Thoughts on 3.0?

I love it and I hope every update here on out adds a few more options to the list. Anything that will get rid of mods I am all for. I LOVE, appreciate, and am very thankful the folks who make mods. I have made a few of my own, and will use them of course if need be, but at the end of the day the less mods I have to use the better. IMO. Thanks
 
I'm quite happy with the update.

The sandbox settings are a really good start to something I hope they continue expanding on. Being able to finely tune the way you want to play the game is great, and it's nice to see a native way to do that without needing to install mods or tweak XML. Not only does that mean that console players can be included, but it's also less of a headache for multiplayer situations where you might otherwise need to get multiple people to install mods. It's clean, though it could use some refinement and better explanations on some of the options, and IMO could use a lot more options.

I'm always happy to see new POIs. One toggle I'd like to see is "no repeating POIs", either with the exception of trader POIs or with the addition of a few different trader compounds for each trader character.

As someone who likes the world to feel like it could have been a real place, the new signage system is huge. POIs with new signage feel much more unique and lived-in to me. I'm hoping they open it up to players to design their own signage.

I like the Magnitude system, though I think it needs some work in a few ways:
  • Items with Magnitude should be more valuable, relative to the number of Magnitude stats and amount of bonus they provide. One thing that I am finding in my 3.0 run is that I'm almost always buying gear from the trader because it costs the same no matter what bonuses it has and I can't craft it with stars. I'd still make an effort to buy Magnitude items if they're good, but as it stands there's almost no reason to craft an item if the version the trader has is almost always going to be superior in some way.
  • There should be a random chance to get Magnitude on a crafted item, maybe relative to how much higher your crafting skill is than the requirement to craft the item. You could then uncap crafting skills (at least for tiered, Magnitude-eligible items) so that it's worth continuing to grind for more magazines to have a chance to craft gear with Magnitude. For primitive gear this probably invites spam-crafting and will probably need some balancing factor but I still like the idea.
  • Affixes should be added to expand on the uniqueness of gear and to encourage continued looting. Maybe items can have up to two affixes (a prefix and a suffix) that each give a bonus. Maybe as a balancing factor, affixes permanently occupy a mod slot and cannot be removed, but in exchange for that loss of flexibility are generally stronger than most mods.
 
We wouldn't have 6+ yellow human sized mega sponges that are as fast as your bike being constantly spawned into POIs or thrown into your face every single day anywhere.

My 2.5 coop playthrough was ruined because of them. Nobody wanted to play anymore and called the game trash, we stopped at day 67, and they said something along the lines of "9999999999hp copypaste blue yellows with cinematic 40 fps"
Um... okay. I get it that some people may not like the two new tiers of zombies, but that's a bit of an exaggeration. I can kill both blue and orange zombies with 2-3 headshot power attacks with my spear without any issue. Unless you're pushing your game stage up far faster than your equipment, they are easy to defeat, even in large numbers. I would be far more likely to accept if you were complaining about the high damage of a rock thrown by Chuck or the incessant bees from the Rancher. But blue and orange tiers are not really much more difficult than the radiated zombies. Blue is fast but die quickly and orange have more health but still die with usually only an extra headshot power attack (2 at most) compared to the same radiated zombie. By the time you're facing them, you should be into T3 weapons (steel for melee) and should really be close to Q5-6 if not already there. Add mods to the weapons and blue and orange aren't a problem.
 
Why are there multicolored rainbow zombies now? Why are biomes artificially locked and you need to carry invisible badges to unlock them? The storm system sucks

You do realize these are all things you can now turn off, right? I also really dislike the glowing zombies, so I turned them off by setting the max zombie tier as feral.... and then jacked up zombie damage to compensate.
 
You do realize these are all things you can now turn off, right? I also really dislike the glowing zombies, so I turned them off by setting the max zombie tier as feral.... and then jacked up zombie damage to compensate.
Keep adding things nobody asked for, nobody wants and will disable either way which will turn that content into wasted resources instead of finally realising kickstarter goals like bandits. The RGB zeds were just a top priority that Bandits had to be delayed for another half a decade. Yeah. I've asked around and practically nobody likes these RGB zombies. What was the point of that spent developer time then? The issue is them wasting their time on that considering they already take more than a year to add the most bare basic features other developers would do in a single month.
 
Keep adding things nobody asked for, nobody wants and will disable either way which will turn that content into wasted resources instead of finally realising kickstarter goals like bandits. The RGB zeds were just a top priority that Bandits had to be delayed for another half a decade. Yeah. I've asked around and practically nobody likes these RGB zombies. What was the point of that spent developer time then? The issue is them wasting their time on that considering they already take more than a year to add the most bare basic features other developers would do in a single month.

Who said bandits got pushed back because of glowing zombies? Also, how much time was really "wasted"?

They're awful, not challenging, not fun and not difficult except artificially made difficult. Just saying "lol we just make a copy paste of an existing zombie, change its color then setting HP and damage to 1 000 000 in 20 minutes then bake it into the next major release" is not the solution at all to fix endgame and shows TFP has no idea what they are doing with the game.

20 minutes? I think I can live with that, especially since, as I mentioned earlier, they're very easy to turn off if you don't like them.
 
Keep adding things nobody asked for, nobody wants and will disable either way which will turn that content into wasted resources instead of finally realising kickstarter goals like bandits. The RGB zeds were just a top priority that Bandits had to be delayed for another half a decade. Yeah. I've asked around and practically nobody likes these RGB zombies. What was the point of that spent developer time then? The issue is them wasting their time on that considering they already take more than a year to add the most bare basic features other developers would do in a single month.

AFAIK bandits take so long because programming the AI so they act like humans instead of zombies with guns. Adding those zombies needed mostly work by other specialists in the team, not the programmers tasked with the AI.

Did you ask for bandits, RWG, voxels and vehicles? Nobody asked for them, they were the ideas of TFP.

By the way, could you please tell us which difficulty setting you and your friends are playing on?
 
Keep adding things nobody asked for, nobody wants and will disable either way which will turn that content into wasted resources instead of finally realising kickstarter goals like bandits. The RGB zeds were just a top priority that Bandits had to be delayed for another half a decade. Yeah. I've asked around and practically nobody likes these RGB zombies. What was the point of that spent developer time then? The issue is them wasting their time on that considering they already take more than a year to add the most bare basic features other developers would do in a single month.
Regular zombies were 100 times easier even irradiated zombies posed zero threat but now, in version 3.0, that is changing.
 
Funny no one here seems to dislike the elite zombies. I haven´t seen a lot of raging about them on steam either and steam forums usually rage about everything. I mean sure there were topics about them, but not a single one blew up to a ton of pages showing a major dislike for them.

Edit: Ah i see you started a topic on steam and had a few people agreeing. Just a few. If the dislike was as big as you say, that topic would have blown up to a ton of pages already in no time seeing that the game is having around 50K people playing these days. You got to page 2 in about 24 hours.
 
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Keep adding things nobody asked for, nobody wants and will disable either way

You aren't everybody. You aren't even close to being everybody.

Why do you feel that your opinions are so weak that you must attempt to inflate them by claiming that everybody feels the same way that you do?
 
Admittedly, the glowiness of the zombies is a little 'immersion breaking' for me.. but I, as well as many, MANY people on the forums had been asking for more zombies, or something more akin to 'boss zombies' for a long time and as far as I'm concerned, we got that in elites. Now personally, I'd like if the lighting effect was toned down a good bit and they didn't look so neon.. but I'm happy they're there.

As far as thoughts on 3.0 I think it's going to be a great update, Been waiting for stable to start up a new season I think it's going to be a blast for my friends and I tweaking the game settings into something fresh and I hope everyone else can do the same.
My one main gripe is that headshot finish mode extends into non-zombie enemies.
 
I don't seem to dislike them, because I don't see the issue worth arguing. Not because I wouldn't want better baddies, but because I find it near-impossible for us to change TFP's mind about these. I assume everyone sees what's wrong with them, so I don't need to go into detail... :P

Well that´s not the typical gamer behaviour. And as said, people don´t even care a lot on steam and we all know how steam forums usually act if they don´t like something.
 
AFAIK bandits take so long because programming the AI so they act like humans instead of zombies with guns. Adding those zombies needed mostly work by other specialists in the team, not the programmers tasked with the AI.

Did you ask for bandits, RWG, voxels and vehicles? Nobody asked for them, they were the ideas of TFP.

By the way, could you please tell us which difficulty setting you and your friends are playing on?
So are Bandits going to be the best enemy anyone has ever seen in any game? that's why they have taken soo long?
I don't think your answer helps...with expectations or TFP

Bandits have taken soo long because they have not been a priority to work on, or to finish.

We don't know WHY they have not.

I suspect it is because you can only spread faatal sooo thin. He can only work on soooo much at the same time. how many times has it been said that Bandits have not been continuously worked on? that they were not promised every Alpha? and not come to that conclusion?
 
Well that´s not the typical gamer behaviour. And as said, people don´t even care a lot on steam
There were complaints about rads when they were introduced, the slow roll to the skittle crew is predictably bad, but merely an extension of that problem. It will cause no new stir because it's what every studio ends up doing and what this one HAS been doing for a long time now - there's no nexus moment. Just the standard fare of crappy industrial decisions.
 
So are Bandits going to be the best enemy anyone has ever seen in any game? that's why they have taken soo long?
I don't think your answer helps...with expectations or TFP

Bandits have taken soo long because they have not been a priority to work on, or to finish.

We don't know WHY they have not.

I suspect it is because you can only spread faatal sooo thin. He can only work on soooo much at the same time. how many times has it been said that Bandits have not been continuously worked on? that they were not promised every Alpha? and not come to that conclusion?
The bandits will use cover, cooperate with each other, and possibly use grenades; they will avoid traps and most like lybe able to break into the player's base if it isn't properly secured.
 
The bandits will use cover, cooperate with each other, and possibly use grenades; they will avoid traps and most like lybe able to break into the player's base if it isn't properly secured.
Maybe, but, doubtful...please understand that I am not trying to rain on your parade.

What I said was true. Bandits were not continuously worked on. They have been shelved multiple times for later. A common defence has been that they were not promised for every Alpha.

I get why people have built up what Bandits are going to be...how can you wait 10 years for something that has been "not ready yet" and not think that they are trying to build a super AI?

they have not been working on them all this time.

Personally...I'll be happy if they are as good as the Scientists in Rust.
 
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