PC v1.x Developer Diary

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None of that is dropping the ball, none of that is not listening to the player base - Just because we hold true to our vision on the game and not changing it based on a section of the gaming community.
That might be true in a normal dev creation team, what people forget is this game was originally created by two brothers with two different ideas over a holiday dinner 10+ years ago. Thats why over the years and alphas we have seen features and stuff put in, taken out and rewritten. Its almost at times like one brother says this alpha i get to do this and next alpha you can do that without listening to what the community actually wants. I hate to break the news to you but pvp players have set on the sidelines for all these years waiting for simple things to be done. We are not asking them to rewrite the game for pvp but dang at least help us out a bit and quit putting pvp issues to the back of the line.

 
That might be true in a normal dev creation team, what people forget is this game was originally created by two brothers with two different ideas over a holiday dinner 10+ years ago. Thats why over the years and alphas we have seen features and stuff put in, taken out and rewritten. Its almost at times like one brother says this alpha i get to do this and next alpha you can do that without listening to what the community actually wants. I hate to break the news to you but pvp players have set on the sidelines for all these years waiting for simple things to be done. We are not asking them to rewrite the game for pvp but dang at least help us out a bit and quit putting pvp issues to the back of the line.


There is so much incorrect with this statement that it isn't even funny.

Over the years you have seen features put in, taken out and re-written because TFP has been using, modifying, and replacing Unity Store assets and systems for the most part, and working out what they want the end-game system to be like.

Take skills and progression for example.  You have heard the developers talking about this since before I started in Alpha 14. It was pretty much always known that it wasn't going to be a LBD system, and would be developed into a perk/skill tree. 

Same kind of thing for PvP. Since it was introduced TFP have stated that they aren't going to focus on doing any balancing for it until after the game is close to finished.  So set your plans for maybe some PvP changes in 2027 or 2028, but don't expect much if it would impact PvE gameplay mechanics.

Where is it you get your information from? It most certainly isn't from following and reading what the developers are actually saying.

 
Thats why over the years and alphas we have seen features and stuff put in, taken out and rewritten.


Besides what Linewalker said, some of that is simply called experimenting, which is surely done for many other games as well (but seldom seen because development is behind closed doors). I have heard they once put in ziplines (at least internally) but after playing with it they found it too powerful for avoiding danger in POIs and removed it again. You don't need to invent the split brains of two brothers to explain such an event

 
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unless you was around back than to see all the changes it would be hard for me to explain but

a16 introduced electricity, blade traps and around that time took away calipers 

a 17 introduced party and trader quest but before all this the game was completely different is why so many players fell in luv with at the time including myself.

back than player where forced to travel the map they just couldnt stand in one spot and get everything like it is today.

also, on pvp servers players used traders mainly for selling there was no going there to level through questing.

around this time a16 the other pimp brother really started to change the game for the worse in my opinion and so many others

that is why you hear people always say a16 or earlier alphas where their favorite to play

back than had voice proximity,garden hoe, round spikes, combiner, calipers, water jars, polish along with great things that where removed for unknown reasons.

 
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The game is now mostly focused on quests but they are too repetitive. Fetch, clear, fetch/clear and infestations are almost the same thing, go to a poi and find/kill stuff. It needs more quests like killing certaing type of boss/zombie/animal (please release the Behemot) or protecting a supply drop just like in this mod:



 
unless you was around back than to see all the changes it would be hard for me to explain but

a16 introduced electricity, blade traps and around that time took away calipers 

a 17 introduced party and trader quest but before all this the game was completely different is why so many players fell in luv with at the time including myself.

back than player where forced to travel the map they just couldnt stand in one spot and get everything like it is today.

also, on pvp servers players used traders mainly for selling there was no going there to level through questing.

around this time a16 the other pimp brother really started to change the game for the worse in my opinion and so many others

that is why you hear people always say a16 or earlier alphas where their favorite to play

back than had voice proximity,garden hoe, round spikes, combiner, calipers, water jars, polish along with great things that where removed for unknown reasons.


Unknown only if you weren't in the forum at the time. Usually you just had to ask. I was here since A15 and for many of those things I still remember at least one reason.

 
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The game is now mostly focused on quests but they are too repetitive. Fetch, clear, fetch/clear and infestations are almost the same thing, go to a poi and find/kill stuff. It needs more quests like killing certaing type of boss/zombie/animal (please release the Behemot) or protecting a supply drop just like in this mod:
They have said they are adding at least a couple more quest types.  They have also said they aren't planning to bring back the behemoth.  Whether or not they give a "boss" type enemy seems to be up in the air.  More than likely, that would be limited to the storyline.  They aren't going to introduce a lot of bosses and bosses can't be everywhere, so it's far better to have other normal zombie types, even if they are stronger than the current ones.  Otherwise, you see the same one or two bosses on rare occasions and it's just a waste.  Better to have something you see often instead.

 
They have said they are adding at least a couple more quest types.  They have also said they aren't planning to bring back the behemoth.  Whether or not they give a "boss" type enemy seems to be up in the air.  More than likely, that would be limited to the storyline.  They aren't going to introduce a lot of bosses and bosses can't be everywhere, so it's far better to have other normal zombie types, even if they are stronger than the current ones.  Otherwise, you see the same one or two bosses on rare occasions and it's just a waste.  Better to have something you see often instead.


They also said Infestations were a new quest type. They're not, they're just Clears with some extra zombies.

 
They also said Infestations were a new quest type. They're not, they're just Clears with some extra zombies.
It is still a new quest type, regardless if it is similar or not to others.  Regardless, I am pretty sure they stated that the new quest types would be more unique, but we will see.

 
if you dont like vanilla, get a mod.

all the whining that i can be bothered reading can be soothed with a mod

modding is intrinsically built into the game, how many games are out there the allow the extent of cutomisation that this one does?

stop @%$#ing about things you can fix with a download and clear the air so the likes of #madmole and #fubarprime might want to reconnect with the community and rejoin us.

 
That might be true in a normal dev creation team, what people forget is this game was originally created by two brothers with two different ideas over a holiday dinner 10+ years ago. Thats why over the years and alphas we have seen features and stuff put in, taken out and rewritten. Its almost at times like one brother says this alpha i get to do this and next alpha you can do that without listening to what the community actually wants. I hate to break the news to you but pvp players have set on the sidelines for all these years waiting for simple things to be done. We are not asking them to rewrite the game for pvp but dang at least help us out a bit and quit putting pvp issues to the back of the line.
Just a thought, it might be that the PvP community isn't big enough.

If there was an obvious high demand for PvP then I would imagine resources would be reallocated. 7 Days to Die is the opposite of H1Z1. H1Z1 was a PvE game with a PvP mode. The PvP mode took off and they shifted all their focus and abandoned PvE. From a business perspective it wouldn't be too good to put much focus on an aspect of a game that only a minority of the player base is interested in. It sucks. I wanted more seasons of Ash vs Evil Dead but it didn't get enough viewers so they cancelled it, so I understand.

Also, the whole 10 year development complaint is not a strong argument. There have been plenty of games that are much smaller, developed by much bigger companies, with much bigger budgets, that took close to the same amount of time to develop, only to get released and fail. All the complaints that get thrown at this game are merely minutia. 

I don't understand how the complainers continue to want to complain. When I first started playing with A21, I had just stepped away from years worth of games that were utterly frustrating. I was a complainer just like the rest of them, but I got sick of it. This game was a friggin beacon of light compared to all the crap I stopped playing. People gotta realize that all those trees they keep focusing on are part of a forest. 

 
The game is now mostly focused on quests but they are too repetitive. Fetch, clear, fetch/clear and infestations are almost the same thing, go to a poi and find/kill stuff. It needs more quests like killing certaing type of boss/zombie/animal (please release the Behemot) or protecting a supply drop just like in this mod:
You forgot about Restore Power, Burried Supplies and Trade Routes quests.

 
a21 is when the other brother removed glass jars from the game
Which was a good thing as far as I'm concerned.  And it's a dead horse that has been beaten far too often.

Also, the whole 10 year development complaint is not a strong argument. There have been plenty of games that are much smaller, developed by much bigger companies, with much bigger budgets, that took close to the same amount of time to develop, only to get released and fail. All the complaints that get thrown at this game are merely minutia. 
Exactly.  I've seen so many games even recently that have mentioned being in development for 8+ years.  You just normally don't see that because it's behind closed doors.  By the time they release information for people, the games are already probably 3/4 complete, so it appears that it only takes a few years.  But the reality is that they take much longer.  And this is true even for AAA games.  This is also a game that pushes beyond what other games have done in the past, and that will require more effort and time than a game that copies what a hundred other games have done before.  You could make a Diablo clone without pushing any boundaries because it's been done many times before and you're basically just copying what others have done.  But this game is unique.  The closest thing to it is Minecraft, and this is FAR beyond Minecraft.  They have pushed the bounds of voxels beyond what any other games have done so far.  That's going to take time to make happen.

 
Which was a good thing as far as I'm concerned.  And it's a dead horse that has been beaten far too often.
Bottles of water - were logical and correct mechanics that needed to be improved for modernity.
But it's easier to remove than to think about and repair. That's what lazy developers do (or creative impotence). And the players who speak like you - are the same. You deserve each other.

 
TFP consist of many Devs deciding things together, not just one person saying "I want this" and everybody else follows like dogs.

If it's what TFP decides AS A TEAM, then so be it... It's their game, and I love every minute of it.
its no secret that a CEO or OWNER would have the final decisions on whats being done in their company. So yeah i would say the pimp brothers is that authority for this game.

The Fun Pimps we’re founded in late 2012 by Richard Huenink, Joel Huenink and Christian Lang who had only their day jobs, the dream of making a game independently and a short Google Design Doc based on an idea Richard and Joel cooked up over Thanksgiving Dinner in 2012.

 
For veteran players the normal game has become too predictable and quests are repetitive. PVP servers add the extra risk and challenge of competing against other players while trying to succeed. Having to design your defenses to counter human attacks to protect your hard fought loot while simultaneously searching for flaws in your opponents design make the game so much better.

 
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