![]() I will go help my friend for awhile with their community and then my friend will join my community and help me out for awhile. My friend and I play on two different maps. Whether you like this style of co-op, only you know, but I like it. This XP is gained by doing quests for YOUR community, not someone elses community. You will also gain full character XP as well as community XP which is called "influence." The only XP you don't gain is the XP that ranks up your community member to be a citizen of your community. You have full access to your community and inventory when you are a guest. When you are a guest, you can still hold and transfer ALL items you pick up (except rucksacks) to your own community. The quests your community has most likely will not be the quests the community you joined has. This has a lot to do with the random nature of the game in that there is not a set quest progression. You can help this community, progress through the quests, but your own quests for your own community will not progress. You are in essence, a "guest" of this community. When you join another's game, you have no control over the base or community. This is the person that builds, controls the base and builds, controls the community. ![]() How can 2 players progress the same quests when the vast majority of quests are either randomly generated or based upon your Hero selection? Unlike Borderlands that has a set quest progression, SOD2 does not. ![]() ![]() I don't think anyone would want a random to join their game and destroy their base and exile their community. Undead Labs chose a different format for co-op with SOD2 and there are clearly reasons for this that I don't think enough people think about.įor instance, I don't think there is even enough materials in a Lethal map to support 2 fully upgraded bases. Some people expect to play this game like say, Borderlands, where you can play through a campaign in co-op and have everyone's progress be updated. The co-op aspect of this game has it detractors. ![]()
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