What's the first thing you got rid of with V3?

Other notable options:

Jar return off
Dew collector... I mean jar fabricator input 0%.
This gives the dew collector a purpose, whereas otherwise its useless in the game vs just filling your jars at any water source.

Rage Mode 0%: No more cheapshots from zombies attacking with 0 animation. Makes melee viable. Previously could keep enough distance with spear or staying at the very edge of range with sledge / club / baton, but would still get hit once in a while. Now only get hit facing multiple zombies which happens a lot more because of:

Zombie density very high: man, they just keep on coming. I love being able to change this in vanilla without having to try to do it in the xml. You have to have eyes in the back of your head as they will sneak up on you constantly especially when fighting 1 in front of you. As much I'm loving this I may actually turn it down to high as its safer inside tier 1 and 2 POIs than it is out in the wild.
 
Removed Trader POI quests, kicking Rekt out into the burnt forest, Digging got disabled by necessity.
I don't mind the idea of digging. But execution was terrible when zombies dug down from the surface straight down though 40-50 meters of stone just because I made a noise 50 meters below ground. Or they tunneled from a basement a few blocks away and dug a 100meters one block high tunnel just below the surface because they somehow sensed the base from the basement they were in...
 
I enabled enemy health bar and XP gain during combat. Pretty cool option to see just how tanky some enemies are and how much actual damage you're doing. Friggin Dire Wolf sittin at 2900+ hp!
 
Yeah they should have left it where chance for screamer to spawn is at 100% heat, not 25% like they changed it to. Its why you can get them after 2 dozen shots or so with most guns. I was fine when it was at 100% heat, as it was manageable, but 25% heat as it is now? Its far to easy to hit that. Wonder where that setting can be changed, when the screamer spawn roll chance takes place, as I've really disliked it since it was made 25% heat. Most overhaul mods set it back to 100% heat as otherwise they are nearly unplayable with how often screamers would show up. Might just shut it off entirely for now, as I wanna have fun with the guns, not be punished for using them.
As Sapient6 said, heat map governs the chance to spawn. What it doesn't cover to the best of my knowledge is how many spawn. It used to be one, it was changed to two at a time somewhere around 1.0, I think. So, if you want to govern that, you'll have to change the XML manually for now.

No idea if they're planning or would consider adding an option to govern how many spawn at once. All I know is that I turned them off completely when that change was made, they were such a nuisance. Incessant combat (and headaches) is not for everyone and I'm testing mostly "not for everyone" kind of gameplay.

I'm sure they want as many people to lease and play it as possible and I think 3.0 is pretty good at catering to the more strongly felt preferences in the community. RyanX's comment warms my heart, in fact.
I would love any suggestions you think would bring a more apocalyptic/classic zombie feel to the game.
Did you set backpack crafting to limited? I personally think primitive weapons, at least, should be included in the recipes, but what's great about it is that it puts the quietus on some of the cheese, e.g. building temporary fight windows on the fly. You're going to have to get high (no, not like that) in the beginning to be relatively safe because hatches and doors and such can't be made in the backpack, so you can't just plug holes expecting to last the night and/or do your thing in relative peace and quiet.

Also, I know some people like those World War Z zombies that can outrun the wind. It presents more of a challenge in their sight for zombies to sprint; be "feral"; etc. But if you're going for a more classic zombie experience, you can turn feral sense off and not suffer the cost of zombies possibly not overwhelming you because every zombie in the neighborhood acts like feral sense is on now. (Don't know if that's a bug or what.) So, setting them to walk and at a higher spawn volume almost captures that classic zombie movie/Walking Dead feel.

PS. Setting them to walk doesn't prevent them from jogging and running on occasion for some reason -- not smell or rage mode. Not sure it shouldn't be left like that, "bug" or no. It almost feels like they have a mind of their own. If they're far behind, they'll jog or run a while, almost like they're trying to catch up with you. They won't keep it up. When it seems they're close enough to present a challenge, especially to your stamina, they'll revert back to walking. It's kind of strange, but also kind of awesome at the same time.
 
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Everything trader related.
Starting challenges puff 4 skill points.
Raised x 10 zombies manually through spawning document.
Reduced car damage to 35% so they dont break like piece of paper.
Set jar refund 100%(Why break jars m8)

Immediatly made mod for extending rifle magazines
and mod for starting with 2 honey jars per player
 
Removed Trader POI quests, kicking Rekt out into the burnt forest, Digging got disabled by necessity.
I don't mind the idea of digging. But execution was terrible when zombies dug down from the surface straight down though 40-50 meters of stone just because I made a noise 50 meters below ground. Or they tunneled from a basement a few blocks away and dug a 100meters one block high tunnel just below the surface because they somehow sensed the base from the basement they were in...

Just be aware that, as I understand it, turning off digging will stop your first scenario but not your second.

The no digging setting turns off zombies' ability to attack directly above and below them, so if you're underground and there are zombies that have detected you at the same elevation, they'll still dig horizontally to get to you.

This is why underground bases need to be built on flat land. If you dig down into a hill, zombies will tunnel sideways through the hill to get to you, even if digging is turned off.
 
Just be aware that, as I understand it, turning off digging will stop your first scenario but not your second.

The no digging setting turns off zombies' ability to attack directly above and below them, so if you're underground and there are zombies that have detected you at the same elevation, they'll still dig horizontally to get to you.

This is why underground bases need to be built on flat land. If you dig down into a hill, zombies will tunnel sideways through the hill to get to you, even if digging is turned off.
Yeah I know, had to use mods for that in A2.x so glad it's in base game.
Wouldn't mind digging zombies at all if they'd atleast be tuned and/or have options to decide how far away they can notice and start dig.
 
Digging.

I never minded zombies being able to dig, but I like making elaborate, fancy underground bunkers and I do kind of hate the way that zombies dig. They create these giant pockets and meandering paths and then get lost in them. I end up having to go find the last little snarling â– â– â– â– â– â– â–  and then try to fill it all in.

Just adding: I'm really happy with this decision. I've made Wright Residence my main base and I'm really enjoying being left entirely alone when I'm down in my laboratory.
 
Maybe a stupid question - but how do you actually remove the time from the UI? I'd like to try using only the new craftable clocks/calendars and have all players not see the time directly in the UI.
 
Maybe a stupid question - but how do you actually remove the time from the UI? I'd like to try using only the new craftable clocks/calendars and have all players not see the time directly in the UI.
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Set Show Day/Time to no should do the trick.
 
Just adding: I'm really happy with this decision. I've made Wright Residence my main base and I'm really enjoying being left entirely alone when I'm down in my laboratory.
I have spent so many hours building giant bunkers. Havent built one since before 2.5, definitely planning a new one for this version
 

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did a violent yeeting to encumbrance though since then i have also turned off finding non-gun weapons/parts in loot. turns out a LOT of what i was throwing away was clubs, batons and wraps. i've found myself with such an improved relationship to looting now that nearly half of the "bad" loot is just not there at all
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Everything trader related.
Starting challenges puff 4 skill points.
Raised x 10 zombies manually through spawning document.
Reduced car damage to 35% so they dont break like piece of paper.
Set jar refund 100%(Why break jars m8)

Immediatly made mod for extending rifle magazines
and mod for starting with 2 honey jars per player
reminds me i need to update my mini-mod that starts all players in the server with a level one pistol, 15 bullets, honey, rocks and soil....though i am finding i kind of dont need anything but the gun now x'''D
 
Adjusted
  • Jar Refund
  • Biome Progression
  • Trader Hours to Always Open
  • Zombie Day Speed set to Jog
  • No Questing
  • Death Degradation and Repair Degradation
  • No New Player Buffs
  • High Enemy Density
  • Zombie Rage is disabled
  • Workstations in the Wild at 5%
  • Low Heat Map Sensitivity
  • Airdrop Variance set to Any
  • No Challenges or Trade Routes
  • Vehicle Self Damage to 85%
  • Zombie Digging Disabled
Debating on whether to adjust trader items, but not sure yet.
 
Biome Progression. My crew and I gave it a honest go in 2.0 and 2.5. While the changes to it for 2.5 make it much better, we all agreed we didn't care for a mid 2000's MMO quest in our survival game, so it was switched off. Another wanted zombie digging turned off, which we honestly haven't taken advantage of (though perhaps we do now living in the wasteland).

Despite our disdain for biome progression, I have seen some wisdom with it. Me being able to sneak out to the wasteland and clean out police cars for massive weapon upgrades and piles of ammo is pretty broken, lul.

Think we may consider dialing the traders back for next playthrough. Left at defaults, they make intellect the best stat to main by a country mile (and it already was the strongest with its mastery perks).
 
Biome Progression.
I leave biome progression on, but turn off the major storms and temp, and adjusted
the basic storms to 3 tiers of length. The reason for leaving on the the Biome
progression for me is, the same sentiment you express about, cleaning out the
wasteland.

It gives each biome an individual environmental danger, I can make the passkeys to
extend my time in country, but mostly I just use the limited time to gather what I need
and go. Or go inside. Bonus for me I don't have skulls and difficulty, so every poi
is a crap shoot. Combined with high volume entities increasing in intensity depending
on the biome tier, it feels like survival.

I now "have" to advance in the Forest to higher that level 2, or any other biome gets me
killed. By comparison, in 2.6 I would travel 8k across a map, through all of the biomes
multiple times, to get to a certain area, and all I would need when I arrive was to cook
some food.
 
Think we may consider dialing the traders back for next playthrough. Left at defaults, they make intellect the best stat to main by a country mile (and it already was the strongest with its mastery perks).
I certainly found setting sell prices to 50% normal, restock to weekly and trader gamestage (forget the exact name but it controls trader inventory quality) to low was a massive improvement.

Changing sell prices significantly slows up your ability to make masses of cash, because of the way barter skills and items work.

7 day reset means less urge to constantly visit traders when wanting specific items, while also cutting back overall item availability from them.

Inventory quality at low means trader inventory lags a bit behind what you can loot and craft, so they become more of a last resort than a go to. Buying low quality weapons with good stars is very powerful in 3.0, so limiting that is a good thing in my book.
 
After a couple of weeks of play, I put a mod in place that reverted back to farming where the seed remains planted.

I recognize the game's farming makes a mini-game out of farming, but nobody on the server wants to play that mini-game. It takes too much time and keeps the farming player anchored to the base.

There's a "Double XP for Headshots" feature on sledge hammers that I have my eye on. A very active player with that could outstrip the rest of the players pretty fast. The extra XP isn't shared with the team.
 
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