PC V3.0 Sandbox Siege Sneak Peek

You can suggest anything you like. Maybe they will add it, maybe not. But I won't see a point. As Roland said, having them jump now would be good just for its own sake. But worrying about it they jump over a row of spikes to land in another row of spikes doesn't really add anything, imo. Of course, you don't even bother signing spikes into the ground. Zombies go through them when placed on the ground just fine unless you have a lot of gaps. As I said, for a crafting base, a couple at each corner will pretty much kill any screamers. You don't even need more than a couple per corner and you won't have to deal with them, at least until they are radiated.
 
Not for me. Frankly having to spend the time and effort to dig all that dirt and farm all that wood, means I would do it in stages (if I decided to do it). Double the effort necessary, and it becomes an even more relevant choice. Do I spend more time doing jobs and exploring, or do I dedicate half a day to fortify my base?

That's also what i like about it: you get a feeling of accomplishment, but you have to work for it.

That is the quintessence of survival. If you're dedicated and smart you'll always arrive to a point where you find a way to neutralize what formerly you considered a danger. But you have to work for it.

I don't get people saying. "Oh, but that is easy to counter, so it's useless to have it in the game." - nothing more wrong.
Then remove water survival, and after that remove hunger, and then maybe remove biome hazard since you know how to build gear to counteract it. No, no, no. You have to EARN it. STAGES of survival.

So take your shovel and dig that big ditch ALL AROUND and then take your axe and cut ALL the wood you'll need and craft and place all those ■■■■ wood spikes to fill that ditch. Screamers won't be an issue anymore and you can work uninterrupted if need be.

Your argument seems to rely much on the size of your crafting base in my opinion. Have a small base and a 1 wide ditch is easy and only a 2 wide ditch would give you some sense of accomplishment. Have an even smaller base and you would need a 3 wide ditch for a good effort to result proportion. Me, I use POIs as crafting base, I already get doubts about doing all that work making a 1 wide ditch.

In my current game I did have no defenses at all until I was in the winter biome and my base there got some half-serious damage. Then I added turrets. No ditch anywhere
 
Hello Fun Pimps Team,

Greetings again from Germany :)

I'd like to share my thoughts on the quest types!

1. A mining quest: where you have to travel to a specific area and mine a particular resource.

Of course, there should be some unpleasant surprises.

And you have to hand over either half or all of it to the trader!

2. A farm quest: where the trader demands 100 potatoes from me within a certain time. (This could be implemented as a mini-quest that can run alongside other activities.) The reward shouldn't be too large!

Thank you for your attention. My friends and I are really looking forward to version 3.0.

Cheers
 
Hello Fun Pimps Team,

Greetings again from Germany :)

I'd like to share my thoughts on the quest types!

1. A mining quest: where you have to travel to a specific area and mine a particular resource.

Of course, there should be some unpleasant surprises.

And you have to hand over either half or all of it to the trader!

2. A farm quest: where the trader demands 100 potatoes from me within a certain time. (This could be implemented as a mini-quest that can run alongside other activities.) The reward shouldn't be too large!

Thank you for your attention. My friends and I are really looking forward to version 3.0.

Cheers

I feel like both are easily exploitable unless they can single out harvesting vs picking up ressources.
 

Note from the Super Mod
Users have (quite understandably) been excited to see this new sneak peek from TFP. But they didn’t have a thread in News & Announcements to talk about it, so it was overshadowing discussion of the latest V2.6 Experimental release. To remedy this, I’ve split the discussion off to its own thread.

This is, for now, not a formal 3.0 dev diary, because the one sneak peek is all that’s publicly known about what the “V3.0 Sandbox Siege update” is. I anticipate this thread may evolve as more information comes out about future major releases.
Would be cool if there was a randomize button for all those options. Surprise surprise.
 
@faatal

Hope things are going well with development i got a few questions about one aspect. And i may be miss remembering but its about the learn by doing/items

From what I remember, madmole was talking about the combine system coming back and make things like cooking pots have quality levels. Will these quality levels be applied to other things in Game that don't have them as well like

(Weapon mods, workbench mods, etc)
Combining has made great progress. I actually did the new code for it and appears done on my end minus any additional bugs that may surface.

Items now have stat choices in xml with rules and randomness. Item values have a list of added stats and combining two items merges their best quality level, stats and durability. The UI highlights these boosted stats and you can preview it before completing the combine. It is also backwards compatible, so old items without boosts can be combined with newly acquired items that have these added stats.

Designers are working on adding all these stats to items.
 
The gist of Faatals message is in my opinion just that: The sandbox option is the work of 1 person and doesn't interfere with the work of other developers

What it doesn't mean is that 3.0 will only have the sandbox option. There were other changes promised after the ■■■■storm and some of them will likely be in 3.0 as well.

AFAIK before the number change a 2.7 already was planned that would as well have no bandits. Now the new 3.0 is the old 2.7 and both would have likely released at the same time. Just the number is different
Correct. There are other features planned for 3.0.

We are not planning on a 2.7 as that is now called 3.0. There should be 3.1+. There should be a 4.0 and 4.1+ this year as 4.0 is already in development.
 
@faatal

I created a crafting base completely surround by wooden spikes that I put in a ditch I dug all around.
Well, since I'm completely surrounded, the AI will run to me and simply fall in the spikes and (mostly) die.

Would it be possible to make the leaner / lighter zombies to "see" that the spikes are only one block and have them jump over them?
If that's possible it would be cool and add variety to the behavior of different types of zombies in my opinion. :unsure:
It could do that, but all AI work is currently going to bandits.
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Hello Fun Pimps Team,

Greetings again from Germany :)

I'd like to share my thoughts on the quest types!

1. A mining quest: where you have to travel to a specific area and mine a particular resource.

Of course, there should be some unpleasant surprises.

And you have to hand over either half or all of it to the trader!

2. A farm quest: where the trader demands 100 potatoes from me within a certain time. (This could be implemented as a mini-quest that can run alongside other activities.) The reward shouldn't be too large!

Thank you for your attention. My friends and I are really looking forward to version 3.0.

Cheers
We are planning on more quest types in a future major release.
Thanks!
 
In regards to game options can we please get
  1. Turn off Sleeper Respawn
  2. No repeat POI missions (one and done)
  3. No Vehicles
I passed it along.
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Would be cool if there was a randomize button for all those options. Surprise surprise.
There are some crazy settings in there, so I predict mayhem!
Also passed it along.
 
Hi @faatal,
I'm pretty new to the game and I'm really enjoying it, I love it!

I'm currently playing it on console and alone, but I have a question about multiplayer.
Will there be any changes regarding loot in multiplayer in the future, because right now only one player gets the magazines and loot.

Greetings from Germany
 
I still petition to have real stoves for our bases! That campfire to cook on does not fit my posh Winter Mansion at all! So, I stick them in the big fireplaces I build...but my "kitchen" area having one just ruins the aesthetic! lol

Stoves with add-ons like Stock Pot, Skillet, Grill Pan, etc.
For now you could do this.

Working Oven Decoration: Put Campfire upsidedown advanced rotation and place a wall oven ontop campfire by setting it 1 block infront, then add a plate counter hole and an offset range hood ontop.

Paint Scheme = Garage Door Sides, Rusted Metal Top.

oven01.jpgoven02.jpgoven03.jpgoven04.jpgoven05.jpgoven06.jpg
 
Hi @faatal,
I'm pretty new to the game and I'm really enjoying it, I love it!

I'm currently playing it on console and alone, but I have a question about multiplayer.
Will there be any changes regarding loot in multiplayer in the future, because right now only one player gets the magazines and loot.

Greetings from Germany

cooperative players have lots of advantages (sharing of xp, magazines, individual trader rewards, combined combat, faster questing, spezialisation), the game is much easier in a group. Co-op doesn't need more buffs.

If you want to play co-op, look for friends or cooperative players who let you share the loot in POIs. What my group does for example is that in every POI someone else has first pick of the final loot chests, then everyone else gets at least one of the other containers. If you play with players who can't cooperate, don't accept it, look for different players who can.
 
Correct. There are other features planned for 3.0.

We are not planning on a 2.7 as that is now called 3.0. There should be 3.1+. There should be a 4.0 and 4.1+ this year as 4.0 is already in development.
great...when are "we" going to find out what THAT means?
to be specific...what number is Bandits now going to be? since story is being developed at the same time does that mean that Bandits will be (for example) 5.0 and Story becomes 5.1?
 
Tried a few more options related to what shows up on your HUD and was really enjoying the uncluttered play. It really made utilizing my map a lot more important. There are a lot of new simple toggle options that really impact the game in a big way. 3.0 is going to be a huge hit especially for console players who haven't been able to mod their game.
 
great...when are "we" going to find out what THAT means?
to be specific...what number is Bandits now going to be? since story is being developed at the same time does that mean that Bandits will be (for example) 5.0 and Story becomes 5.1?

Isn't it obvious?

Before: Bandits would be released in 3.0. But release date of 3.0: Whenever it was ready. Meanwhile they would have released 2.8 , 2.9. , 2.10 ... until bandits are ready.

After: Bandits will be released in a currently unknown release number. Release date: Whenever it was ready. Meanwhile they will release 3.0 , 4.0. , 5.0 ... until bandits are ready.

Why did they change the numbering? Because the changes that will be included in the coming updates seem too big for a minor number increment.
 
Isn't it obvious?

Before: Bandits would be released in 3.0. But release date of 3.0: Whenever it was ready. Meanwhile they would have released 2.8 , 2.9. , 2.10 ... until bandits are ready.

After: Bandits will be released in a currently unknown release number. Release date: Whenever it was ready. Meanwhile they will release 3.0 , 4.0. , 5.0 ... until bandits are ready.
no...it is not obvious
 
Honestly, this change to version numbers is dumb. But whatever. I haven't supported their version numbers since 1.0, so it really doesn't matter what they do with them. Upset players, confuse players... it doesn't matter anymore. They'd have been better off using something like 2.5.1 and minor updates change the 3rd number, larger updates change the middle number, and then you keep bandits at 3.0.0 and story at 4.0.0. It wouldn't hurt anything and would keep versions for bandits and story where they were originally. Fewer upset or annoyed people, less confusion, etc. Oh well.
 
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