PC V3.0 Dead Hot Summer Dev Diary

Streamers Friday evening, the rest of us Monday. Honestly, I'd happily pay to be in that Friday group — and I don't mean that as a complaint about streamers getting it. I've said this on voice chat in our Discord more times than I can count: "If I could give TFP $60 every year to help develop this game in exchange for early access to updates, I'd do it in a heartbeat." And every time, people agree. Some wouldn't do it as they feel like the $30 they paid for their game was "enough" but as someone who had been loyal to franchises like Madden, and then just been ■■■■ on by Electronic Arts with hardly any changes at all year after year---spending my $60 a year with TFP instead of EA, to get early access, would be a dream come true!

It's not just impatience either. Some of us run our own servers, and getting hands-on with experimental a few days early would let admins test settings and get a head start on polling our communities on what they want.

I never watch streamers, the whole concept of watching someone else play a game turns me off. Not yucking anyone's yum; the streamer program clearly works as marketing. But there's a whole group of us who'd rather pay to play than watch for free, and right now cosmetics are basically the only way to support this game with our wallets. Why not take our money?

I know it'd be PC-only, and that's fine. I own both. Something is better than nothing.
 
@faatal

I just thought of something. It is based on @Kalen 's post above, and @Grandpa Minion 's
earlier, and your response to @Old Crow with the Code example: AAAJABJACJADJARFBNC.

Can the new format, since it is a static string, that is generated upon configuration save, be
used as or within a Secure Hash Algorithm. To address, each one of the validation and sharing
instances. Also for cross-play and multiplayer single platform on console.

Sort of how the game already can differentiate between modded and unmodded when logging
on now.
 
Streamers Friday evening, the rest of us Monday. Honestly, I'd happily pay to be in that Friday group
That's not how it works. You apply to be part of the Content Creator Program and if accepted, you get to stream on that Friday; if not, then you wait like everybody else.
It's only a few days of waiting and the Friday release is kind of considered like a pre-release of the 3.0 Experimental as they might discover bugs that they would fix before the Monday experimental release.
 
It should not be working like that. Two of our testers are trying it now.

When you join a server, there is not a sandbox setting UI for you to even change anything. They come from the server.
Post automatically merged:


And speaking of version numbers, you will note that they have an extra digit now. 3.0 is 3.0.0. Small bug fix and tweak releases will now be 3.0.x. Smaller feature updates 3.x.0. Major features x.0.0.
I did notice that and thats interesting I would be interested to see how it goes

It would be nice if we could hide it! Someday
 
Welcome to the industry standard!
So if the middle number is changed, it's adding a feature, but it's backward compatible.
If the last number is changed it's making a patch and backward compatible.
If the first number is changed a new install is needed.

I vote for emojis, icons, and arrows after watching that.

The famous story that Gerber made a disastrous advertising mistake by sending baby food to Africa—
where consumers supposedly thought the jars contained ground-up babies because of the baby
illustration on the label

The real problem was that the area that they had sent it to, many of the people were illiterate.
So the they, removed the labels, and re-stamped the jars with a picture of what was inside. So
the 2 to 4 percent they spent on labeling and advertising . got thrown in the garbage
 
Hi Grandpa Minion,

I want to clarify that your questions were not ignored during the live stream. I answered you directly in the chat, but it's possible the response was missed as comments were moving quickly.

I also offered to continue the conversation directly because you had several questions that would have been difficult to address fully during the live stream. That offer still stands, and I'd be happy to help answer any remaining questions if you'd like to reach out.

We appreciate you joining the stream and taking the time to engage with us.

Best,
Dollie
Hi Dollie,

Thank you for responding. I appreciate you clarifying that the questions were not intentionally ignored, and I understand live chat can move fast. I also appreciate the offer to continue the conversation directly.

My main concern is not meant as an attack on Custom Mode itself. More sandbox options can be a great thing. My concern is specifically about dedicated multiplayer servers, especially PvP servers, where gameplay fairness depends on the server being the final authority.

From the 3.0 stream, several Custom Mode settings appear to affect gameplay directly: jump strength, crouch speed, stamina, gravity, damage, block damage, loot, crafting, traders, quests, progression, vehicle damage, zombie behavior, and similar systems.

For single-player, those are customization options. For dedicated PvP servers, those are server-authority questions.

What I am trying to understand is:

  1. On dedicated servers, are all gameplay-affecting Custom Mode settings enforced by the server at runtime?
  2. If a client has a local Custom Mode preset with different values, does the dedicated server overwrite those values, ignore them, or reject the client on join?
  3. Where will dedicated server admins be able to read the final effective Custom Mode values?
    For example: serverconfig.xml, GamePrefs, GameStats, world metadata, output logs, or another file?
  4. Will modders/admin tools be able to read those final effective values at runtime?
  5. Are any Custom Mode values client-local while still affecting gameplay?
  6. Are PvP-relevant values such as jump strength, gravity, crouch speed, stamina usage, damage multipliers, loot, traders, quests, progression, and crafting guaranteed to be server-authoritative?
  7. Will there be documentation or a dedicated-server setting list before or at 3.0 release so server owners can prepare?
The reason this matters is that public server admins need to validate settings, anti-cheat assumptions, balance rules, and player fairness before running a live 3.0 server. If the server owns all gameplay-affecting settings, that is good news. If mismatched clients are rejected, that is also good to know. If some values are local and some are server-owned, admins need to know which are which.

I am asking because multiplayer communities have kept long-running servers alive for years, and many of us need technical clarity before 3.0 lands. A clear answer on server authority would help PvP and PvE admins prepare properly instead of having to reverse-engineer it after release.

Thank you again for replying.
 
Does the crafting timer affect scrapping speed as well? If that is the case, would it be possible to have a separate scrapping timer setting? I'd like to be able to make scrapping instant during certain playthroughs while still having the crafting timer at normal speed.
 
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