the things regardless of your expectation in them. Most of the time, they wind up being somewhere between "meh" to "really bad", but you wind up collecting the periodic super OP winning ideas from just constantly trying even awful sounding ideas. Ultimately, this is why I make these kinds of discussion videos. After trying out so many dumb ideas, and making guides where I have to really think about skills on a level of depth I personally never would have if I wasn't making channel content, I have a different and yeah deeper perspective into the game than... possibly even the developers. The devs mainly know about like the programming and technical side of things. I honestly don't think they have as much comprehension of their own game mechanics as the very experienced players of their own community does, and I think that's probably because we DON'T have the programming numbers and what not. We just experience it from a perspective of "what actually works and what actually doesn't work" in a cause and effect manner.
@AttemptMade
@AttemptMade 4 года назад
Try a gunslinger building with snap ability, ammo press, and the silenced .22 revolver from the broker. Enjoy hours of endless headshots turning the special zombies into minnor inconvieniences and just not even bothering with juggernauts because they just aren’t worth it.
@The_Makr_
@The_Makr_ 4 года назад
@@AttemptMade what is the name of that gun?
@Ravathiel
@Ravathiel 4 года назад
@@AttemptMade I just run into Juggs in reverse. for some reason smashing the back of your car yields no damage to your car outside of the cosmetic damage .
@funnyguy3657
@funnyguy3657 4 года назад
Plot twist: Fox is a employee at undead lads and is working on Sod3 with these ideas
@michaelhale123
@michaelhale123 4 года назад
We can only hope...
@teddiecrash8216
@teddiecrash8216 4 года назад
that would be soooooooo nice. kick out brandon & geoffry and the next sod will be a great game.
@harshitjohri7041
@harshitjohri7041 4 года назад
I would buy the game in pre order right now
@chriswimble3466
@chriswimble3466 3 года назад
Yeah, a lot of what fox is talking about in the second half of this video (especially more towards the end) would require totally new assets and a huge rework of existing stuff. Better suited to be included in a sequel I'd think. Can't disagree with really anything he said though.
@dzobie
@dzobie 4 года назад
I alway thought it would have been neat if you could barter services for influence. Like what if you could help the other communities build up their bases as quests for influence. I always thought it was dumb that none of the enclaves built up their bases or recruited new people.
@4x4TiGrE
@4x4TiGrE 3 года назад
Construction improvement: it allows to get an extra slot in the base to construct one more facility. In some bases its a small slot, in others a big slot.
@Ryushiin.
@Ryushiin. 4 года назад
what craftsmanship is in SoD2 was more like a really rare trait in SoD1 (construction) and it was not bad at all in SoD1 for how rare it was not only it reduces the time to build something, in SoD1 whenever you build or did something within a facility, there was a chance that something went wrong (acording to Lilly) that meant, you have to go looting for an item, which will not appear in your storage or rucksack, because otherwise it will take quiet some time to get it done. with the construction you get a radio call, which basically canceld the looting. another good function they could add to Craftsmanship, the ability to customize weapons, like the cars (more durability, bigger magazine, stabilizing the weapon, add a scope to weapons without or upgrade álready build in) One thing i really wished they would finally add to the game would be a call-in option like you can do it for red talon soldiers and operators, but for the people in you Survivor Pool (those you keep after finishing the campaign)
@Elglobulo
@Elglobulo 4 года назад
that call man would be OP, i wish i could get my man Gerald to my main comunity, he could show thats bastards how to kill some zeds xD
@G.D.R855
@G.D.R855 Год назад
Hey, They added that. It costs about 1200 influence tho
@tez2k007
@tez2k007 4 года назад
Been saying this for a long time. Construction needs to give you the ability to build extras on to your base even if they only have a temp use and then you need to make them again. Example - Spikes to go along the walls of your base to help with zombie attacks.
@Andrei0112
@Andrei0112 4 года назад
We should be allowed to craft bounty weapons at the forge once we unlock them.
@titaiao
@titaiao 4 года назад
Holy shit! I was thinking about commenting the same thing
@AttemptMade
@AttemptMade 4 года назад
Engineering should be waaaaaaay better, if someone can make a highend sound suppressor from raw materials and machine tools, then simply slapping an optic on a picatinny rail, tightening some screws, throwing it in a vice and turning some dials so that the hole in the target matches the dot or crosshair is a non-issue. And honestly red dot sightings are the closest thing in real life to the snap ability, so any gun with a red dot should have the snap ability. The engineering skill should definitely be used to install sights and then you could have flip over magnifyer so that you have snap ability and zoom, and then improving shooting skills increases the number of snaps you can use. I honestly only train people to use gunslinger because of the snap, and I don’t even like any of the other shooting skills. My builds always go in guns ablazining with .22 because I always have an ammo press, any caliber other than .22 is using scavened ammo until it runs out and then it gets sold off first chance I get. The sustainability is the fun part of these games. I also think that you should be able to carry 99 .22lr rounds per inventory slot because when you think about it you can carry 99 “parts” which is represented by an icon of nuts and bolts, and if you can carry 99 of those then 99 .22 rounds wouldn’t take up much more space. Also, the freaking .50 should one shot a juggernaut. There isn’t enough skull thickness in the human head to just tank that kind of punishment. It what universe can something that reliably punches through 1/2 steel plate not punch through 1/4 inch of bone which is partially decayed?
@James_Philip915
@James_Philip915 4 года назад
only thing I agree is to be able to craft sights.
@jareddavulture58
@jareddavulture58 4 года назад
Nah 50 cal shouldn’t one shot jugs That’s ridiculously op. That’s the hardest freak in the game. It’s be to simple then. Also don’t like the idea of carrying 99 ammo. Kinda takes away the challenge of inventory management. I like your other ideas tho
@James_Philip915
@James_Philip915 4 года назад
@@jareddavulture58 To be honest the feral is the most dangerous freak. I bet it has the highest kill count.
@munkandbear2818
@munkandbear2818 2 года назад
Actually that process would include two skills engineering and mechanics. I have two engineers in my family one in aviation and the other in automotive design and neither have any knowledge of actual mechanics. They design but they do not repair , assemble or modify. Neither one has a clue what a picatinny rail is.
@albertramos4900
@albertramos4900 4 года назад
Your right buddy, almost the only time I have a character with the craftsmanship skill is when I have a character with the Sewing 5th skill
@lukekent9386
@lukekent9386 4 года назад
I still like the idea of an armor plate too. It could be made at the forge and consume an item slot on the character using it, but it provides protection. A little bit of protection against zombies, but maybe a good bit against firearms, for combating other survivors.
@ddubbs911
@ddubbs911 4 года назад
Fox is absolutely right. Undead Labs keeps adding conveniences and catering to the inabilities of players who cannot be bothered to read a line of instructions to the point where the game is less than challenging, even nightmare zone seems to be a lesser challenge than before. I feel Sod 3 needs a different direction/management.
@Insanity-vv9nn
@Insanity-vv9nn 4 года назад
Its too easy on Nightmare thanks to way too much resources you dont need and starts to stack them on cars
@jareddavulture58
@jareddavulture58 4 года назад
Nah don’t need new management, just need to have some type of community summit with its top content creators and take notes.
@tittieshehe
@tittieshehe 2 года назад
yeah sod3 is never coming out tho sooo xD
@AT-ob8xr
@AT-ob8xr 4 года назад
They need to fix acrobatics as well, the ‘upgraded’ roll is much worse than the standard dodge.
@williambourque926
@williambourque926 4 года назад
Yep! I never take Acrobatics because the roll from it takes you so far away from the zombies that you can't use it to setup a counter attack.
@ClarenceSampang
@ClarenceSampang 2 года назад
If the roll pushed back zombies or sent them into tumble, it would have been better.
@TortaLuvr
@TortaLuvr 4 года назад
I love your videos man, keep up the good work
@dubstepZOMBIE64
@dubstepZOMBIE64 4 года назад
I just downloaded this for the first time and im loving it, thanks for all the cascade hills videos
@Aro2001
@Aro2001 4 года назад
Honestly, the only thing I would use craftsmanship for(as it is now) is increased crossbow bolt production but even then it's undermined by Sewing(which can be purchased via rare skill book) which gives you craftsmanship, additional health, and additional consumable stacks.
@Kimberliearcher
@Kimberliearcher 4 года назад
One function that I use frequently with Craftmanship: Convert Part to Material, yeah, that's the thing CNC cannot do at all There're times when Material are needed and I'm very lazy to look for such heavy rushsack of Material that are sometime hard to find, especially if I don't have a trade depot. So what do I do, yeah, build a Forge, and convert the part, it's easy to look for junk weapon, salvage them into part then turn them to material. And if your base are very limited in space, you need to build rebuild a lot when you need something, I'm do in regular basis to replacing the slot if there're something short. Like replace a till when you need fuel, replace kitchen if you want to craft food etc... so to me the final base is really rare cause I want to switch back and forth a lot, and that take material Not to mention with bigger base you will need more material to do maintenance. it's stress to just get them from looting alone so a stable income is needed.
@owenscull2531
@owenscull2531 4 года назад
Total agree with you I had couple idea for crafting/construction/metal work and the forge. Crafting: you be able to unlock the ability to make all produce in the game along side other skill I.e metal work for weapons/ medicine and gardening to make medicine/strong medicine. Or like you said add blue prints in the game to purchase from bounty broker. You could make that extra feature to the bounty broker the only place to buy or get rewarded blueprints, however I would add some extra to it you can find/get rewarded blue prints in the open world that can then be purchased from the bounty broker. Construction: should unlock all types of mods when combine with other skills like electronics/computer/gardening etc. You said about the skill to add mod slots to facilities that don't, what if you expand on that and add second slot to facilities however you put a large build time in place to build that extra slot I.e 2 in game days. Watch tower/sniper towers and built in version, like you said about these skills to build better defenses, you can use those facilities to do that adding extra mod slots to put your ideas about barbed wire , spike floor and armoured doors. I would also add extra shooting platforms around the wall. Metal work/forge like said above things should be unlock from blue prints and skills. So when you build forge/workshop you can make every item in the game weapons/mods. They should add tears to the forge so that in higher tears it would produce day random weapons/ building resources and mods.
@PrestigexBullet
@PrestigexBullet 4 года назад
Awesome ideas! Very well thought out. More in-depth mechanics and gameplay. I love the base defense ideas. That’s one thing I’ve really wanted.
@okrajoe
@okrajoe 4 года назад
We should be able to craft @all@ the things! But seriously, I like your ideas. Would be great to be able to scrap a car, so you get a real benefit from going out and bringing back cars.
@geminiangels5653
@geminiangels5653 4 года назад
I had a few ideas for construction along the lines of what you were going for but you took it and ran all the way home with it. Bravo man bravo
@ericmcquisten
@ericmcquisten 4 года назад
Git Gud Fox... you are definitely correct that "Construction" skill is currently bastarized, and not really worth anything once you have your base established. They really need to improve it or expand or, or even consolidate it with another relatively useless skills, so combine 2 or 3 skills into 1 valuable skill. Also 100% agree - would LOVE to be able to further upgrade & improve bases and base defenses. Would also LOVE if they created a map or base where we could build the ultimate end-game base, that has 6 large slots, 6 small exterior slots, 6 small interior slots, & 6 parking spots... with fully intact perimeter defense.
@york2828
@york2828 4 года назад
Great insightful episode chock full of excellent ideas. Loved them all. Comments about the game reinforced why I love playing it, for the base building and selecting the best skills for the way I play. Good job.
@ApostleOfCream
@ApostleOfCream 4 года назад
I'm loving the fact that you put time into paying attention to the faults and the advantages of this stuff however ignoring the size of the channel I dont think it will be ever changed since S.o.d 3 is on its way next year now.
@GitGudFox
@GitGudFox 4 года назад
I don't really care about changing things. I care about entertaining my audience. That's my only concern is making videos that people want to watch. If it also helps with the game, great, if it doesn't, I don't care because entertaining my viewers is all I care about.
@xNeariax
@xNeariax 4 года назад
Really cool ideas. I especially like the car stripping and base fence ideas. And what you said about the barbed wire also made me think of "basic traps" for defence in general. Maybe too big of an overhaul, but at least in SoD 3 it would be nice if there were a couple of places (or slots, or however that'll work) on the outside of your base for basic traps like 'makeshift spikes' etc. Nothing that trivializes sieges TOO much (say, doesn't do damage to Juggs and Ferals can easily get around them, since they are much more nimble). Could also be tied to construction and would add some flair, realism and further customization to bases. The way bases have these gaping holes in their security right now that apparently no one thinks to plug up is just not very realistic and as you said, you can still make all of these "not perfect". Too many bodies on the spikes = they are now useless and only funnel the enemies along to the sides of the trap, or even allow them climb over and scale the wall there now and so on. Technically, if done right, this could even make it more viable to play a smaller group in a smaller base (for roleplay, or to keep down resource consumption at the trade off of more risk / less bodies). All of these base ideas would even couple well with a more difficult healing system that actually makes you evaluate the risks of throwing yourself in direct combat, too.
@mahkra_
@mahkra_ 3 года назад
The best reason for Craftsmanship is if you need Barracks level 2. Getting 6 beds from one building slot can be pretty important with certain bases. Especially if you're not using builder legacy and you have 5 outposts used up on power/water/fuel.
@GitGudFox
@GitGudFox 3 года назад
It can be, but if that's the kind of setup you want to go with, you'd want to go with a Spartan Barracks which gets you 8 beds, or you'd want to go with the Red Talon Bunkroom which gets you 5 beds in a small indoor slot.
@tnkenney
@tnkenney 4 года назад
I almost feel the same way about Utilities. Yes it’s noice to build hydroponics, but similar to construction, once its built you don’t need it anymore. Not to mention that plumbing and electrical are completely negated by the builder legacy and there is no shortage of moral boosting facilities . No need for a latrine/still
@AndrewFuckinBremner
@AndrewFuckinBremner 4 года назад
I'd say utilities is amazing for a first run, to atleast unlock the legacy for builder, craftmanship is just plain trash haha
@marinenarinyan7098
@marinenarinyan7098 4 года назад
If you build hydroponics and get rid of the character with utilities, this facility will stop working. So it's not really the same. I wonder why they never did the same with other facilities.
@pogtuber5146
@pogtuber5146 4 года назад
I agree with all your criticisms except for one. While storing extra resources in a van is a viable gameplay method, it's also one that takes time. As a person with limited time to play video games, extra base storage for resources is something that reduces my need to keep track of and run back and forth from vehicles used for storage. Considering UL just increased base resource storage space across the board, it's strange they didn't do anything for Construction to make it more worthwhile.
@GitGudFox
@GitGudFox 4 года назад
I'm sure you play the game more than me. I don't even play the game every week. I play it periodically for an hour to record video footage, and I have no trouble at all managing resources, on Nightmare Zone, with extremely limited time available. So I don't relate to this at all.
@yukikodavila4907
@yukikodavila4907 4 года назад
I love the ideas you present. My favorite idea is in regards to vehicles. Normally you only drive one vehicle and use one or two for storage. Chopping them for mods would be fantastic and get rid of the 5 to 10 useless vehicles scattered throughout most maps. Adding a camper to a truck for extra storage would be outstanding. Since cosmetics seem to be a really big deal for a large amount of people why not add an ability to paint ANY vehicle ANY color with an auto shop? The existing solution to the bad Construction skill is the Fortifications 5th skill. Fortifications with the Hero Bonus"Careful Demolition" equals +3 mats and -2 zombie threat. These skills combined with a workshop and Red Talon Watchtower equals +4 mats and a -8 zombie threat. Keep up the great work and enjoy all of the SOD3 musings.
@SandalDad
@SandalDad 4 года назад
I feel that sod vids get more views then other vids
@GitGudFox
@GitGudFox 4 года назад
It's about foundation. If I made like 30 guide videos on another game, then the foundation of people entering the channel through that other game would be huge.
@dc2nr408
@dc2nr408 4 года назад
As info. You can store rucksacks in your locker instead of cars. Go to an enclave and trade with them. Hover over you equipped rucksack and you will have an option to unequip it into your inventory. If you have alot in your cars, enlist an enclave follower and bring him back to your base to trade to your inventory.
@ThePotchili
@ThePotchili 4 года назад
Yeah I had a construction character in my base for a while who really didnt offer much, I replaced him with a character with the Scrum skill and I got so much more out of him.
@ematthews0483
@ematthews0483 4 года назад
Dude you have some AMAZING ideas! Subscribed based on all the plot holes in the game. So articulated, I love most to these ideas
@zedinator
@zedinator 3 года назад
I agree with you about craftsmanship. The rest I have been thinking on the same lines especially a travelling expert on the lines of the mysterious trader, or, even an enclave specialising in building/architect etc. Security is another subject. I have even done a website with these on there and posted the link to Joe S, undead jawa. Website is now down as I am fed up with ul tinkering around the edges without doing anything. With you, you speak the truth in a stragt manner, no beating about the bush. Brilliant.
@adamgeigerjr6995
@adamgeigerjr6995 3 года назад
Free Building. Its the MOST IMPORTANT aspect for SOD3 ... If you have virtually unlimited space & room for growing a bigger community, denying people based on more trivial skills like cooking wouldn't happen because you can always explore building a new space for that person. This goes for things like projectors, training areas, etc. as well. You don't have to constantly be limited to what the game allows. Its more your own capacity & creativity to make the community work after becoming so large. Great video, I know this is 4 months behind lol
@GitGudFox
@GitGudFox 3 года назад
The video is intended to be an ongoing conversation.
@adamgeigerjr6995
@adamgeigerjr6995 3 года назад
@@GitGudFox I've since watched your other videos revolving around the same ideas that I have. Just hoping SOD3 will take community requests into consideration. Especially when someone like yourself is able to make videos explaining WHY changing something would have a greater effect on the game. It's clear to see what this game really needs, so I'm hoping Undead Labs goes there with the game eventually.
@teddiecrash8216
@teddiecrash8216 4 года назад
a character with this skill have no chance to get in my community. i missed my daily SOD2-Talk :-) UDL is going in wrong direction for a long time, they have a new fan-base, snowflake-players who wants a lot of cosmetics and an "i-win-button".
@jareddavulture58
@jareddavulture58 4 года назад
Nah I don’t think that’s right. Nothing wrong with cosmetics. Just need balance and diversity. They can give us some nice quality of life updates and cosmetics along with these recommendations from fox. Not all people are amazing at video games. Call them snowflakes if you want I guess but it’s just diff skill levels.
@lithium7590
@lithium7590 3 года назад
I actually prefer having engineering skill first than automechanics cause it allows me to craft professional weapon attachments and other stuff especially having a warlord as a leader. Then i can demote that leader and try to upgrade all of my vehicles
@tedfitzpatrickyt
@tedfitzpatrickyt 4 года назад
Yep the new SOD 2 trailer looks great, I just hope it retains the core strategy and management elements. I think more of the fifth skills should be communal benefits.
@trutoyrslf
@trutoyrslf 3 года назад
Bases while making the game what it is, should be bigger part of it... I feel like customization is sacrificed for quote unquote game balance. Your whole concept of an evolution to the base over time is spot on and most of your ideas are in the game currently.
@DanielDykstraM
@DanielDykstraM 4 года назад
they should hire you as a consultant for game balance for the sequel IMHO I love SOD franchise and the dev team but I 100% agree with all of your critical feedback
@renaldoawesomesauce1654
@renaldoawesomesauce1654 3 года назад
I think another issue is that there's a hard cap on survivors you can bring in. So naturally we are excluding some fifth skills from the "meta." Craftsmanship isn't even in the top 15 skills and the hard cap is 9 with 12 being possible if you abuse the recruitment system.... lol
@roscuro1787
@roscuro1787 2 года назад
While we are wishing on a star how about giving construction the ability to upgrade bases? Add on a stairwell to the barricaded strip mall that allows you to add 2 or 3 more small facilities.
@Kandrakar83
@Kandrakar83 2 года назад
Personally I think they need to rework this skill tree. To get it more interesting I think devs should change requirements to build stuff. In order to upgrade any building you need a craftsman, like you can bee best surgeon in country but without required skills you won't build anything good. For construction specialization I suggest remove the upkeep of all buidings as a specialist will work on keeping it in working order and maby improving home defense (like adding more barbwires). Also it can work in tandem with Electrician specialization to make barbwire and parts of the fence electrical (to fend off weaker zombies). In recent update devs can add an option for crafters/constructors to fortify your outposts so they will have sige defence option (like for other communities) or make them unclameble for zombies. As for Metalworking we can transfer all the car armour and car repair kits to theam (as they are the toolmakers) and let the car mechanics to slowly autorepair parked cars and upgrade cars in autoshop.
@cronos4267
@cronos4267 4 года назад
I think the base defense ideas sound great. What seems more important is that devs sort the pc optimization issues over anything else first.
@ghostlyroosta2709
@ghostlyroosta2709 3 года назад
Love ur vids, helped me a ton. And ABSOLUTELY YES on every idea u stated. I can also imagine a dumbed down version of Fallouts base building, but like u said, attached to, or blocked behind those 5th skills. They could have some really badass base invasions with those beefed up walls, and/or traps etc.
@Zero089Z
@Zero089Z 4 года назад
Normally I’m not really on the same page as you with some of your ideas but you definitely hit the nail on the head with this one ( pun intended). I feel like a lot of the older mechanics of the game are kinda getting lost in all the updates they are doing. Like some of the Cleo weapon mods, one I liked was the tumbler cuz it made the .22 do a bit better damage and didn’t make more noise but now that they buffed all the breaks I feel like there’s no point to the Cleo weaponry.
@jamestaylor9151
@jamestaylor9151 4 года назад
Craftsmen negating materials cost would be a brilliant way to improve it. The gunsmith combo is also a fantastic idea as I currently only make it 6 days in NM due to lack of firepower vs. A random Jugg at my backyard.
@Chintmaster
@Chintmaster 4 года назад
Since the original game I've always wanted the ability to remove obstacles from the road. Maybe if you possess a tow truck ability or have someone with a demolition skill? Would also be nice to be able to build ramps and even small bridges to cross terrain that otherwise you have to go around.
@wranglergirl5
@wranglergirl5 4 года назад
Aaron Campbell same, idc if it’s super hard and time consuming, at least give me the option. Make it a siege mission like when you help the mechanics, cost all my labor and influence. Just please let me actually improve my infrastructure
@Chintmaster
@Chintmaster 4 года назад
@@wranglergirl5 You reminded me: A red talon official on the radio makes mention of ongoing plans to restore infrastructure. I found it an odd thing to mention, maybe it's a clue as to a feature they intended to implement at some point.
@wranglergirl5
@wranglergirl5 4 года назад
Aaron Campbell I hope so. At the end cut scene your leader talks about how you are going to take back towns, but I wish it actually felt like it. Esp since the more days you play, the more zombies and freaks there are. It makes taking out blood hearts feel so underwhelming. I wish I felt like I was rebuilding civilization and I hope they do that in the next one.
@Chintmaster
@Chintmaster 4 года назад
@@wranglergirl5 What if the intensity of zombies increases day by day, but there's a certain cutoff where the 'storm passes' and the zombie population drops and suddenly you're in a green zone.
@wranglergirl5
@wranglergirl5 4 года назад
Aaron Campbell that wouldn’t be bad. Then you enter a whole new ballgame of dealing with invaders. I know they sort of touched on that already, but have it be more than one event lol
@TheOGPryo
@TheOGPryo 4 года назад
I believe metalworking should be more focused around weapon passive effects. Like when hitting max metalworking you’re weapons have a honed edge or are heavier and do more damage. It would also be cool to see a daily parts inflow without any costs. Maybe like 20-50 parts a day for free with someone with metalworking. They also need to buff a lot of the weapons in the forge, the rebar blade is good but any others are kinda meh. So I think they should just make these weapons better or add entirely new weapons with unique effects.
@themanyfacesofpaulgato9447
@themanyfacesofpaulgato9447 4 года назад
I wouldn't say it's terrible, but it is definitely situational. I literally just started a brand new nightmare Zone prior to this video and I made myself take craftsmanship because I needed the barracks 2 because I don't have any computers skill or mods for outposts for beds, so in some situations, that skill can really come in handy
@JorgeEscobarMX
@JorgeEscobarMX 4 года назад
Wow, I got a new video already. I feel like a member of the community already.
@jareddavulture58
@jareddavulture58 4 года назад
Like the idea of the car chopper the most. One thing I’m disappointed about is with the car upgrades. Some look so bad ass with the spikes or big plow in the front. I wish they were actually useable. I wish the plow would knock non freaks out of the way and the spikes would impair zombies when they try jumping on the vehicle. I get that cosmetics are important, I def appreciate them, but some functionality would be dope also. The new pirate outfit we got also, why not give a bonus when using swords or something. Idk just more ideas
@Simon-lq5uk
@Simon-lq5uk 3 года назад
In a nutshell, construction makes you the god of storage. Still pretty useless lol.
@VAULT-TEC_INC.
@VAULT-TEC_INC. 4 года назад
Good facility upgrade ideas. I’m tired of “new” weapons.
@anhnguyenhoang210
@anhnguyenhoang210 3 года назад
The only time where Craftsmanship is worth its place is on a Red Talon toon, where it also comes with +2 material/day and -2 threat (equal to a lvl 2 watchtower)
@Entilzha06
@Entilzha06 4 года назад
Build Turrets :) Move facilities. You talk about which slot you use for watch towers and sniper towers based on the view. So if you could move buildings so you get a stronger unobstructed view. The base in heartland is set up so you can climb to the roof of the building and the dinosaur beside the building. What if your craftsman could build connecting bridges so you could go from your tower to the tops of other buildings in your base. I used to think the zedbuster was the best anti-feral vehicle in the game because ferals would jump on the wrong part of the vehicle and disintegrate. The impaler is even better. If you could throw on spikes to other vehicles that would be cool. Add trunk slots. Throw a canopy on the pick up trucks to stop AI characters from hopping in the back...
@jareddavulture58
@jareddavulture58 4 года назад
Also wanna add maybe communications as a skill, maybe we are able to join the network, red talon, military etc. or allow us to recruit ppl from those factions for a shit done of influence or something. There’s so much more they can add and so much depth they can include. I pray they do. The blue print is here, wish they’d just go all in!
@averyhodgins181
@averyhodgins181 4 года назад
Your ideas for the skills were amazing. How have you not been hired by Undead Labs yet
@GitGudFox
@GitGudFox 4 года назад
I'm not a programmer.
@averyhodgins181
@averyhodgins181 4 года назад
@@GitGudFox Lol
@brandonjeffery8023
@brandonjeffery8023 4 года назад
I think they should make a system where you can change the 5th skill for a hefty cost. Though that isn't exactly fixing the problems, it at least allows the players to escape them. I can't tell you how much I hate getting a great survivor just to see a skill that I either already have or don't want! God damnit Sexting, craftsmanship, and most of all those dang partial skills!! Why are those 3 out of 7 skills even a thing??!
@MrGreyGh0st
@MrGreyGh0st 3 года назад
I a hundred percent agree there such be some underlying skills to the certain 5th skills. I love your videos and why Undead Labs hasn't hired you yet to just make the game better that's already a good game but to make it better than it already is.
@brettmurphy2917
@brettmurphy2917 4 года назад
I would love to see a video on what you consider to be the god tier 5th skills that you never go without.
@GitGudFox
@GitGudFox 4 года назад
No skill would fall into this category since all skills can be gone without. You can buy everything you need with a Trade Depot and just generating influence. The most powerful skills in the game, like Gunslinging, can be ignored even on Nightmare Zone. The main 5th skills I like to have are mechanics and gardening, but that's not because they're like insanely good but because most of the 5th skills are bad to meh, and mechanics/gardening just ensure that the game's flow isn't interrupted.
@brettmurphy2917
@brettmurphy2917 4 года назад
@@GitGudFox Thanks for the reply, I was also wondering if you would ever do a video on your long term community the one you use for all the Bounty videos etc just a general look and overview on it such as skills or setups you tend to keep solid within the team and what you keep fluid for changing around in your guides etc and how aggressive the A.I gets when a community starts hitting the 100 days. Do you move from map to map with that community on a regular basis just things like that. I'm looking to make a self sustaining community that is self sufficient and has a decent mix of character builds to take to my friends maps to help them out so it would end up being a really long standing community what base and skills do you think would be best for a person who mostly ends up playing on other peoples maps like that?
@jacobpieprzyk8720
@jacobpieprzyk8720 4 года назад
I agree 200%! Also, on a side tangent, they ought to include clan affiliation more! Trade with The Network OR Red Talon! Benefits and Consequences! (How about that "computer" guy being useless after Lvl 3 ? How useful are drone strikes?)
@bigbearhat2766
@bigbearhat2766 4 года назад
It would also be cool to be able to build generic mod slots in allied settlements. Or maybe even going as far as building small facilities to eventually make an entirely self sustaining community. And to add a point about vehicle customization; even if they couldn’t make it as in depth as you’re suggesting, it would be cool if you could have either the option to put better armor on vehicles(like currently) or sacrifice the extra armor for some spikes or other offensive capabilities in order to be able to actually slam into juggs and do serious damage. I would love to have some crazy mad max cars with dead zombies impaled all over them.
@Jon-xj3hz
@Jon-xj3hz Год назад
I recommended a while ago expandable base borders where you can upgrade the size of the base by expanding its territory or making sub territories around your base and maybe it gives you more base slots for things
@GitGudFox
@GitGudFox Год назад
Yeah I think Undead Labs needs to just ditch base limitations and allow infinite base building. It makes SoD2 feel obsolete when you see how other zombie games do it.
@jordith01
@jordith01 4 года назад
And if UL just 'doesn't have the manpower' for some of your very nice ideas, at the VERY least, as you said, if craftsmanship could delete or half the material upkeep cost, that would INSTANTLY make it not a throwaway skill. Having a community member who acts as a staging area is a game changer for the construction skill. Moreover, maxed out construction skill should offer the ability to create level 3 sheltered beds, giving 4 beds and a mod slot in a small facility slot but without the morale penalty of the Red Talon barracks. The art team for UL are already cranking out graphics for new weapons, just put up a couple of bunk beds with some set dressing and boom, there you go, level 3 sheltered beds. As for the forge, if the team can't 'afford' to create any new game mechanics, at LEAST have the forge passively generate parts or half the part cost for all part-consuming actions. Need to make some ammo? The part cost is now negligible, and it makes SENSE. If you have a forge, you could make shell casings out of practically any common metal if you had to, and since you brought up the Bounty Broker, here's my idea to add onto yours that would be less labor intensive for the dev team: Sacrifice any weapon to the forge and you can "Reverse Engineer" it so it can then be created at the forge, so if you have lots of materials and parts but not a lot of influence, you can make a bunch of Bounty Broker weapons and outfit your community with the good stuff. UL definitely had one idea of how to make the game and it ended up being something different than what they thought, but it's not too late to fix it.
@benpeters9851
@benpeters9851 Год назад
Imagine if craftsman forging armor for your character? Like the mechanic armors the vehicle. Or armor your base. Spikes. Something.
@GitGudFox
@GitGudFox Год назад
Armor would be great, a big missed opportunity in State of Decay 2. Both Project Zomboid and 7 Days to Die have armor.
@MrRyan360
@MrRyan360 4 года назад
The things you've talked when the you compared SoD with others zombie games, you really understand the game. In SoD twitter, there are people asking for pvp and even battle royale in SoD 3. These people are crazy, SoD is about survive the apocalypse...
@jesselee2792
@jesselee2792 3 года назад
Soundproofing should be an aspect of craftsmanship and also reinforcing the base doors or fence like you said or create barbed fence to damage zombies over time.
@Irish1Eric
@Irish1Eric 4 года назад
Spot on. I actually don't think i ever recruited anyone with a Construction skill. Not sure if i have one in my pool either.
@Tonyscarface04
@Tonyscarface04 4 года назад
I personally think that youd do well as a game developer You seem to know what your doing And you come up with some awesome ideas. All of these ideas are things that sound like they would be awesome as hell in State of Decay
@tones9_6
@tones9_6 4 года назад
I like the gunsmithing idea but I think it be cool if it let you mod/upgrade the weapon for example make and ar into the raider version or the 1911 into the full auto version. Most of the those weapons descriptions already mention how crudely modded the weapons are
@tones9_6
@tones9_6 4 года назад
Or even included the ability to make weapons the sighted versions
@FreedomFighterEx
@FreedomFighterEx 4 года назад
I used to thought Construction would be somewhat important because like you said, someone with a knowledge of repairing, maintaining, and building a structure going to be somewhat important in a world left in ruins and you're going to rebuild it. Metalworking is ok-ish for Mastercraft weapons but it been render obsolete when UL introduced the nonsensical Bounty weapons. I can't believe many advanced facilities don't even require a knowledge of Construction. Tier 3 facilities should require Construction instead. You just can't fully utilize tier 3 facility without a specific knowledge. And maybe, Construction should give a discount on daily upkeep since you have a guy know how to maintain your stuff now.
@brandonhascup2769
@brandonhascup2769 4 года назад
The only thing it would be cool for is if you have 100 fuel storage you can get it to a point where you are gaining more fuel then you spend a day and therefore you can be that town or maps fuel supplier much like there are the alcahol Stiller's or doctor groups
@Ratonmaicol
@Ratonmaicol 4 года назад
Yeah you are right i never realized ive never ever chosen someone who has craftmanship
@rtrt257
@rtrt257 4 года назад
Very well thought out ideas. Undead Labs should hire you
@ibukondo3657
@ibukondo3657 2 года назад
This is the kind of suggestions I wish the modding scene was full of, rather than mods like "no plague juggs" and "player invincibility" with the occasional good overhaul.
@darkosdreamers1169
@darkosdreamers1169 4 года назад
I was hoping just for smarter ai for the zombies. But damn your right only time i really car about craftmenship is when im playing dread zone.
@jamesproimos
@jamesproimos 4 года назад
The problem with the management layer in state of decay is that it doesn't matter at all. I've spent a lot of time theorizing and min-maxing in this game, but at the end of the day it really really really doesn't matter what you choose.
@GitGudFox
@GitGudFox 4 года назад
That's why the game needs to be "harder" but not necessarily in the sense of even more zombie numbers who do even more damage. It needs more management challenges.
@jamesproimos
@jamesproimos 4 года назад
@@GitGudFox Despite not mattering, the game DOES do a great job of making my choices FEEL difficult and meaningful. I really enjoy trying to min-max my bases and try out new configurations and survivor skill combos. But you are right, the management and the action parts of the game need to match up in a more meaningful way. The game is two fun games that don't quite operate in tandem. Edit: or I guess its not so much that they don't operate together (they sort of do) but like you said there are no management challenges. My base never actually needs to become self sufficient or well managed as it is just a place that provides buffs/tools for the action part of the game. By the time I run out of places to loot and would need to rely on my base to provide things, the map is over and I can just move on.
@GitGudFox
@GitGudFox 4 года назад
Oxygen Not Included handles management really well since there isn't really any combat. You progress through the game much slower than in SoD2. They have management challenges in a lot of ways. - More people means more manpower but more oxygen consumption - There is an early game source of oxygen that is limited, and you have to migrate into more sustainable sources of oxygen through expansion - Hostile pockets of the asteroid have atmospheres that must be decontaminated before they can be safely excavated - Power plants generate lots of electricity but eat up limited resources and generate heat that must eventually be dealt with - You can choose man made but powerful options that consume huge amounts of resources, or you can go organic for less powerful, but more sustainable options Basically, everything you do always has some kind of a negative draw back that builds with other negative drawbacks in ONI. You need more manpower? Recruit more guys... but now you have more mouths to feed and oxygen breathed... and CO2 gas exhaled that will accumulate at the bottom of the base. Power plants generate more power than having someone run on a manual turbine, and they don't occupy the manpower to run on it, but they use up things like coal, generate lots of heat and puff out a lot of CO2 that you have to find a way to deal with. You can grow cheap food to sustain your guys, but as they level up, their demand for better living conditions increases... and crappy food lowers morale... so leveling up your guys increases your pressure to get higher quality food and living conditions. You see? The key is always push and pull. Cause and effect. That's what SoD needs. It needs less just... good things that are automatically good and only good such as Amenities. It needs more counterbalance.
@twitch7515
@twitch7515 Год назад
I like the idea of needing construction to modify bases in any significant way. Any ol putz can drag a Bowflex into a room and call it a home gym or line up some bottles and call it a shooting range, but to build kitchens or workshops or upgrade basic planters into a multi-tiered garden paradise with a veranda? That takes skill. If I had my way with more active enemy enclaves raiding the base and outposts, the Craftsmanship goobers would be very helpful with repairing damaged walls and equipment. I never use a Forge. The weapons are lame but I'm okay with that. In my experience, weapons made at someone's home hobby forge don't hold up as well as a knife made by professionals with professional equipment. I understand that some artisan weapon engineers can do better than mass produced alternatives, but they're so rare that I wouldn't expect to find one in an apocalypse, especially if the forge was built by a random collection of putzes with a duffel full of duct tape. If weapons were scarce in the game the forge would make more sense, but I'm content with the Workshop add-ons. The closest thing I'd take for any kind of weapon smith would be adding nails or barbed wires to bats. Any kind of buff to weapons could be done at the workshop. I'm also a fan of removing the Staging Area and having a Construction worker passively speeding up base building and reducing the cost of materials and parts used by base features. Personality traits like "OCD" or "highly organized" can increase storage space by virtue of some people organizing oft-used materials so that they don't get lost, stolen, or wasted. Part of upgrading your base's clinic, for example, involves unpacking medical supplies and making them readily available. Having loads of sutures, saline, and pressure bandages doesn't mean anything if they're in a box that is under two other boxes somewhere in storage. Space for medical supplies should increase as the clinic is upgraded with new shelving units. I do like the mini fridge add-on that improves with power, assuming you don't have a better add-on. Hopefully SoD3's snow/weather mechanic requires more fuel to keep the base warm. That might make larger storage capacities more relevant in an effort to stock up for the winter. A game mechanic that I think could be spread to all of the professions are bonuses to profession-related weapons. Craftsmen should get Ease of Use and Durability bonuses to claw and sledge hammers. Carrying those weapons shouldn't impose the normal weight/encumbrance penalties because they're so comfortable with those tools. The same could be said for the kitchen knife and cleaver for those with the Cooking skill and wrenches and screwdrivers for those with the Utilities skill.
@GitGudFox
@GitGudFox Год назад
Yeah, I feel like construction is so heavily underutilized since advanced knowledge of construction is like far beyond what DIY projects are capable of.
@BradyRay_333
@BradyRay_333 Год назад
I always enjoyed fortifying my outposts in the original game. It would require too much work to implement, but I would like it if Construction allowed fortifying outposts and Engineering allowed us to trap them (similar to the original game).
@darklinkx2222
@darklinkx2222 4 года назад
All these ideas sound like a lotta work, but the work would be worthwhile in the end
@gregconen
@gregconen 4 года назад
Some of them would be, but not all of them. Increasing parts yields in the forge and improving the existing forge-produced weapons is just changing numbers, that should be easy.
@NaturallyNatalya
@NaturallyNatalya Год назад
Awesome job! Love these ideas
@hugoson_
@hugoson_ 4 года назад
What do y'all think of the scouting skill now that the update allows you to see all of the loot in the houses much easier??
@wranglergirl5
@wranglergirl5 4 года назад
hugoson757 part of me reallly loves it, cuz my God I have wasted a lot of time looking for that last one. But then the other part of me hates how it breaks the immersion and realism.
@ehunter1196
@ehunter1196 3 года назад
I love how there was so little video to show off craftsmanship that fox had to move on to showing Dead Island
@GitGudFox
@GitGudFox 3 года назад
I do that for a lot of these kinds of videos. It's actually how I scout out interest in other games when people say "hey what game is that?" or "you should play that."
@ehunter1196
@ehunter1196 3 года назад
@@GitGudFox Dead Island is one of those games that while it doesnt have a lot of polish compared to other games, there's just something about the gameplay that draws you into it
@alheimianservant1499
@alheimianservant1499 4 года назад
I agree about the gunsmithing part, and maybe you could find gun blueprints in gun shops maybe.
@Snoogen11
@Snoogen11 3 года назад
This is the same attitude I have towards influence. There is no point is saving it. If you don't spend it, it's worthless. Buy outposts, buy bases, buy supplies, buy community members. Resources are valuable BECAUSE they are USEFUL, so find a use for them.
@rooney1155
@rooney1155 4 года назад
Git Gud Fox. As always, I appreciate your deep down analysis of State of Decay 2. It’s not something many RU-vidrs do with video games. I am curious, If you are experiencing a lot of game breaking bugs since the last update? If so, what are your thoughts on how the game has become increasingly more buggy? I only say this because I have had so many game breaking bugs in may main community. For example, I received a mission were the bounty broker asked to join my community. I declined, yet he still showed up in a leopard suit like a boss and joined anyways. He is invincible and cannot be exiled. Also, I went to complete the last mission for the trader legacy and the enemy attacking enclave ran the opposite direction. When I followed, the game stated “leaving mission area.” Game is almost unplayable and I am on Xbox.
@walterwhite8477
@walterwhite8477 4 года назад
I have a bug where I'm permanently stuck in a community locker on outpost if I leave it before the outpost has been made, which means that I can't exit it so I have to restart my game.
@Djustin77
@Djustin77 Год назад
So true! I agree wholly! just noticed this video was 2 years old. Did undead labs ever did anything to the forge or 5th skill traits?
@GitGudFox
@GitGudFox Год назад
Lol no. It's still the same as it was.
@scumbagskully8755
@scumbagskully8755 13 дней назад
I hope devs are taking notes for state of decay 3
@brodemonz
@brodemonz 4 года назад
Yeah I never understood why they gave us a base with that amount of fuel storage. It makes no sense. I would have liked an outpost that was a garage where you could store your vehicles. That's the storage that we needed.
@bobbymills1940
@bobbymills1940 4 года назад
You got some great ideas. If undead labs doesn’t get to implement them,it could be some damn good mod ideas
@fluffybluefastboi103
@fluffybluefastboi103 3 года назад
Is it too weird to say I like your voice? You just have a good voice for video discussions like this, and honestly I just think your voice is really cool Again, not trying to be weird 😂
@mitchellparis8731
@mitchellparis8731 3 года назад
You sure do like his voice huh? 🙄😳
@fluffybluefastboi103
@fluffybluefastboi103 3 года назад
@@mitchellparis8731 Y e s
@Entilzha06
@Entilzha06 4 года назад
I was just thinking with a finite number of community members 9 is it? I would rather have 2 members with chemistry or medicine then 1 with craftsmanship. So then I'm thinking what if craftsmanship allowed you to expand your community because they're making more space and then SOUNDPROOFING. Why in the hell isn't soundproofing or zombie threat reduction tied in to craftsmanship or engineering or construction. Hell zombie threat reduction all by itself could make this an awesome 5th skill
@thekdawg6606
@thekdawg6606 4 года назад
For all of the reasons you stated, Craftsmanship is bad. I won't auto disqualify someone if they have it, so long as I have my main bases covered. I don't mind craftsmanship being bad, but I would like the forge to make better weapons also for the reasons you stated. I think it's probably extremely hard to balance a game like this, and more hardcore players like you and I can get pretty annoyed that it isn't exactly the game we want... but it's also pretty damn close to the game we want.
@metalmayhem3622
@metalmayhem3622 3 года назад
Its amazing to me. I really enjoy this game, but while playing it, I always have this underlying feeling that they could have done more. My feelings are usually selfish though? Like, I wish I could build more outposts/expand my base more, but I know the game isn't really balanced for that (I just want something to look forward to after I've moved into my "final" base)
@GitGudFox
@GitGudFox 3 года назад
I think it's because Undead Labs aren't as ambitious as they could be with SoD.
@grking01
@grking01 4 года назад
Fox started preaching! UL you better be listening!
@wyattmontgomery2968
@wyattmontgomery2968 4 года назад
I agree with all of that, undead labs should hit you up for sod3
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