7 Days To Die

7 Days To Die Dev Tracker




04 Mar

Comment
    faatal on Forums - Thread - Direct

Console optimizations are mostly good for PC, but occasionally a console optimization will save memory at the expense of performance. We have the console devs leave those off for PC.


People also don't understand game optimization. All complex games are optimized or they would run at 1 or 5 FPS, be a stuttery mess and be unplayable. That is why you never wait until a game ships to optimize it or you or your testers could not even test it! I see game reviews all the time with "they didn't optimize the game" or "optimize your game dude!". What they really want is additional optimizations. Those last half, diminishing return optimizations that are harder and harder to get or take more and more time, which is why there is always a cutoff point of good enough.


Sure, it takes about 2% of my time reviewing console dev changes and giving feedback and half of those changes are for general bugs that also effect PC anywa...

Read more
Comment
    faatal on Forums - Thread - Direct

If it were up to me I would never give a date for anything. Approximations are ok, but even those are often misread as some guarantee.


Most people don't understand that game dev has a lot of magic like research to it that no one can say how long it will take. A fresh example is I started on something last Friday that I thought would be a few hours improving idle<>walk<>run anim blending rates as the existing lerp on top of a lerp looked like a bad way to do it and caused a still moving bug when we turn off AI while testing. A few hours later I did not like how the new linear rate change looked. Saturday, I think I can get this done in a few hours and 9 hours later I still don't like it after trying many techniques. Today after most of the day I was mostly happy and decided it was good enough. Estimating coding time on new or rewritten features is like going to a casino. My advice these days to programmers is just say x2 or x3 of whatever you think i...

Read more
Comment
    faatal on Forums - Thread - Direct

Our console team is another company and they even help us work on general features, optimizations and bugs besides console, so hiring them to do console actually speed up PC dev. Our TFP programmers work 99% on PC, many of them never touch console. We do not plan features based on console. We tell the console guys to make it work and if it does not, we don't go removing it from PC. Examples of console limits - world sizes, max player counts, mods, dedi servers, save game total size.


Over half the stuff on the internet guessing how we do development is wrong, because they don't work here and/or have no clue about game development.


03 Mar

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Odin: I have been trying to play a hardcore / nightmare survival playthrough and during this it seems so painfully obvious how broken and undesirable debuffs are to the point where they make the game unplayable for an X amount of time. Lets take a look:

Broken Leg - Accidentally fall and break your leg in the early game? no problem! Just stand on a roof for 2 hours unless you splint it, then it's like an hour or so of standing in one spot as any sprinting or jumping will increase the time. Amazing gameplay design, amazing!

Burning - Did your pant leg catch on fire? Don't worry because well.. you're dead! Great design.

Concussion - Hey early gameplay people! Don't mind me, im only sticking around for 2 hours ruining your playthrough by forcing you to now desperately search every container for painkillers. Don't want painkillers? Hope you like random stalling and having neg...
Read more

02 Mar

Comment
    Crater Creator on Steam Forums - Thread - Direct
First and foremost, I have to have something that survives Day 7. And it’s hard to produce a base that can handle everything in one week. So I’ll typically make a temporary, early game horde base first, and use that while I work towards something stronger. During this phase I don’t bother trying to combine day base and horde base. It also gives time to explore the map, so I’m not building an ultimate base in a bad location.

With that caveat, yes, I’ve done multiple games where I fight the horde from part of my main base. What constitutes a “base” is amorphous… the horde fighting part might be in a different room or a different floor from the storage and crafting part of the base. But it’s one attached structure.

POI bases, underground bases, all-in-one bases, low tech bases, no-cheese bases… there are very few things a builder can’t do, if they’re determined.
Comment
    faatal on Forums - Thread - Direct

Picture a dark hole in a wall. Now picture a zombie.

Comment
    faatal on Forums - Thread - Direct

No, this is driven by them wanting AI handling new types of POI spawn locations.


01 Mar

Comment
    faatal on Forums - Thread - Direct

Probably a few months yet for experimental. We have a general date we would like to hit, but we have a lot of stuff we still want to do, so it could slip more.
We have a variety of changes coming in this update beyond what people may be expecting. For one, AI changes I am currently working on may lead to people changing up their base designs, but hard to tell until testers start doing blood moons.


28 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Nagash: What did you do with the game??? What's this crap with the books? Multiplayer is no longer possible because you're only looking for books. Then one of them isn't on and you can't do anything anymore.
It was good the way it was. If you do more, you'll get better and find one or two books.
Boy oh boy
There are already threads on this subject. We do not need yet another.
Es gibt bereits mehrere Threads zu diesem Thema. Wir brauchen nicht noch einen weiteren.

... Read more
Comment
    faatal on Forums - Thread - Direct

Yes. That was something I pushed for, as it makes sense that you should experience the biome to learn how to survive there. It uses the challenge system, so kit is your reward per biome. You can't make them for others for them to simply bypass it. That is why there is an option to disable as some groups of players may not like that play style.

On or Off. Per biome not planned, but features can change.

Post
7 Days and the the 7 Days Original Soundtrack are now on sale now through Surprise Sale for 35% Off through March 12th

7 Days to Die

7 Days Original Soundtrack
Comment
    SylenThunder on Steam Forums - Thread - Direct
This forum is for open discussions, and not for trolling or belittling others for their playstyles.

As such, this thread started off rocky and went downhill from there so we are closing it down after doing some cleanup.
Comment
    faatal on Forums - Thread - Direct

It is quite simple. There is a new slot for the survival kit. Kits go from biome 1 to 4. 4 being wasteland (the best) and protects from every biome's hazard.

Comment
    faatal on Forums - Thread - Direct

Pockets are not planned.


All biomes other than forest have a biome hazard, as we are calling it now, which will start killing you after a few minutes in the biome. I have been calling it biome survival or progression as biome weather is confusing as it is not clouds/wind/rain/snow.


Learning to survive the hazards requires multiple steps for each biome that take a reasonable amount of time to complete. Completion rewards you with an immunity item you equip. Biomes must be completed in order of difficultly. Some of this may change and balance is ongoing. There is also a game option to turn it off.


27 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
First, Chunk Persistence is a setting on the console version, and not the PC. I am not certain what the times are for those, and was not able to find any documentation on it aside from the localization text window which states "Affects the amount of space reserved for saving explored chunks. Longer values allow more chunks to be saved before the oldest and least important begin to reset, while shorter values will cause chunks to reset sooner."

For the PC version, you have "Chunk Reset Time", which is configurable in days. 10, 20, 30, 40, 50, 75, 100.
For PC dedicated servers you also have a setting for "Save Data Limit" where you can limit the total amount of disk space for the save, and it will perform an action similar to the Console's Chunk Persistence to reset unused chunks when that size limit is reached.

Neither of these affect FPS or memory. They can shrink the storage by resetting un-visited areas, and that would make region files in the save data sm... Read more
Comment
    faatal on Forums - Thread - Direct

Well, you can enter biomes you can't survive in. It is not a 100% lockout.


26 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
We already have a number of topics on the screamers. Please refrain from creating duplicate topics.

B317 screamer prediction

... Read more

25 Feb

Comment
    SylenThunder on Steam Forums - Thread - Direct
The game has no helicopter currently. The gyro is an airplane.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Memonkey8me: Maybe someone can confirm?I don't think I've ever spawned in at the start of a new game and seen any enemies without moving some distance away.
I would assume that's not how It's supposed to work.
Seeing dogs on day one though,certainly can happen.
This is correct. The default configuration is to give you a safe zone that prevents spawning when you spawn into the game. It lasts until you are level 5, or have played for 5 hours of in-game time.
Off the top of my head the safe zone is rather small though at only 30 meters. Usually large enough for you to do the initial gathering quests without interruption.
Comment
    Crater Creator on Steam Forums - Thread - Direct
I’m 80 some days into a multiplayer game on the current stable build, and we’ve never seen this happen. If there were a bug, probably all of your stuff in the drone would disappear, or none of it would. I would first rule out the possibility that another player is taking your stuff.