They are bring a hybrid LBD!

It'll be interesting to see if/how this uncapped crafting progression system interacts with previously non-leveled items. Are we going to see levelled vehicles where my 4x4 might be faster than someone elses? Or levels to the food you craft where my spaghetti might be more efficient than someone elses. I like the idea of that depth but I also slightly phase into PTSD from the enchanting-restoration loop of skyrim lmao.
There is a whole other system with vehicles I designed where quality matters and could be specific repairs needed like when your battery degrades and is below 50% health there begins detrimental possibilities like it might not start right up on the first try and obviously when 0% it won't start at all and you would have to walk down the road looking for cars to wrench for parts. The best parts would be crafted later game most likely, or sold at traders etc. All the common drops could go wrong like tires, engine, etc making it not impossible to get back up and running.

But to answer your question yes, one man's supercharger might have a higher percentage than the others. A top quality suped up minibike should be faster than a POS motorcycle. We can't add food quality because you can't stack various qualities, but there could be a faster cooking grill crafted which speeds up cooking, or a "low heat map" smoke eating grill etc. The idea is to add stats to everything so there is no more "one and done" with crafting or looting. Mods with magnitude makes finding mods always interesting because it might be a little better than what you have, instead of an insta scrap when you find cooking pots, grills, etc that has currently one size fits all.
 
Look. I get that at any given minute a "group" of people are not happy with you guys changing direction...again. It's because you keep changing direction. These "groups" formed when they had a play style or options, and they get removed...because YOU didn't like that some very few "exploited"...or you decided to rework progression instead of refining what you had. I have paid full price twice for this game and still don't have a "finished" version to play. I like what you had to say...I just don't like that you had no answer for how long it is going to take.
Is Bandit AI being written by ONE PERSON or a team? because I am under the impression that it is the responsibility of ONE PERSON...and they have not been dedicated to just getting that done. That Bandits are STILL not game ready...and it's a year past when they were supposed to be in the game.
This isn't changing a tire. It's impossible to nail down a date on a big feature in a game with 10000 moving parts so I'm sorry but I'd rather say "when it's done" and surprise you with something, than promise some made up bs date and be 12-24 months late. Like I said our plan is to start showing some models off and later some game play. I am pretty confident the first version can drop in 2026, but I don't want to put any sort of timeline on that because it's always twice as long as you think and often 3x4 longer than you think.

The good news is we're actually working on it and should start showing content in the next quarter.
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You have over 98 Pimps there?? 😮


💀
Something like that if you count the externals.
 
We can't add food quality because you can't stack various qualities
So no future food spoil. Dammit


There is a whole other system with vehicles I designed where quality matters and could be specific repairs needed like when your battery degrades and is below 50% health there begins detrimental possibilities like it might not start right up on the first try and obviously when 0% it won't start at all and you would have to walk down the road looking for cars to wrench for parts. The best parts would be crafted later game most likely, or sold at traders etc. All the common drops could go wrong like tires, engine, etc making it not impossible to get back up and running.
This sounds amazing 👏
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with crafting or looting. Mods with magnitude makes finding mods always interesting because it might be a little better than what you have, instead of an insta scrap when you find cooking pots, grills, etc that has currently one size fits all.
This sounds super interesting. So the cooking pot will have quality and be better at whatever the item is used for. Sign me up. I would love if guns had this system were you gotta trade out parts. But that would be alot of spammed items.

Weapon mods with this would be great too
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But in terms of classic ldb..I think it could come back but its just gives you quality of life aspects like 1% increase block damage to 100% etc
 
This isn't changing a tire. It's impossible to nail down a date on a big feature in a game with 10000 moving parts so I'm sorry but I'd rather say "when it's done" and surprise you with something, than promise some made up bs date and be 12-24 months late. Like I said our plan is to start showing some models off and later some game play. I am pretty confident the first version can drop in 2026, but I don't want to put any sort of timeline on that because it's always twice as long as you think and often 3x4 longer than you think.

The good news is we're actually working on it and should start showing content in the next quarter.
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Something like that if you count the externals.
I guess I am not getting a response to the rest of that.

Given the half answer I just got... How did you ever put dates on the road map?
 
Really? I mean, I get it, but it is what it is. Unless you want a refund or some such, what is the point?
Is ONE PERSON tasked with Bandit AI? that's a pretty simple question I asked there. why is THAT important? because THAT guy was not working on Bandit AI...he's been working on everything else. I feel bad for giving that guy any grief...apparently without him the game is not getting built at all.

Madmole just gave an answer that ■■■■es me off to no end...because I have been banned a couple of times for saying that the dates were just bull■■■■ they pulled from their ■■■...just to get console gamers to buy back in...and to get on the console platforms long before they should be.

a refund? that would not cut it frankly.
 
Is ONE PERSON tasked with Bandit AI? that's a pretty simple question I asked there. why is THAT important? because THAT guy was not working on Bandit AI...he's been working on everything else. I feel bad for giving that guy any grief...apparently without him the game is not getting built at all.

Madmole just gave an answer that ■■■■es me off to no end...because I have been banned a couple of times for saying that the dates were just bull■■■■ they pulled from their ■■■...just to get console gamers to buy back in...and to get on the console platforms long before they should be.

a refund? that would not cut it frankly.
Home boy he literally said that most of them are working on bandits and it's exist. Roland got to mess with them.

But while I understand the console struggle. It's also not there fault for it. The game engine from what ive seen is kinda ■■■■. So many limitations.

Granted I don't understand how some games can make things happen on console vs others like 7dtd. But I didnt mind buying the game again. Hell I bought it three times and I got my money's worth.

Hell I wish the game was a Ps5 and Xbox X exclusive. The s ruins everything

Side note I really want/need them to cook with bandits. Ive played the new ark dlc with the npcs and they built them up and they ■■■■ing suck. They need to shake things up not be a pain in the ■■■
 
The idea is to add stats to everything so there is no more "one and done" with crafting or looting. Mods with magnitude makes finding mods always interesting because it might be a little better than what you have, instead of an insta scrap when you find cooking pots, grills, etc that has currently one size fits all.
Won't this become a massive problem with inventory/storage? Personally, I don't insta-scrap cooking pots (or anything else.) I bring them back to base and store them for when I may need them in the future (either for more campfires or crafting chemistry stations, in the case of cooking pots.)

If 5 cooking pots end up taking up 5 inventory spaces, that's going to be kind of awful. Do I have to remember exactly what cooking speed all my cooking pots back home are (I'll have at least 3)? You may say "Well in that case, you only need to bring back the 3 best ones." but that's still more inventory space being taken up when we already are fairly tight on inventory space. But then add in beakers, anvils and all the other things I'm assuming will have some kind of stat added to them, and it just seems like it'll be a complete nightmare trying to manage inventory/storage.
 
Won't this become a massive problem with inventory/storage? Personally, I don't insta-scrap cooking pots (or anything else.) I bring them back to base and store them for when I may need them in the future (either for more campfires or crafting chemistry stations, in the case of cooking pots.)

If 5 cooking pots end up taking up 5 inventory spaces, that's going to be kind of awful. Do I have to remember exactly what cooking speed all my cooking pots back home are (I'll have at least 3)? You may say "Well in that case, you only need to bring back the 3 best ones." but that's still more inventory space being taken up when we already are fairly tight on inventory space. But then add in beakers, anvils and all the other things I'm assuming will have some kind of stat added to them, and it just seems like it'll be a complete nightmare trying to manage inventory/storage.
That is a good point. Unique stats typically mean they won't stack and even if they did it would be very difficult to find the one you want within a stack. It would be fine for weapons and some other critical things but cooking pots and food would be a nightmare.
 
Home boy he literally said that most of them are working on bandits and it's exist. Roland got to mess with them.

But while I understand the console struggle. It's also not there fault for it. The game engine from what ive seen is kinda ■■■■. So many limitations.

Granted I don't understand how some games can make things happen on console vs others like 7dtd. But I didnt mind buying the game again. Hell I bought it three times and I got my money's worth.

Hell I wish the game was a Ps5 and Xbox X exclusive. The s ruins everything

Side note I really want/need them to cook with bandits. Ive played the new ark dlc with the npcs and they built them up and they ■■■■ing suck. They need to shake things up not be a pain in the ■■■
Bud I don't know WHAT Roland got to mess with...and neither do you. I suspect it was the old Bandits.
Are you not also under the impression that Faatal is the guy tasked with Bandit AI? because that has been my understanding.
Has HE been working on Bandit AI or everything else?
Again...my impression is that he has been working on everything else.
I know there are people working on the new models...the art work...the POI's...none of that means anything IF the AI doesn't function the way they keep saying they intend it to.

You may want to re read what you think he said. They don't have 98 other people...so maybe he was slightly talking out of his ■■■?

I agree with one thing you said though...they do need to make 3.0 a worthwhile release. It'd be nice if it was well thought out.

it's a catch .22...they do need time because they do not work well quickly
While I like the direction that 2.5 is going, it was not well thought out or balanced. For example...I dumped one bucket of water in a one block hole for a place to wash off smell...and have filled at least 100 jars out of it so far. soo much for water being too easy. or that the game lags and stutters worse than on launch in any size town for me now.
 
Perma degradation
Please tell me that's only for legendary items (the ones that are coming, not the purple items we have now)? I don't want to keep crafting weapons and armor over and over again, especially considering how limited the legendary parts and regular parts are.

For example simple running, jumping and other actions that require no effort but in order to balance would need a LOT of actions are best left to magazines, whereas active skills such as shooting zombies mesh well with LBD systems.
Those don't use magazines... Also, only crafting is changing.

Won't this become a massive problem with inventory/storage? Personally, I don't insta-scrap cooking pots (or anything else.) I bring them back to base and store them for when I may need them in the future (either for more campfires or crafting chemistry stations, in the case of cooking pots.)

If 5 cooking pots end up taking up 5 inventory spaces, that's going to be kind of awful. Do I have to remember exactly what cooking speed all my cooking pots back home are (I'll have at least 3)? You may say "Well in that case, you only need to bring back the 3 best ones." but that's still more inventory space being taken up when we already are fairly tight on inventory space. But then add in beakers, anvils and all the other things I'm assuming will have some kind of stat added to them, and it just seems like it'll be a complete nightmare trying to manage inventory/storage.
Yeah, that's a significant problem. If storage crates don't gain a lot more space, it's going to mean a lot more insta-scrapping of stuff that normally could just be stacked. It won't impact some things like weapons, armor, or mods, but many other things that currently stack will be impacted. Maybe it should only apply to items that don't currently stack. We don't really need a millions levels of pots and grills.

And, honestly... this neverending progression doesn't really make me think I'll play the game any longer than I do now before restarting. I have no interest in an neverending slog through enemies that keep leveling up forever with weapons and armor that level up forever so you never reach a point of being "strong" since the enemies never end up being very weak compared to you. Once I reach the point I normally end a game, I'll likely still end it. At most, I *might* stick it out one more week, though that's a really big "might." But we'll see what it ends up looking like. I'm at the point now where I just want the game to be finished, though.

As a side note, I was about to say I didn't like the idea of the vehicles having different speeds because you can't stay together that way, but as long as the same person makes all the vehicles and superchargers and makes them at the same time, the speeds should be equal, so that shouldn't be a problem. Though you may end up with some irate PVP players who don't like that a new player can't move as fast as someone who has played for a while and spent a ton of time crafting to level up their speed, or any of the other things that can level up forever. Not that I care much about PVP stuff, but I can see the complaints. With that in mind, it would probably be a really good idea to set this new LBD stuff as a game option that can be disabled.
 
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There is a whole other system with vehicles I designed where quality matters and could be specific repairs needed like when your battery degrades and is below 50% health there begins detrimental possibilities like it might not start right up on the first try and obviously when 0% it won't start at all and you would have to walk down the road looking for cars to wrench for parts. The best parts would be crafted later game most likely, or sold at traders etc. All the common drops could go wrong like tires, engine, etc making it not impossible to get back up and running.

But to answer your question yes, one man's supercharger might have a higher percentage than the others. A top quality suped up minibike should be faster than a POS motorcycle. We can't add food quality because you can't stack various qualities, but there could be a faster cooking grill crafted which speeds up cooking, or a "low heat map" smoke eating grill etc. The idea is to add stats to everything so there is no more "one and done" with crafting or looting. Mods with magnitude makes finding mods always interesting because it might be a little better than what you have, instead of an insta scrap when you find cooking pots, grills, etc that has currently one size fits all.
So to respond about food and stacking qualities, what if you changed food from a quality to a %? And if you merged 2 different % freshness together, the game adds them together and then divides by 2? Not an original idea, its from a minecraft inspired game called Vintage Story.
 
So to respond about food and stacking qualities, what if you changed food from a quality to a %? And if you merged 2 different % freshness together, the game adds them together and then divides by 2? Not an original idea, its from a minecraft inspired game called Vintage Story.
Unturned also has this as well
 
There is a whole other system with vehicles I designed where quality matters and could be specific repairs needed like when your battery degrades and is below 50% health there begins detrimental possibilities like it might not start right up on the first try and obviously when 0% it won't start at all and you would have to walk down the road looking for cars to wrench for parts. The best parts would be crafted later game most likely, or sold at traders etc. All the common drops could go wrong like tires, engine, etc making it not impossible to get back up and running.

But to answer your question yes, one man's supercharger might have a higher percentage than the others. A top quality suped up minibike should be faster than a POS motorcycle. We can't add food quality because you can't stack various qualities, but there could be a faster cooking grill crafted which speeds up cooking, or a "low heat map" smoke eating grill etc. The idea is to add stats to everything so there is no more "one and done" with crafting or looting. Mods with magnitude makes finding mods always interesting because it might be a little better than what you have, instead of an insta scrap when you find cooking pots, grills, etc that has currently one size fits all.
I really love this!!
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I guess I am not getting a response to the rest of that.

Given the half answer I just got... How did you ever put dates on the road map?
Just to annoy you, Hammer, just to annoy you.
 
Bud I don't know WHAT Roland got to mess with...and neither do you. I suspect it was the old Bandits.
Are you not also under the impression that Faatal is the guy tasked with Bandit AI? because that has been my understanding.
Has HE been working on Bandit AI or everything else?
Again...my impression is that he has been working on everything else.
I know there are people working on the new models...the art work...the POI's...none of that means anything IF the AI doesn't function the way they keep saying they intend it to.

You may want to re read what you think he said. They don't have 98 other people...so maybe he was slightly talking out of his ■■■?

Correction. He said that he actually has 98 people if you count externals. Externals probably being contractors aka developers-for-hire who are given specific task

I agree with one thing you said though...they do need to make 3.0 a worthwhile release. It'd be nice if it was well thought out.

it's a catch .22...they do need time because they do not work well quickly
While I like the direction that 2.5 is going, it was not well thought out or balanced. For example...I dumped one bucket of water in a one block hole for a place to wash off smell...and have filled at least 100 jars out of it so far. soo much for water being too easy. or that the game lags and stutters worse than on launch in any size town for me now.

The limiting factor with water are supposed to be the jars (if you keep the 0% setting), not the water places. This is intentional.
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And, honestly... this neverending progression doesn't really make me think I'll play the game any longer than I do now before restarting. I have no interest in an neverending slog through enemies that keep leveling up forever with weapons and armor that level up forever so you never reach a point of being "strong" since the enemies never end up being very weak compared to you.

This change is not about you. Neither me. But there are a number of players even in this forum who say they play a single game for more than a hundred hours. Who always complain about a mythical "end game". They'll get a neverending carrot dangling before their eyes to supply their OCD ;)
 
Won't this become a massive problem with inventory/storage? Personally, I don't insta-scrap cooking pots (or anything else.) I bring them back to base and store them for when I may need them in the future (either for more campfires or crafting chemistry stations, in the case of cooking pots.)

If 5 cooking pots end up taking up 5 inventory spaces, that's going to be kind of awful. Do I have to remember exactly what cooking speed all my cooking pots back home are (I'll have at least 3)? You may say "Well in that case, you only need to bring back the 3 best ones." but that's still more inventory space being taken up when we already are fairly tight on inventory space. But then add in beakers, anvils and all the other things I'm assuming will have some kind of stat added to them, and it just seems like it'll be a complete nightmare trying to manage inventory/storage.

How many of those items would you find more than once in a typical POI run? You'll be so happy if you ever find 2 beakers or anvils in a single POI that you will gladly pay that price. And may I remind everyone that for example the bicycle inventory has 3 times as many possible slots now as it had before?

Cooking pots and grills may actually be the only items that can be found multiple times with a more than miniscule frequency (if you know any other, please say so). And then you have the choice how many to scrap and honestly, there is only one sensible choice:

Scrap everything except the best. You may loose out on the second best pot, but don't need more inventory slots. One or two of your fireplaces might run 82 minutes for a task instead of the perfect 80 minutes for a while until you find or craft one that is better. People with OCD or perfectionists will complain, but honestly, a game developer should not cater to illnesses of modern civilization
 
How many of those items would you find more than once in a typical POI run? You'll be so happy if you ever find 2 beakers or anvils in a single POI that you will gladly pay that price. And may I remind everyone that for example the bicycle inventory has 3 times as many possible slots now as it had before?

Cooking pots and grills may actually be the only items that can be found multiple times with a more than miniscule frequency (if you know any other, please say so). And then you have the choice how many to scrap and honestly, there is only one sensible choice:

Scrap everything except the best. You may loose out on the second best pot, but don't need more inventory slots. One or two of your fireplaces might run 82 minutes for a task instead of the perfect 80 minutes for a while until you find or craft one that is better. People with OCD or perfectionists will complain, but honestly, a game developer should not cater to illnesses of modern civilization
And when I need 3 to craft a chemistry station (assuming they don't change the recipe)? Or want to add another campfire for whatever reason?

I don't mind things that don't stack now not stacking, but making basically everything not stack (engines? Radiators? Who knows? Joel did say they wanted to add stats to everything...though actually...do engines stack now in vanilla? I can't recall) seems like a recipe for inventory nightmares.
 
And when I need 3 to craft a chemistry station (assuming they don't change the recipe)?
They're 31 iron in the forge. And even if one wants to keep them for the quality (and can't craft better), worst case scenario for such hoarders is roughly one extra box in your late-game base.
 
And when I need 3 to craft a chemistry station (assuming they don't change the recipe)? Or want to add another campfire for whatever reason?

I don't mind things that don't stack now not stacking, but making basically everything not stack (engines? Radiators? Who knows? Joel did say they wanted to add stats to everything...though actually...do engines stack now in vanilla? I can't recall) seems like a recipe for inventory nightmares.

Engines (and batteries) don't stack (100% sure because they always clog my inventory when wrenching cars) and have not stacked for a long time already. Radiators have no stats that could change, they are not part of any recipes, they are just items to scrap to brass..

"Everything" should not be taken literally, especially when it is coming from madmole. ;). He already gave an example of something that won't be changed as well, i.e. food.

And most stuff that currently stacks can only stack because they have no individual stats that could improve and it would be madness to give them individual stats now.You practically couldn't build anything big anymore if a block of concrete couldn't stack. You could not make cement in a mixer, if cement didn't stack anymore in the mixers output.

The cooking pot and grill are special, because while we usually don't look at them as that, they are in reality mods, not to weapons or armor, but to workstations. But while mods usually don't stack, they do. And I would guess that **all** mods, this time without exception, will get this treatment.
I don't remember if the other workstation mods stack right now, but if they do, those are probably among the few that get unstackable because of this new feature.
 
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