Industrial cooker workstation newsI still petition to have real stoves for our bases! That campfire to cook on does not fit my posh Winter Mansion at all! So, I stick them in the big fireplaces I build...but my "kitchen" area having one just ruins the aesthetic! lol
Stoves with add-ons like Stock Pot, Skillet, Grill Pan, etc.

I have resisted that idea, that they don't know, it puts them in the worst light.
if it is true...Joel should not have said, on Dec 30th, that they were going to put out an updated road map, and @faatal should not have said that they would tell us "in due time", what was happening with the new naming/numbering.
I don't even care if it provides bonuses, but it could have the same tools as the campfire. Have 3 options. Electric, gas and wood. They behave the same as the campfire. Just look really coolI still petition to have real stoves for our bases! That campfire to cook on does not fit my posh Winter Mansion at all! So, I stick them in the big fireplaces I build...but my "kitchen" area having one just ruins the aesthetic! lol
Stoves with add-ons like Stock Pot, Skillet, Grill Pan, etc.
3.0 not having bandits is gonna be a tough pill to swallow for a lot players even if it ends up being the most bootiful 10/10 gaming experience ever made.
Genuinely if I were in TFP's position I'd put all the sandbox siege features in like 2.9 just to avoid breaking the expectation that 3.0 is the bandit update. I know a fair swathe of the community probably wouldn't care but I feel like a bandit-less 3.0 is gonna be a point of contention that might genuinely sour an otherwise perfectly good update. I'd hate for 3.0 to be 2.0...2.0 just because of a version naming technicality but from reading my comments on the video I made about the toggles sneak peak, it seems like that might be the way it goes.
As far as Roadmaps are concerned (I think roland mentioned that) I think TFP would be pretty wise to not touch that kinda thing again. From my perspective at least, a lot players who WOULD care about a roadmap wouldn't actually trust a new one considering how off the last ones were. Might just be best to stick to "this is what we're currently working on" comms rather than schedules.
As a sidenote I genuinely don't even get wanting to publish a schedule for a game development studio like 1-2-3 years in advance. I'm one guy doing one thing and I can keep to like 50% of the plans and deadlines I set for the month because ■■■■ happens and problems arise, I can't imagine there's any level of reliability in scheduling like 100 people working on 50 things over the course of 4 years.
why would anyone be surprised if bandits didnt show on 3.0? ive been saying for years bandits was years away, wouldnt surprise me at all.3.0 not having bandits is gonna be a tough pill to swallow for a lot players even if it ends up being the most bootiful 10/10 gaming experience ever made.
I feel like a bandit-less 3.0 is gonna be a point of contention that might genuinely sour an otherwise perfectly good update
This answer sounds alot like your "it was just technically mathematically possible" for them to finish the original roadmap in the time they gave themselves.Why shouldn't they have said that? A new road map is always possible and it will be as tentative and speculative as the previous one. Plans change, for example when unforeseen events like a ■■■■storm happens.
If they have learned anything from the last road map they could leave out dates at all. But that is their decision, I don't mind anyway. Whatever that road map will contain, there will undoubtedly be inaccuracies as well the farther the road map goes into the future.
So why should they have probably NOT said anything IMO? because IF plzkthxbye is correct, then TFP cannot honestly put out a updated road map...and "in due time" will be after it ■■■■ing happens.My interpretation is that they don't know for sure what version will have bandits, so they're not sharing what version will have them. Bandits is probably their most complex addition among many planned. Since these other additions aren't dependent on bandits, they probably want to go ahead and get these other additions into the game while bandits get to the point they're ready for release.
If it's semantics or not will depend on how far away this "new" 3.0 is.I don't doubt that there's quite a few vocal people unable to understand that it's just semantics though.
I liked you more when you were just a simple MIDI Keyboard...Sooo nice and sooooooo dandy.
3.0 Sandbox Update is amazing. Less than 20% of the community uses mods and now all of a sudden everyone will have access to powerful options that feel like you’ve modded your game.
But yeah, we’ll for sure have lots of people typing in caps if bandits aren’t in it regardless of any explanation TFP makes or new roadmap they show.
This answer sounds alot like your "it was just technically mathematically possible" for them to finish the original roadmap in the time they gave themselves.
That was your bad. You should have bet against Half Life 3TFP needs to put bandits in before GTA6 comes out or I'm going to be losing a very expensive bet smh.
If it's semantics or not will depend on how far away this "new" 3.0 is.
If they release it late this year, then they've effectively replaced the estimated 1st draft of the bandits release with the Sandbox feature.
I'm not saying they can't do that, mind you, things change, but this time you can be sure they WILL get a harsh reaction from the community.
Personally, I don't particularly mind if bandits get delayed a few months, since I trust there's a good reason.
But PR-wise they're making a BIG mistake with this change of schedule.
If they had ONLY changed the version numbering BUT maintained the same schedule, it would've been fine. But changing the version numbering PLUS releasing something other than bandits for 3.0, will in my opinion be perceived by the detractors as an attempt at deceit.
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I liked you more when you were just a simple MIDI Keyboard...![]()
+Couple more thoughts from today's pondering:Something to scale feral/charged/infernal/radiated rates, maybe a % of spawns (in and out of POIs)
'Specials' outside of their native biomes (Rancher, Chuck, etc) or not at all
Zombie ranged attack cooldown adjustment (vomit, rock, bees, pusplosions) including down to disabled
Is there already something that affects how "healed" you are after respawning? If not, then something to discourage death as a cure-all
All searchable vehicles unlocked>locked>alarmed
Traders close at night>open any non-blood moon night>open during blood moons
Trader restock frequency
Trader inventory abundance, for how much they have in stock
Inflation (to scale cost of trader items)
Player vehicle durability, super-fragile to impervious
Lootbag frequency
Animal prevalence, animal aggressiveness (death by rabbit, c'mon, make it happen)
I would swear that engines USED to have quality levels awhile back!Politely requesting once again for an air drop range option to be added sometime in the future. (Exactly how we have blood moon frequency and range.) Thanks!
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Semi-unrelated, but it makes me wonder why engines don't have quality levels, but batteries do? If someone is in the know, can you explain this to me? Am I missing something or...?![]()
Ok I have played for ages since back when it was all square...and I usually make cool creative bases...but I have NEVER even tried that at all...brilliant design btw and should hold me over till they add stoves officially! Thanks for that!For now you could do this.
Working Oven Decoration: Put Campfire upsidedown advanced rotation and place a wall oven ontop campfire by setting it 1 block infront, then add a plate counter hole and an offset range hood ontop.
Paint Scheme = Garage Door Sides, Rusted Metal Top.
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