7 Days To Die

7 Days To Die Dev Tracker




29 Mar

Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by TruculentTonka: This speaks to what I was presenting as a proposition to lengthen the early game a year ago (or more?). Players should start out in a very, very desolate natural setting with no access to traders and with a very long and dangerous path to get to them in order to encourage sitting tight, early game survival, skill development and familiarisation with AVOIDING zeds and wildlife. Guns as we know them should be impossible for the first two thirds of game play to either obtain or LOL craft. Similarly there should be no motor vehicles until the very end as well.

The stepping in the early game is far too fast. This would require some reworking of natural environments (see The Forest, or other surviv...
Read more
Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by FRLyse: Hi, I'm posting here because I have a claim for the devs which it seems is active on Steam. Here is my question: When will you sincerely look into the optimization of the game? I know this has probably been asked a lot and a lot is an understatement but I can't take it anymore.

As others have noted, optimisation isn't a priority while the game is still in Alpha mode, because the additional content that gets added in would then force the optimisation process to start over again.

Optimisation (and bug fixing) will become the prime focus of the Devs when the game moves into Beta phase (I'd suspect somewhere around 1+ year(s) from now). That said, optimisation isn't totally ignored either even in Alpha and there are some current issues which TFP is looking into for fixing for A21.

You could also look at Vintorez' guide, and others if you like, about how to configur... Read more
Comment
    faatal on Forums - Thread - Direct

Those are only my bugs and not all of my bugs/tasks as I currently have 12 must fixes in various states of completion and across the team there are 67. That number does not mean a lot, as half of them do not need to be done for experimental and new ones get added regularly.


Then there are last minute tweaks, like today it came up that sleeper volumes spawn using the game stage of the player triggering the volume, so I am trying to test a change that adds in players nearby, similar to how blood moons spawning makes parties from nearby players for game stage calc.

Comment
    faatal on Forums - Thread - Direct

Features not being as far along as we hoped. We don't primarily schedule features based on time, but functionality, so it takes as long as it does for that functionality to work. Many devs would cut features to hit a time slot. We take the time, within reason, to get the features we want.

Comment
    faatal on Forums - Thread - Direct

Many interactions between game code and Unity have to be done on the main thread, so that often is the FPS bottleneck regardless of what the GPU is doing.

Zombie pathing is complex. There is shared data calculated around each player or group of players and then that shared data is used by each AI to find a path, but that step runs on one or more threads. A21 has changes to throttle the path request rates based on AI distance from players, but is buggy and not done.


28 Mar

Comment
    Shurenai on Steam Forums - Thread - Direct
I'm afraid to say that what you're attempting to do probably isn't possible. Zombies are designed to unload after awhile of non-interaction so the resources can be put to use elsewhere- And that's not a system that modders have access to. Even if you find a way to make them unlimited, the moment you leave your base to go out looting for the same reason- Zombies in unloaded chunks(aka your base) would be removed to put the resources to use on zombies in newly loaded chunks (aka your destination)

Just.. Overall, afaik the settings required to do what you want aren't open to user customization, and even if they were, in both cases messing with that is highly likely to turn your game from a game into a slideshow.

27 Mar

Comment
    OzHawkeye on Steam Forums - Thread - Direct
Originally posted by MoistGamer:
Originally posted by OzHawkeye: It takes five minutes to generate a new map? Not my beastie ;-) Hehe

I'll race you : ) AMD or intel? 4080 or 90? I trust 64GB DDR5 is in order either way.

Some friends and I did that recently, raced to make a new map after a series of upgrades we all went through. I couldn't do it now, cause I don't have Alpha 20 installed any more (I play exclusively a heavily modified version of Alpha 11 I made). ...
Comment
    OzHawkeye on Steam Forums - Thread - Direct
It takes five minutes to generate a new map? Not my beastie ;-) Hehe
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Turd King: its not as much as being able to play it as the SUPER long first time startup time. once you "generate" the map on your pc it loads much faster. but that first time is a doozy.
Yeah, I know. So many people have an issue waiting five minutes to start a map the first time.
Comment
    SylenThunder on Steam Forums - Thread - Direct
I've been considering adding a notification of the currently online players with our Discord bot notification that the bloodmoon is arriving. Then when it's hung up, everyone will see who was online just before.
Comment
    Roland on Steam Forums - Thread - Direct
The POI seen beyond is a prison.
Comment
    Roland on Steam Forums - Thread - Direct
The new water doesn’t look different from the old water so much as it behaves differently and you can actually swim and maneuver in it much more naturally.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Las: You know it's bad when a spear has less practical range than a zombie's arm does.
Except it doesn't and it's not even close. In hard values, Spear has a maximum reach of about 4-4.1~ blocks, and zombie reach is 1.5-1.65 blocks iirc depending on the zombie type. A players Shortest range is bare handed/most fist weapons which tops out at 1.8m.

There's desync in multiplayer, and somehow some people manage to experience it in SP too. But those two concerns are outliers and not the general experience of the majority of players, and are not representative of how things are actually designed.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Blue Hasia: wow that is t5, not that large so must be full of harder dangers
I think the size is a bit deceptive due to the aerial shots. It's at least 2 floors and a roof- I'm betting probably a basement layer too; Plus the grounds themselves. Just looking at the front where there's a bus dwarfed by the entryway is a pretty good tell that it's a pretty large POI overall... Just perhaps not as large as something like dishong tower. Probably is more dense on the danger compared to that monster.

Definitely looks awesome though- I wanna make it into my base :winter2019happyyul: Thanks for... Read more
Comment
    Roland on Steam Forums - Thread - Direct
I hope that the phrase "hundreds of new and updated POIs" doesn't go unnoticed. There is a ton of new content in the game for A21. I know some people won't be satisfied if the new content isn't a new zombie, weapon, or vehicle but hundreds of new places to explore are great!

26 Mar


25 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Holy Moly: yes i have crops on my roof
Their increase weight as they grow. So may have overcome the structural integrity.
Comment
    Shurenai on Steam Forums - Thread - Direct
Clay soil is melted in a forge to make a technically molten form aka 'Clay' which is used for forge recipes. Clay soil itself is used to craft and repair terrain blocks, and for some other recipes like mushroom seeds.