Thoughts on 3.0?

Like I said, there are those who will do challenge runs and stuff that will enjoy that variety. It isn't something I have any interest in. And I have a feeling most players aren't interested in that, though that's just a guess. Considering I think most players don't bother changing settings, based on the number of people who complain about something that can be changed with a setting.... we'll see.

Either way, as I said, it's definitely a good update for a lot of people. I always support options. These options just don't really interest me personally. The new POI are what are more likely to interest me.
Are you trying to say it's an update, but not a major update, i.e. with hours of new content, story, NPCs, etc.? That's how I feel about it. It's just a "personal preference" update PC players, at least, could accomplish with mods and slight XML changes and doesn't add any significant content to the game at all. Afic, it's still 2.7 and hardly anything "new" to get excited about. I have to wonder why it's being promoted as such. 🧐
 
If your cousin Freddy always comes late to parties and you invite him to a party, you probably won't like it and you can certainly critizise him for it, but it should not come as a surprise. And if he is late on this new party you don't need to invent theories about him having a car breakdown or having been mugged, because it is to be expected that he will be late again.
so the console gamers...who this "second" game was aimed at, who were/are not on the forums...they should have known the TFP were full of ■■■■? that's what you are saying.

Well. I will give you that it was not unknown that TFP had taken a looooooooooong time to get to THIS point.

Then they laid out that they were close to finishing the game, they laid out what looked like a reasonable achievable road map (which you are saying the road map was bull■■■■ from the word go)

Yes, sure. Because they had different plans, it is their game they wanted to make. Because any change will have at least some users who don*t like that change, always. For most games customers don't have a way to influence development at all. And early access is no guarantee or includes an obligation that a developer gives up his power to direct development to "random" players.

But you can complain about that surely. Though if your opinion is they should listen to complainers and nostalgic players then you can't complain if they had a change of heart and suddenly listen to them. Either, or. Either they have done something right when listening to the complainers, or they have done something wrong. What is it?
not going to let you twist this into a straw man argument: You have argued this same stuff with me before...remember? I do. I remember you trying to tell me that "it was just mathematically possible for them to meet the road map". now you are saying any fool should have known they would never stay on schedule.

which is it?

In my opinion they have loooooong ignored the public...they seem to only care enough to do something...when it might hurt their money.

If they were looking for a merger at that time it seems a probable assumption. But, does it really matter much? Obviously TFP didn't want to insert that development detour, they were forced by the dropping steam scores. That steam score would have been a problem whether they were looking for a merger or hoping for continued revenue.
yes...it does matter.
I have seen lots of progress. Progress that can be easily discounted with "I didn't ask for it" or "I never wanted this", but nevertheless progress, wanted at least by the developers. That "constant reworking of existing systems" is part of development that you don't see with games in closed development, but is happening there as well, at least with innovative titles.
i don't care about what happens during closed development...no player does...because they are not playing it. They are not getting used to "place holders".
But HeLLKnight didn't complain about that, this is just you adding your own complaints to the mix. He complained about the current speed of development for 3.0 and ignored past development speed of TFP and assumed that 3.0 was just some easy peasy work that couldn't have taken this long. And for that later part some knowledge about development would surely help.
BS
 
Are you trying to say it's an update, but not a major update, i.e. with hours of new content, story, NPCs, etc.? That's how I feel about it. It's just a "personal preference" update PC players, at least, could accomplish with mods and slight XML changes and doesn't add any significant content to the game at all. Afic, it's still 2.7 and hardly anything "new" to get excited about. I have to wonder why it's being promoted as such. 🧐

I’ve seen a lot of people arguing that this is an update for newbies and console players, because the settings can be modified in the XML files, etc.

So, based on that argument, why release the bandits and new assets if mods can do the same thing? I play on PC and have over 2,000 hours and I don’t see myself tweaking all those 3.0 settings. For me, the update is interesting even if it’s small.

I get that the roadmap and release dates are a mess—there are no excuses—but 3.0 changes how the game is played and its replayability quite a bit. I’m not super excited about the bandits and the story either—meh—it depends on how they handle it.


This update also touches briefly on the division within the community regarding how the game mechanics work; I felt it was necessary, even if it doesn't cover everything.
 
That "constant reworking of existing systems" is part of development that you don't see with games in closed development, but is happening there as well, at least with innovative titles.
Not for any project with a competent project manager and an actual budget.

I'll admit, I was quite unhappy when the game that I'd followed for years before purchasing suddenly had a massive shift in direction not too awfully long after I'd purchased it.

I'm resigned to it now, and mods can fix some/most of it, but I'd really like an option to get rid of magazines and make everything learned from schematics again, with not being able to repair things that you can't craft (except by combining.) Also 600 level quality and degradation decreasing item quality instead of max durability (which will be quite annoying if you're doing something that requires you to repair a tool multiple times while out in the field, namely long mining trips.)
 
So, based on that argument, why release the bandits and new assets if mods can do the same thing?
My comment is not an argument. Not sure why most everyone has to treat everything said on the Internet as an argument for or against something, though I have pretty good idea. Why release planned content? Because it's long been planned. NPCs (bandits) and story, which I couldn't care less about myself, were listed as features in the Kickstarter campaign way back when and planned for in the roadmap to finish the unfinished game. They're part and parcel of the planned, finished game, iow. The latest patch is a bunch of settings added to accommodate personal preferences, likely in the hopes of addressing that irreparable rift in the community, ntm (likely) to make the vitriol slung their way moot, though I doubt it will. They don't turn it back into a sandbox, but it's about as close as they can get without undoing years of work adding "RPG elements."

"Try to please everyone and you'll end up pleasing no one." TFP is trying to please everyone. Heck, there's already a request for a new setting atop the plethora already added. And so it goes....
 
My comment is not an argument. Not sure why most everyone has to treat everything said on the Internet as an argument for or against something, though I have pretty good idea. Why release planned content? Because it's long been planned. NPCs (bandits) and story, which I couldn't care less about myself, were listed as features in the Kickstarter campaign way back when and planned for in the roadmap to finish the unfinished game. They're part and parcel of the planned, finished game, iow. The latest patch is a bunch of settings added to accommodate personal preferences, likely in the hopes of addressing that irreparable rift in the community, ntm (likely) to make the vitriol slung their way moot, though I doubt it will. They don't turn it back into a sandbox, but it's about as close as they can get without undoing years of work adding "RPG elements."

"Try to please everyone and you'll end up pleasing no one." TFP is trying to please everyone. Heck, there's already a request for a new setting atop the plethora already added. And so it goes....
Well, that’s what most people are saying, which is why I’m bringing it up—I’m not talking about you specifically, but to me it doesn’t make sense that people asked for options to customize the experience and now everything is suddenly bad. I just can’t stop being surprised by this game’s community. We all want more content, and the bigger the update, the better, but a lot of us asked for these options. We all know that TFP is a mess with release dates and the roadmap, and that the bandits were going to be delayed—I don’t know why people are surprised. I get that YouTubers need to stir up controversy to make money, but the rest of us?

Aren’t those RPG elements supposed to be a promise too? I wasn’t around for the early versions of the game. Hopefully the bandits come out soon and everyone’s happy—and I get my option to disable them, lol.

Well, you can’t please everyone, but with the customization options, we’re getting a lot closer. Most of the discussions in the community are about small details in how the mechanics work, so it’s better than nothing.
 
but to me it doesn’t make sense that people asked for options to customize the experience and now everything is suddenly bad.
Grz, meet people; people, meet grz. :)

Most of it is probably different people; some were asking for settings / liked the ideas, others didn't / wanted something else but didn't say much.
Even some that wanted something specific, and got something close to it ... can still complain about the difference. That often annoys more than an outright "no".
And then there's the few eternal complainers, who'll post just to complain, or argue ... (just to add a category you can file me under ... ;) )
 
so the console gamers...who this "second" game was aimed at, who were/are not on the forums...they should have known the TFP were full of ■■■■? that's what you are saying.

No. I was replying to HellKnight who seems to be a forum user since 2017 and has posted about 100 messages in the forum. And primarily are talking about his post with you.

Well. I will give you that it was not unknown that TFP had taken a looooooooooong time to get to THIS point.

Then they laid out that they were close to finishing the game, they laid out what looked like a reasonable achievable road map (which you are saying the road map was bull■■■■ from the word go)

Not from the word go, not immediately, but it was obvious they didn't succeed in changing their modus operandi as soon as the first goal was missed.

not going to let you twist this into a straw man argument: You have argued this same stuff with me before...remember? I do. I remember you trying to tell me that "it was just mathematically possible for them to meet the road map". now you are saying any fool should have known they would never stay on schedule.

When they released the road map it was possible to meet the dates on the road map, just by changing how they operate. After they failed the first release date by the same time they usually fail their release dates it was obvious they kept the same routine.

Is that really so hard to understand?


Oh, we reached that level of discourse?
 
Last edited:
Grz, meet people; people, meet grz. :)

Most of it is probably different people; some were asking for settings / liked the ideas, others didn't / wanted something else but didn't say much.
Even some that wanted something specific, and got something close to it ... can still complain about the difference. That often annoys more than an outright "no".
And then there's the few eternal complainers, who'll post just to complain, or argue ... (just to add a category you can file me under ... ;) )
I don't think you fall into that category of people 😂


My point—or rather, my thought—is that people say these options aren't worth it because they could already be done via XML.


So my argument is that it would be the same for other features like bandits or whatever, since there are mods and so on.


I know there are all kinds of people out there, and some who just want to watch the world burn, but for a moment I thought these options might actually get the community to agree on something.
 
My point—or rather, my thought—is that people say these options aren't worth it because they could already be done via XML.


So my argument is that it would be the same for other features like bandits or whatever, since there are mods and so on.
Well, I dunno ... some of the new settings are "old XML edits". Relatively trivial on PC, but great to have for console. Bandits, their new AI didn't exist, so coding something like that as a mod was a whole nightmare; once there are official AI tasks for humans, at least combining those into something new could be done as XML. The difference is roughly like between filling an Excel sheet and making Excel itself ... :)

But yeh, groups are weird; to me it looks like the patch is getting a pretty decent reception overall, althou I only really follow this forum, and some JaWoodle. I don't expect a 2.0 :)
 
Easy for you, I suppose but not for me
True, true; no shade intended. I don't even want a world where people need to learn to edit XMLs. I know something of that, but I know next to nothing about .. anything actually useful in an apocalypse! :)

In a car analogy, XML edits vs bandits:
Changing tires vs swapping the gear box from a manual to an automatic - where no automatic box exists as a factory option. One might happen in a day with a youtube vid, the other will run into .. quite a few issues to even get started.
 
No. I was replying to HellKnight who seems to be a forum user since 2017 and has posted about 100 messages in the forum. And primarily are talking about his post with you.



Not from the word go, not immediately, but it was obvious they didn't succeed in changing their modus operandi as soon as the first goal was missed.



When they released the road map it was possible to meet the dates on the road map, just by changing how they operate. After they failed the first release date by the same time they usually fail their release dates it was obvious they kept the same routine.

Is that really so hard to understand?



Oh, we reached that level of discourse?
yes...we reached THAT level of discourse. I don't appreciate being ■■■■ed around. How many times Have I gotten ■■■■ed around for asking for updates on progress? for questioning the road map?

you are trying to say that because he was a long time forum user he should know TFP better...while failing to see that YOU CAN"T HAVE IT BOTH WAYS. Other people didn't know...and you seemed to have been fine with that.
you are not addressing that point...you are trying to dance around it. Just like this tap dance about "they could have IF they had just changed how they work" Jesus wept...just admit you are wrong.

I wouldn't be surprised to see this whole conversation get deleted...you are that off base.
 
Well, I lost everything I had previously written, so this is a short version of answers....
Are you trying to say it's an update, but not a major update, i.e. with hours of new content, story, NPCs, etc.? That's how I feel about it. It's just a "personal preference" update PC players, at least, could accomplish with mods and slight XML changes and doesn't add any significant content to the game at all. Afic, it's still 2.7 and hardly anything "new" to get excited about. I have to wonder why it's being promoted as such. 🧐
Yes, to me this is only a "minor" update. If this was still in alpha, does anyone really think TFP would make an entirely new alpha version for it? I doubt it. It would have more likely been something like Alpha 26.7 instead of Alpha 27. (Not sure what alpha we're basically on right now... I lost track). However, this isn't because of any ability for PC players to modify most of this stuff easily. There just isn't really much of any actually new content in here. I don't consider options as content. Sure, they can change your game, but options aren't content, imo. New POI are great, but we sometimes got those in minor versions, so they don't need a major version just for those. The few new content things that are in this version are pretty underwhelming. So... minor version. But I gave up any hope of TFP using a decent version system when they went to 1.0 for consoles. At this point, they should just call the bandit update v.B.A.N.D.I.T.S instead of 4.0. It would at least make more sense.

I’ve seen a lot of people arguing that this is an update for newbies and console players, because the settings can be modified in the XML files, etc.

So, based on that argument, why release the bandits and new assets if mods can do the same thing? I play on PC and have over 2,000 hours and I don’t see myself tweaking all those 3.0 settings. For me, the update is interesting even if it’s small.

I get that the roadmap and release dates are a mess—there are no excuses—but 3.0 changes how the game is played and its replayability quite a bit. I’m not super excited about the bandits and the story either—meh—it depends on how they handle it.


This update also touches briefly on the division within the community regarding how the game mechanics work; I felt it was necessary, even if it doesn't cover everything.
I suppose it depends who specifically you're talking about in regards to "a lot of people". My post that InfiniteWarrior was responding to mentioned it being a benefit to console players who couldn't make those changes. But my main point was not about it being easy for PC players to make the changes with mods and that's why it's not a great update. For me personally, the options just aren't significant. Any options that might have any significant impact on the game are options I'd never personally use. For example, I won't ever disable traders. And I have no reason to change what traders sell since I rarely buy from them anyhow. I don't need the game to artificially limit what is sold just to make me not buy from them and break the progression. They could offer tier 3 quality 6 gear starting on day 1 and I wouldn't buy it. I don't need handholding to ignore what the trader sells. I mostly only buy stuff that only the trader sells or the armor magazines that are so rare to get unless you "waste" points in the armor perks. Maybe I'd buy a quality 1 drone if I'm running too far behind in magazines to craft them and don't want to wait, but I wouldn't buy a higher one and would then just wait until I can craft the quality 6 drone. Now, I would change some loot abundance settings, but that isn't exactly a game changer. I'd have no reason to do all day or all night stuff. I might change the trader open hours to 24/7 just so I have a reason to do the night quests. In the past, I mostly ignored them because why get a quest that I can't do until night (and can't take others from that trader at the same time) instead of a quest that I can do right away? Changing things like damage was already possible, even if maybe not quite the same way as the options that are there now, and isn't really what I'd consider game changing anyhow. And I absolutely would never enable the Twitch stuff.

Since they didn't give me an option that I see to disable (completely remove) empty jars from the game or, at the very least, remove them from the dew collector (an apiary if they were added there), none are that important to me.

I get it... people like options. I do, too. But these options just don't matter to me. They are either not game changing or are things that I'd never do. And none of the options I'd consider using would in any way change replayability. If someone wants to do challenge runs, such as no traders, or only primitive weapons, or whatever, then sure... it's game changing and offers more replayability. How many players actually do those kinds of runs? There are many who do, but as far as percentage of total players? I doubt it is anywhere close to the percentage who play PVP, and we all know (other than GM) how low that percentage is.

But that doesn't mean the update is bad. It is underwhelming to me, but that's me.

Btw, I also have little to no interest in bandits or the story and would have been just fine with 2.x being the final "complete" version of the game. But I'll give them a try. I just hope they can easily be disabled.

Well, that’s what most people are saying, which is why I’m bringing it up—I’m not talking about you specifically, but to me it doesn’t make sense that people asked for options to customize the experience and now everything is suddenly bad.
You'd need to consider comments from the same people and not from different people. *Some* people asked for more options. Just because *others* didn't want them or don't like them doesn't mean those who asked for them are complaining or saying they are bad.
 
<
<snipped>
Honestly, some people never fail to amaze me. It's like the guy who buys from the snake oil salesman for the 30th time in a row and acts all shocked when they get scammed (again), and they lash out at anyone who tells them "you should have learned the first time". It's like they've developed amnesia or something. Pattern recognition isn't that hard. I don't typically like being this blunt with people, it's not the energy I like the surround myself with, but seriously smh. AFAIK, TFP have never hit a release date for a major release based on prior optimistic estimates, and not even close, which is fine, it just is. In addition, aside from one time (this being July), TFP have consistently landed major updates in either June or December for the past 6-7+ years consecutively. If a horse wins the race for the 8th time in a row, I know which one I'm betting on.
 
I also don't think it will add much variety to the vast majority of players. I think most players will change the settings to whatever combination they prefer and then use those same settings every game.
I think that is the main selling point. When you have people diametrically opposed to certain mechanics and you don't want to ostracize either of them or when the developers are unsure about what mechanics make for the best game experience.

So while people may pick the settings they like and leave it at least many are back on the same page about whether older features were better or not as many such changes have been added as options.

No more worrying about jars, digging, etc. Just toggle to your preferred game state.

Isn't it statistically true that on average most players never touch any settings, like ever? Just chiming in, thought I heard that from somewhere...
Problem with such statistics is that you have to know the baseline. Are we talking about settings such as volume sliders or gameplay sliders? Most games I have played don't offer a ton of gameplay settings that fundamentally change how the game is played which would be a reason why most do not change the settings.
It might be a great update for anyone who on consoles or refused to play with mods. New Pois? great. But for most of us, there’s hardly any reason to go back.

When you take a look at the official roadmap, by Q4 2025 we were supposed to have:
- Bandits
- New HUD
- Event System
- 2 New quest types
- Trader overhaul
- Story mode
- Steam Workshop support

None of them accomplished.
To be fair a lot of work was done after the massive outcry of negative reviews and comments about the direction of the game. I for one am glad they listened to the player base and understood the direction needed some tweaking. It's not to say developers should listen one for one on every idea but the general framework of the game should be fun for most and if that isn't the case rethink why that may be.

the current 3.0 sandbox was born out of TFP IGNORING complaints for years...perhaps, keeping the sale to Behaviour alive, is a better explanation as to why they felt they had to do it First.

Does he have a computer degree? I don't think anyone needs a degree to know that the constant reworking of existing systems instead of making progress towards goals that have not been met...increases how long a project takes. (from the outside) it looks like Poor management has delayed this game far more than anything else has.
To be fair it's not just TFP. Look at Destiny 2. Took them until it's closure to make it decent. Development can be difficult. This isn't to write off previous lack of community engagement, but I will say I am happy about the current direction. Sure we may be behind schedule but at least we are going north and not south.
I think they are taking a big step in the right direction with more sandbox options.

I personally hope they add a toggle with “darker nights” as it was pre alpha 20 … I think that’s quite important for the horror / survival genre to actually not be able to see a lot at night without a decent light source , right now I feel I never need a headlight and I think turning down your brightness isn’t a true fix

The real issue is a lot of players aren't asking for their screen to be darker they're asking for the game world itself to be darker so that flashlights, helmet lights, night vision, and nighttime exploration feel more meaningful

So yeah that’s one toggle I’d love to see added in the near future
I agree with a darkness setting but I still am holding out for more dynamic nights with variable darkness. Each night shouldn't be pitch black but 1 in 8 is acceptable to me.
Are you trying to say it's an update, but not a major update, i.e. with hours of new content, story, NPCs, etc.? That's how I feel about it. It's just a "personal preference" update PC players, at least, could accomplish with mods and slight XML changes and doesn't add any significant content to the game at all. Afic, it's still 2.7 and hardly anything "new" to get excited about. I have to wonder why it's being promoted as such. 🧐
I see your point. I think it's an important milestone in bringing people back to the table. Is it worthy of being a standalone update? Maybe not but it's impact is better than 2.0 for me personally. Either way it's just a number metric.
Not for any project with a competent project manager and an actual budget.

I'll admit, I was quite unhappy when the game that I'd followed for years before purchasing suddenly had a massive shift in direction not too awfully long after I'd purchased it.

I'm resigned to it now, and mods can fix some/most of it, but I'd really like an option to get rid of magazines and make everything learned from schematics again, with not being able to repair things that you can't craft (except by combining.) Also 600 level quality and degradation decreasing item quality instead of max durability (which will be quite annoying if you're doing something that requires you to repair a tool multiple times while out in the field, namely long mining trips.)
They started with a very small team and if they had completed the game 5 years ago it wouldn't be nearly as good as it is now. Is there bloat from "new ideas"? Sure, but I have enjoyed the journey.

Also I do believe they said the LBD hyrlbrid system was still in progress. So hopefully it will arrive soon.
 
If your cousin Freddy always comes late to parties and you invite him to a party, you probably won't like it and you can certainly critizise him for it, but it should not come as a surprise. And if he is late on this new party you don't need to invent theories about him having a car breakdown or having been mugged, because it is to be expected that he will be late again.
You have to work on your examples, TFP is a company and not family. Family rules give a lot of room for imperfection but here company rules are aplied. Companies that fail to deliver in time without proper reason loose customers.
 
Back
Top