PC V3.0 Sandbox Siege Sneak Peek

no...it is not obvious
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.
 
Hi @faatal,
I'm pretty new to the game and I'm really enjoying it, I love it!

I'm currently playing it on console and alone, but I have a question about multiplayer.
Will there be any changes regarding loot in multiplayer in the future, because right now only one player gets the magazines and loot.

Greetings from Germany
No plans that I have heard about for per player loot. Sharing is the way.

Thanks!
 
Hello @faatal
Audio in 7 Days to Die is only in stereo so, you cannot hear if something is in front or behind you. Will there eventually be a setting for 5.1, 7.1 (and others) at some point?
I was able to change it in Unity to Mode 6, which is 7.1 for my headphone and it sounds really good.
I wonder if it was set to stereo because anything higher uses more CPU resources. I think it should be in Audio settings so that we can choose depending on our PC audio setup.

Thanks.
 
Tried a few more options related to what shows up on your HUD and was really enjoying the uncluttered play. It really made utilizing my map a lot more important. There are a lot of new simple toggle options that really impact the game in a big way. 3.0 is going to be a huge hit especially for console players who haven't been able to mod their game.
is there an updated list somewhere we can see the options added or planned to be added?
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No plans that I have heard about for per player loot. Sharing is the way.

Thanks!
problem with multiplayer is many containers destroy on loot, so next player coming by doesn't have the option to loot those destroyd.
add an option to not destroy loot containers after looted.
pc has mod to do this but console players don't.
 
Tried a few more options related to what shows up on your HUD and was really enjoying the uncluttered play. It really made utilizing my map a lot more important. There are a lot of new simple toggle options that really impact the game in a big way. 3.0 is going to be a huge hit especially for console players who haven't been able to mod their game.
That is all nice and dandy, but if bandits are not IN 3.0, and you only have the sandbox stuff, you can bet your ■■■■ that there'll be a real Blood Moon insurrection with players this time. :cautious:
 
@faatal
In the future, with the Gui adjust-ability. Is there a way to set the cells to be moveable.

What I mean is for example, I have readjusted, some of the indicators, that show up in
the center of the screen, to be offset. Mainly because they partially obstruct view when
aiming at night. They are bright set on a subdued back ground.

The other that I change position is the destination Icons. Because they show up extremely
close to the center.

If there is a way or property that I can add, that you know of , pleas let me know.
Thanks
 
@faatal
In the future, with the Gui adjust-ability. Is there a way to set the cells to be moveable.

What I mean is for example, I have readjusted, some of the indicators, that show up in
the center of the screen, to be offset. Mainly because they partially obstruct view when
aiming at night. They are bright set on a subdued back ground.

The other that I change position is the destination Icons. Because they show up extremely
close to the center.

If there is a way or property that I can add, that you know of , pleas let me know.
Thanks

For destination icons what I do is change the distance at which they appear on the screen. They show up on the compass, but I don't need the quest icon etc. in the middle of the screen for 5km. The last 100m is enough for me.

e.g.

<!-- <nav_object_class name="quest"> -->
<set xpath="/nav_object_classes/nav_object_class[@name='quest']/onscreen_settings/property[@name='max_distance']/@value">100</set>
 
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.
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.
 
Since you added the "quotes" and UPPERCASE on some words I am sure you will now get an answer that will make you happy.
Joel told us on December 30th, that they would put out an updated road map...I didn't invent THAT.

just mute me if me asking pointed questions hurts your feelings THAT bad....other people have told you that is an option...but, you do you.
(personally, I find your snark, simple minded and amusing)
 
That is all nice and dandy, but if bandits are not IN 3.0, and you only have the sandbox stuff, you can bet your ■■■■ that there'll be a real Blood Moon insurrection with players this time. :cautious:
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.
 
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