PC V3.0 Sandbox Siege Sneak Peek

Here's a link to the quote:

Link

and the quote:

"One programmer is working on the sandbox settings and bandits is not a feature he would work on."

Not the sandbox itself (whatever that would mean exactly), but the sandbox settings, which is what is showcased in the first comment of this thread.

From the 'tweet' in that post:

"The feature rich update contains well over 100 new gameplay simulation options, several highly requested features and other surprises TFP will be revealing soon."

"several highly requested features and other surprises" sounds like things in addition to the sandbox settings ("100 new gameplay simulation options") that faatal said was being handled by one programmer.
I hear what you are saying...his post was in response to this:
So This is what is being released as 3.0? I'm not a fan of putting this out ahead of Bandits and Story.

don't get me wrong...glad they followed thru on making a sandbox version...just not that it got prioritized over finishing the road map.
so when he said only one programmer is working on sandbox settings...I took him at his word.
could there have been more people...sure...but why would he not say that there were?
Holy Carp he actually listened to 1 person!!! lol. just messing with you.

In all seriousness. How do you determine what to listen to, vs what you don't listen to?

To make this post on topic, very excited about this update.
short answer: I do take what faatal says at face value. It is anything with a timeline that I question.

he says they are working on a timeline that extends out another 22 months internally...which is longer than the time that has passed since launch...they've also said Bandits this summer...and that they are co-developing Bandits and Story at the same time. So the idea that they are coming in a few months? I find this to be implausible...unless they are factoring in releasing what they have now and the time it will take them to "fix" bandits and story.
That doesn't explain what is coming in 8.0 - 10.0. lol
 
I did too. I don't know what the confusion is about then. Nobody has said 3.0 is only about the sandbox settings, but you seem to have implied it is.
I didn't think I had implied v3.0 Sandbox was all that was coming... @meganoth apparently took it that way.

All I am asking for Is the new roadmap which will hopefully differentiate the new numbering system. I am tired of the unnecessary 3.0 vs 3.0 confusion.
 
To me, it did sound like 3.0 was mainly about the extra game options, which would mean bandits would not be in 3.0. But maybe I misunderstood.
I hope for the devs sake they do because I swear if I hear about quote

"The devs said it's our fault it was delayed" ima eat a bandit

People (myself included) weren't happy about the direction. They changed it and people still moan? I try to tell people but it useless
 
To me, it did sound like 3.0 was mainly about the extra game options, which would mean bandits would not be in 3.0. But maybe I misunderstood.
Maybe I'm putting a little too much hope in the "several highly requested features and other surprises" part. I was thinking maybe some new weapons or tools, like the legendary stuff Madmole mentioned recently. I'm not inclined to believe that'll be bandits, but maybe something worth getting excited about.
 
I'm in the same camp as @bdubyah on this one. I'm not hanging on every release. I'd really like Steam Workshop integration for mods, but it's a ways off. In the mean time, I'm happy to play what comes out. I'm having fun with the game as is.
I think 7DTD is always like my side chick. I show her attention when she goes out of her way to get it from me, but otherwise I often forget about her and enjoy time in the company of younger women. I sometimes remind her that she is probably my main side chick though, so she should feel kinda special.
 
I don't understand this. Commercially canned food is really safe and stable. Canned food should be highly desirable. I would think survivors who are established and farming would be canning their own food in mason jars. If so, then you can get into improper sealing and preparation issues.

How about food prepared by some untrained cook using a dirty bone knife and an unclean cooking pot for food safety issues, instead? You could make a combination of cook skill and campfire vs better cooking environment (stove) be factors.
I think the old system of canned food causing dehydration was a good balance. It's not complete F-You RNG like the dysentary system and it incentivizes eating actual food.
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What it doesn't mean is that 3.0 will only have the sandbox option. There were other changes promised after the ■■■■storm and some of them will likely be in 3.0 as well.
In hindsight calling 2.0 "Storms Brewing" is very amusing.
 
@faatal

I created a crafting base completely surround by wooden spikes that I put in a ditch I dug all around.
Well, since I'm completely surrounded, the AI will run to me and simply fall in the spikes and (mostly) die.

Would it be possible to make the leaner / lighter zombies to "see" that the spikes are only one block and have them jump over them?
If that's possible it would be cool and add variety to the behavior of different types of zombies in my opinion. :unsure:
 
@faatal

I created a crafting base completely surround by wooden spikes that I put in a ditch I dug all around.
Well, since I'm completely surrounded, the AI will run to me and simply fall in the spikes and (mostly) die.

Would it be possible to make the leaner / lighter zombies to "see" that the spikes are only one block and have them jump over them?
If that's possible it would be cool and add variety to the behavior of different types of zombies in my opinion. :unsure:
Then you'd just do 2 or 3 rows. Is it worth them spending time doing that for no real change? If it's your crafting base, you're not normally standing there waiting for them to come to you to see if they jump. They'd just die after jumping rather than die without jumping and you wouldn't normally even notice. Besides, do you really need any defense at your crafting base? You can drop a couple spike traps at corners to kill off the screamers and rarely, if ever, see anything else at your walls. And if you do get some, if you go out when you hear them and kill them right away, you can be done with them in a very short time and not see anything else for a long time even without any defenses. I normally don't bother with defenses at my crafting base because it's just not needed.
 
Well I guess that, since 2.6 Stable isn't even out yet, even if it was "close" to be released on March 3, I feel that we'll be waiting a very long time for the "V3.0 Sandbox Siege" update.
For the Fun Pimps, maybe "close" means in the next 4 months. 😁 Just kidding! I meant Soon™ :rolleyes:
I'm no insider as I'm sure you're well aware by now but they tend to release these bigger updates either in december/january or June/July at this point.

A19: June 2020
A20: December 2021
A21: June 2023
1.0: July 2024
2.0: June 2025
2.5 December 2025

I'd say it's a reasonable to assume it's gonna be in the summer lol. Would love it to be earlier though.
 
By your logic zombies should never even attack walls then, right?
Why make them attack a wall when you can just make your walls 2 or 3 blocks thick?

What a useless comment. :rolleyes:

Okay, so say they could jump a one wide ditch filled with spikes. Would you keep building a one wide ditch so that you could experience the variations in behavior or would you start building a two wide ditch? I don't disagree that increasing the frequency of zombies jumping over gaps is a good thing. I often wish they would jump gaps more often than they currently do. But Riamus does have a point that simply building a two wide gap ditch would negate all of that and the only reason someone wouldn't build a two wide ditch would be to just have the variety of experiences which goes against the survival objective of fully defending your base.
 
Okay, so say they could jump a one wide ditch filled with spikes. Would you keep building a one wide ditch so that you could experience the variations in behavior or would you start building a two wide ditch? I don't disagree that increasing the frequency of zombies jumping over gaps is a good thing. I often wish they would jump gaps more often than they currently do. But Riamus does have a point that simply building a two wide gap ditch would negate all of that and the only reason someone wouldn't build a two wide ditch would be to just have the variety of experiences which goes against the survival objective of fully defending your base.
Not for me. Frankly having to spend the time and effort to dig all that dirt and farm all that wood, means I would do it in stages (if I decided to do it). Double the effort necessary, and it becomes an even more relevant choice. Do I spend more time doing jobs and exploring, or do I dedicate half a day to fortify my base?

That's also what i like about it: you get a feeling of accomplishment, but you have to work for it.

That is the quintessence of survival. If you're dedicated and smart you'll always arrive to a point where you find a way to neutralize what formerly you considered a danger. But you have to work for it.

I don't get people saying. "Oh, but that is easy to counter, so it's useless to have it in the game." - nothing more wrong.
Then remove water survival, and after that remove hunger, and then maybe remove biome hazard since you know how to build gear to counteract it. No, no, no. You have to EARN it. STAGES of survival.

So take your shovel and dig that big ditch ALL AROUND and then take your axe and cut ALL the wood you'll need and craft and place all those ■■■■ wood spikes to fill that ditch. Screamers won't be an issue anymore and you can work uninterrupted if need be.
 
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