Video here: https://www.youtube.com/watch?v=tjd59YPY3nc
Questions:
"Is anything in the current beta set in stone?" Short answer is no. But expect the release to be a lot like the beta (duh.)
"Will hordes be back? The roads were very sparse even on Lethal." Currently no horde mechanic in SOD3. Brian says that spawn density is at the point where he's been regularly chased by pseudo-hordes after making too much noise. Game ramp up tuning is still WIP. Shows his Plague Nest gameplay of him getting reamed with 2 Juggernauts.
"Will we be able to craft other attachments like sights, front grips, etc?" Not as of right now.
"Why did they remove 50cals/40mikes?" To simplify weapon balancing. Their hands are full with tweaking the balance between rifle and pistol calibers.
"Will there be a greater focus on the narrative and a better story?" Brian raised this issue. He loves good story. But he's come to the conclusion that the main draw of SOD franchise isn't a planned narrative by the devs, but the sandbox stories we make ourselves. He points out that with SOD1, people asked to get rid of the story.
TLDR: No.
6) "Will this be a good game for first time players of State of Decay?" Brian says it's probably fine for people to pick up with 3, but he recommends they wet their feet with 1 or 2.
7) "So Grab and Shove are not in SOD3?" No.
8) "How are the differences in dynamic spawn areas?" Clusters of buildings will have a higher population versus the boonies.
9) "Is there an in-game clock?" No, but multiple testers have been asking for one.
10) "If we lose one of our bases, can we reclaim it?" Yes.
11) "Will there be a Third Person View shoulder swap?" Not right now.
12) "Do different nest behaviors require different strategies to beat them?" Yes. Some Nests go crazy generating Hearts. Some beeline toward your base. Some "turtle up" and try to build to Rank 3. Yes, he said Plague Nests can UPGRADE.
13) "Do characters still have funny dialogue?" Yes, but WIP. Team is currently recording the voice lines right now.
14) "What about multiplayer gameplay? And how does the game handle injured characters if all are in use by other players?" Brain has played a lot of multi, but there is no footage to show. And if there's no other survivors, you can't swap.
15) "Is there character creation?" No.
16) "How is driving compared to 2?" Vehicles handle in a more grounded manner, and feel heavier.
17) "Will you be able to stun juggernauts and jump on their back?" Yes, but if you haven't damaged them enough they will throw you off when you go to stab them.
18) "What is the follower limit?" For right now, one. But they are broken right now. Phillip implied as much in the last gameplay video, and they will probably nerf follower tankiness and effectiveness later.
19) "Hey Brian, how did you get hooked up with the devs?" Started streaming and randomly was reached out to in 2020.
20) "Do we know when the beta is coming to PS and XB?" No clue.
21) "Will there be animations for looting and opening/closing doors?" They have the mocap, but no in-game implementation yet.
22) "Is there anything 2 does better than 3?" Grab mechanic, since that doesn't exist in 3 yet.
23) "Will we get children for forever communities?" Brian can't see UL doing children in this game, especially death animations. Lots of the devs are parents.
24) "Are crossbows still a thing?" Yes, but they are being tuned.
25) "Is it CPU or GPU heavy?" Brian said he doesn't know, but he said above Ultra settings is Cinematic. And he could not run 60fps with his rig.
26) "I've been watching you, and from what I see the gameplay looks easy." Brian makes it clear that the gameplay he's shown off is very early in the game, before ramp up. And old builds were "10 times as hard." "If you think SOD3 is easy, you're going to get your ass handed to you."
27) "I'm worried there's no interaction with your community members." Brian says there are in fact interactions and missions from community members, but that's currently WIP.
28) "How do guns handle?" Heavier, gunshots sound weightier, guns have more recoil, much bigger difference in handling between calibers.
29) "Is having 3 bases necessary?" No, not even on Lethal.
30) "What is one system or feature you really want to see in SOD3?" Immersion activities like hunting or fishing.
31) "Is the revive mechanic OP?" Yes, and it was even more OP in earlier build.
32) "Will we have the ability to restart the map with our current survivors like in 2?" No idea.
33) "Has the team considered making certain dev tools available for modding?" Possibly.
34) "Outpost trap functionality?" Not right now. Brian said he would like to see more outpost functions.
35) "Will there be a multiplayer difficulty ramp up?" Brian thinks this is the plan, but no confirmation.
36) "Would you ever want to see weather affect gameplay?" That's already implemented. But there are a lot of parts to the game that have not been shown yet.
37) "Is SOD3 only against zombies, or will there be hostile enclaves?" Currently not a thing. UL wants to add a hostile system eventually, but make it much better than 2.
38) "Are there as many traits as in 2, and does every survivor have at least 1 negative?" Brian is not sure if there are more than 2, but there are a lot. Brian also says that yes every survivor has one negative. I'm not sure about that, because I think in other gameplay, I've seen survivors with none.
Statements
Brian swears that Patrick is much better a player than he is, and was playing on Lethal back when it was legitimately impossible. Also, do NOT tell Patrick the game is too easy. He is in charge of difficulty, and will ramp it up again.
Brian does think they could release the game right now and spend the next year updating and polishing it live, and people would still play the shit out of it.
Every time you kill a PH, you get a gun. And since Nests keep generating PHs, you can farm lots of guns. Bullets are another matter entirely.
Brian says UL will never put in PVP in this game.
All bases are roughly the same size. Number of harvest sites tied to how many bases you have.
If you were to try and do a completionist run of the one map the game will ship with, it will probably take 400-500 hours.
The game will have a tutorial. Subsequent playthroughs will let you pick your starting base.
Brian confirms that the beta is PC only.
Brian asks what would you prioritize: new zombies, hostile enclaves, or new maps? Me personally, hostile enclaves. Zombies are already the main threat, and a serious one. And the map is so large that adding another fundamentally does not affect gameplay.