PC Someone on Reddit said it's "confirmed" that 7 Days 2 will not be a voxel game?

Honestly after seeing how 7dtd 1 turned out, I really do not want a second one, especially in unreal engine, that is hard to mod compared to unity. Vanila 7dtd is crap, you have to mod the hell out of it to make it worth playing, and anyone who has modded the game will tell you this due to how the devs went with it. I mean mods have gone places, but vanilla? hasn't gone anywhere really since a10.2 same max tier enemies, same max tier materials, graphics are better but graphics aren't the games problem it never was. I deff would not be buying the 2nd game, not until I see how the modding scene around it would be. As I know the vanilla game is prob going to be aweful on its own just like 7dtd is sadly. The game used to be good back in a16.4, but a17 and up more and more features were removed, more heavy handed forcing of playstyles was done, it lost the sandbox element it had.

I've played alot of early access games, but most don't completly redo large parts of the game for no valid reason each update, they build on it. Thats the big issue with 7dtd here, they keep redoing the same systems over and over instead of locking them in and adding new things to expand the game.

 
I think one of the best features of 7 Days to Die 2 will be that Scyris will be staying away until the very end before deciding whether to purchase it or not. Imagine a decade of peace from incessant complaining over things that are over and done and won't be changing...

 
I see. Yes, I've noticed the trend toward desiring "immersive," virtual simulations to roam around in as opposed to structured video games. Not sure what to make of that myself, but I tend to think it ties into the extinction of RPGs and the tech sector's obsession with building a "metaverse" they hope we'll prefer to spend our lifetimes in as opposed to living in reality.  :crazy:
I don't think it goes that far. I think a lot of people watch movies and, whether they try to or not, put themselves in the movie's scenarios. "What would it be like to be in this situation?". And the same goes for books...maybe even more so.

That's what I'm talking about. I've always thought about games that way, back when virtual reality was only a red screened Nintendo thing and a bad 90s sci-fi horror movie.

I have no interest in virtual reality and personally don't see much of a future in it. 

I can envision a zombie survival game devoid of any sense of arcadeyness, while also not being an aimless sightseeing adventure, à la Star Citizen. 

 
I have no interest in virtual reality and personally don't see much of a future in it. 
I strongly disagree.  VR is amazing and has brought back the magic I felt as a child when first playing flat screen games. It’s not mainstream yet but it most certainly will get there in the future. It’s just too amazing and fun not to. Just a different opinion. 

 
I strongly disagree.  VR is amazing and has brought back the magic I felt as a child when first playing flat screen games. It’s not mainstream yet but it most certainly will get there in the future. It’s just too amazing and fun not to. Just a different opinion. 


I really doubt they would go full VR for the sequel because there are tons of people like me that must stay away from that (I suffer from labyrinthitis).

 
I really doubt they would go full VR for the sequel because there are tons of people like me that must stay away from that (I suffer from labyrinthitis).
Few games will ever go full VR... At least, not for many, many years.  They wouldn't have enough players who have a VR setup to buy the game if that was the only way to play it.  But more games will start to include VR options as VR becomes more mainstream.

 
I really doubt they would go full VR for the sequel because there are tons of people like me that must stay away from that (I suffer from labyrinthitis).


By "full VR" it sounds like you are saying "exclusively VR" which I agree they won't do. I wasn't talking about TFP specifically. I just meant that the overall market for VR gaming, social media, utilities, etc definitely has a future. It isn't a passing fad that will subside, in my opinion.

 
@Roland

What do you think about AR; Augmented reality. You would still need the hardware,

price wise is a little daunting. There are a some overlay programs that could be used,

one example is Stardock windowblinds. Add a wifi headset and wifi controllers and

you could have 7 days to die in a real open world environment. Just have to watch out

for the cars and furniture.

 
Didn't buy it, but watched a couple playthrus.. Plays like it's not voxel, no saving changes outside of land claims, no building outside of land claims and no claiming lands too close to POIs. So it's mostly soft-restricted to your base building.. gorgeous thou.


Enshrouded does use 3D voxels in most areas excepting underground dungeons-   but it only bothers to save them around your land claim "flame" area,  any thing outside that flame area is reset every time the game/server restarts.      This is a sort of comprise between having voxels but not having to save the entire game map.

Valhiem doesn't use 3D voxels at all.  It uses a 2d surface, imagine a sheet  which can only be deformed a certain distance below the average surface height (12 blocks maybe).  You cannot dig caves or tunnels or even overhangs as it won't allow any distortion that could break the surface.  Again a comprise that reduces the save files and allows for decent fps.

7Days  has by far the most flexible voxel system that I've played -  far better than minecraft as its got high res. and uses the octo? shapes.   The only other game which came close was Planet Explorers  (by Pathea  same developers as My Time at Portia)  but that went defunct.     I  hope the Pimps  keep  their voxel method and keep improving  it.

 
... Add a wifi headset and wifi controllers and

you could have 7 days to die in a real open world environment. Just have to watch out

for the cars and furniture.
Yeah, about AR...
Try not to get arrested for swinging your baseball bat at random bystanders or butchering their dogs dogs for meat...

 
@Roland

What do you think about AR; Augmented reality. You would still need the hardware,

price wise is a little daunting. There are a some overlay programs that could be used,

one example is Stardock windowblinds. Add a wifi headset and wifi controllers and

you could have 7 days to die in a real open world environment. Just have to watch out

for the cars and furniture.


I like the idea of AR but its strength seems to be for table-top games where you look down on the action like the new Triangle Tactics or Demeo or Lego World. An immersive first person view game is a lot more limited as currently the boundary of your play area is usually a single room. There are some fun tech demos of AR where you blast zombies and creatures that come into your house but that gets old pretty fast. Unless/Until you can freely move as far as you wish out into the world that is then augmented on the fly by the video game you are playing I don't see 1st-person view games as really being viable for AR.

Even if the technology someday allows it you'd still be pretty limited on POI exploration. You can't really go into your neighbors' homes and public places would probably throw you out for running around their premises blasting zombies nobody else can see...haha

Reminds me of Pokemon Go when it first released...lol

 
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I haven't played Enshrouded. How does that game handle its voxel nature? 
@Roland

I read a couple posts mentioning enshrouded, got curious and had time
so I bought it.

Mind you this is a totally personal observation.

Basebuilding is the main focus, supported by a story, and simplistic Rpg elements
to get resources, skill progress and advanced weaponry. More desired resources and
areas are temporarily locked behind limited time in zone gray shroud, and instadeath
red shroud, the shroud is sort of like radiated zone.

Hierarchy top down view: Basebuilding, Rpg, Crafting.

Voxel wise they have vector 3 placement with snap option, Seamless blending
and overlay. The sub menu for basebuilding is 1m 2m 4m 8m thick blocks panels and stairs
including foundation. Crafting and item repair is instantaneous for many things.
 
The Pick axe digging emulates Digger asset. Axe chop models is simplified
gibs. Dig depth unknown as of yet. The terrain removal with tools "pickaxe"
uses simplified preset deformations. Sort of like a picked set of marching cubes.
There is very limited terrain that can't be interacted with. To offset getting
off the beaten path, damage is lowered to 1 and the block hp is set to 7d traderesque
levels omitting the pinging sound with no resource rendered.

Lots of menus, and playstyle\genre adjustability.

The most descriptive visual I can give is if you have played these overhauls is "Guppy's
Medieval book mod The Blight Mechanic, Sorcery mod, Fantasy mod, Ark wall placement combined
into a single playthrough.

No mod support intended for now. folder 31.9 gig, encpsulated files,  Saved game 1.74k Since
2013 also.

 
Basebuilding is the main focus


I would disagree. Basebuilding is powerful and easy but currently serves little purpose as the base is never attacked. Basically you just need a big wood shed and you are done with the building, from then on you just add dozens of workstations (very similar to valheim) and a few NPCs. Sure, optionally you can build anything you like just for the looks. And you probably will, but with just an hour of invested time you can build quite a big good looking building that would suffice for most players and looks much better than 90% of buildings you would see in valheim.

Adding stuff to the base acts as a motivation for going out, part of the advancement depends on collecting things for the workstations and NPCs.

The game loop (what players will be doing most of the time) is going out to do quests to find workstations or workstation parts or ingredients. It is very similar to valheim in that aspect as well as you explore a huge world, but in this game it is handcrafted and that makes a huge difference. And it is less hardcore, in valheim we often had multiple hour corpse runs, that never happens in enshrouded. Only half the world is in the shroud and inside and outside the shroud there is much to discover. Breathtaking views around every corner, exploration++. And forget the zipline of 7D2D, you will love the wingsuit if you ever play enshrouded.

In conclusion, exploration is what you probably will be doing for 80% of your time and the main focus.

In my personal view enshrouded is similar but better than valheim in almost all aspects. Two things are missing, there is no water to travel over or as barrier and no base attacks. Possibly base attacks get added ultimately, but I don't know if that would really improve the game.

 
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Interesting. Myself I am able to camp at my base all the time and the only exploration part i have to make is digging underground tunels, occasionaly go out on runs for brass. The fact that the game forces you to loot specific loot containers to progress further is dumb, especially if those containers are not evenly distributed across the map.

Also the fact that the game forces it's progression tactics down your throat makes the gameplay much less amusing to me. I remember in the older alphas you could find Q1 pistols or AK's, now all you get is pipe pistols even if you loot the least expected places for them to be (ie. police stations).

I don't understand why such choices are being made every second release, its like changing a xml table every alpha release and calling it an update. It's just a negative value added in total.


Huh? I was talking about a different game called enshrouded.

 
@meganoth

That wasn't a complaint, I actually think that the simplicity of it makes it work.

I guess that's a different way to view it. The reason I said basebuilding first,
is because like you said nothing attacks it so no base defense but its focused on the
altar, the beds for npc placement, and a roof which is all back at a sedentary base.
You are right though, there is a lot of exploring and picturesque views, because it's so big.
Its basically a cycle, explore in and out of the gray shroud to upgrade the altar, to open
a red shroud area, repeat. It is a simple set of mechanics that support each other, that is
done well, and the underlying rpg story.

Everything that I have found through exploration, is something else needed to
do an activity back at the base to be able to go explore further. The respawn, does save
on calculations and space I guess, but the one thing I miss is being a nomad and having
finite resources, the altar is the tether for me. I'm going to try a few unorthodox events.
Like each new zone take over a poi and replace the altar, since I can pickup everything I
put down, I really like that part.

Since I think I found a way to mod the way I use to in 7days, I may try to blend some of
the ideas to see if they work, in this environment. They are both template models to me,
which is a good thing, just no modding there. If I'm correct in my tests, I may submit a 1.0
tutorial, so we can revive some of the mods and overhauls that have ceased over the passed few
alphas.

I do like the dark nights, getting caught in the shroud in the dark, the cycle is just
too short, I need to see if there is an option for a longer cycle.

I also like valheim, because it's environment, when I log in is a nostalgic feeling, of when I played
online, long ago.

 
That wasn't a complaint, I actually think that the simplicity of it makes it work.


Oh, I wasn't regarding it as such, but an opinion and answer to rolands question. And I put my opinion below it, together with some praise for the game.

Everything that I have found through exploration, is something else needed to
do an activity back at the base to be able to go explore further. The respawn, does save
on calculations and space I guess, but the one thing I miss is being a nomad and having
finite resources, the altar is the tether for me. I'm going to try a few unorthodox events.
Like each new zone take over a poi and replace the altar, since I can pickup everything I
put down, I really like that part.


That is a nice idea. It never occured to me to do anything else outside of my initial base than place altars as teleport points. But it would be possible to make multiple bases and even ignore the altar teleports to make it a more nomad or "distributed" experience.  Though I would never ignore the tower teleports as gliding from a tower is such a nice experience.

 
I just found out, it does work. I moved a general altar that I placed, putting it in Peaceful Acres farm.

It allowed me to make steps and go to the attic.

Though I would never ignore the tower teleports as gliding from a tower is such a nice experience.
And yes the flying squirrel suit  is fun, after you learn not to dive bomb the ground. I reset my day to

1 hour, and night to 45 mins, Now I feel more relaxed in the pace.

 
I strongly disagree.  VR is amazing and has brought back the magic I felt as a child when first playing flat screen games. It’s not mainstream yet but it most certainly will get there in the future. It’s just too amazing and fun not to. Just a different opinion. 
Different "virtual reality" under discussion. Don't know if you've noticed, but the tech sector and the video game industry is pretty much in lockstep on the notion of building a "metaverse" they seem to think we'll want to give up our real lives in the real world in order to inhabit.  :crazy:

 
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