PC v1.x Developer Diary

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Nobody thinks bandits will be added in 2.0 since they are scheduled for 3.0. 
 

Also your theory that they are impossible right now because of threads is almost certainly bogus. I played internal builds with the new bandits before they were set aside in favor of the current roadmap and they worked fine. Their AI was still rudimentary but there is no reason they can’t be implemented other than that the devs are focused on 2.0 priorities right now. 
 

Once 2.0 is out they will be putting all their focus on bandits for the 3.0 release later this year. 
 


this is encouraging. if you are saying bandits are in a "playable" state already, then there is a good possibility they will be able to stay closer to the roadmap timings.

 
last i checked today there are still hundreds of things they are trying to work through, not just bandits but other things that bottleneck the cpu to. Adding bandits simply isn't possible and would compound the issues dramatically if they tried. Like i said earlier to the guy who has been waiting 4+ years for bandits i feel his pain for sure but the truth is untill alot of this stuff gets fixed bandits are off the table. https://community.7daystodie.com/v1-bugs/?show=categories


The only two categories that are "hundreds" from that link are the fixed category and the not a bug category so I'm not sure you are showing me any proof of your claim. Not all bugs listed in the pool (91) are even going to be priority must fix bugs before they eventually release bandits in the 3.0 update later this year.

As I already said earlier to the guy (you) who keeps claiming bandits are simply not possible right now, I have first-hand knowledge that they were briefly implemented in internal test builds between A21 and 1.0(A22). They were ultimately removed not because they were impossible to have in the game but because they were assigned to the 3.0 update on the roadmap and the developers working on them were retasked to 1.0 and now 2.0 jobs. As soon as 2.0 releases and the team internally shifts to 3.0 the bandits will certainly return to their internal testing builds as they did before.

You are correct that bandits are off the table for 2.0 but your reasoning is faulty. It isn't because they are impossible to add at this time. It is because they are scheduled for the next update so they are off of the current priority task list. That's it.

If you want to talk about something that is impossible to fully implement under the current state of the game with it's focus on RPG-esque player progression and now with biome survival progression coming in 2.0, it's PvP. 

this is encouraging. if you are saying bandits are in a "playable" state already, then there is a good possibility they will be able to stay closer to the roadmap timings.


They were pretty basic functioning human npc raiders when they were last included in the testing trunk but they were playable. Some had melee weapons and some had guns. They would attack zombies and zombies would attack them and it was fun to watch those battles and then finish off the survivors. They were implemented simply as wandering NPCs so there were no POIs that were bandit lairs but I know that some POIs have already been given hooks to be made into bandit lairs. Once 2.0 wraps and they start dedicating all their resources to 3.0 features, I think they will definitely make major headway.

 
Yeah…bandits are just another entity functionally no different than animals, zombies, players, and traders. Not sure why there is a belief that something dramatic must be changed in the code for bandits to exist. Maybe @faatal can confirm or correct me on this. 
Yes, bandits are just smarter zombies. Same entity and AI systems. Animals are the same. Bandits will just have more behaviors, like find cover or heal self.

 
I’m not saying it’s simple in that way. I’m refuting the idea that bandits are impossible to add until the game uses more threads based on Grandpa Minion having redacted conversations with mystery coders. 
 

I think bandits being able to use cover is a big deal because it’s exciting since it’s more than just “zombies with guns” AND  I also think that it doesn’t require any major overhauls of the coding to put it into the game since as I said it has already been tested internally with the existing infrastructure. 
Our AI is not that expensive. AI does not constantly think. There are delays built in. The most expensive part is typically the pathing, which already runs on multiple threads.

Finding cover is a good amount of processing, but that is ray casting, which is fairly cheap and could be threaded, and pathing which is already threaded.

One bandit will probably have the overall overhead of 2 or 3 zombies, so if we can run 30 zombies coming at you then 10 bandits will be fine.

 
and pathing which is already threaded.
Speaking of pathing, just out of curiosity, zombies path along a grid as opposed to moving straight towards you - is that intentional to make their movement more unpredictable? 

 
this is encouraging. if you are saying bandits are in a "playable" state already, then there is a good possibility they will be able to stay closer to the roadmap timings.


It is encouraging, though I wouldn't assume this includes "downstream" dependencies/issues. For instance, "playable" could still meant there were bugs, they were using placeholders for art and animation, that POIs were needed to be created, and who knows what else.

 
 For instance, "playable" could still meant there were bugs
he told you playable 30 zombies and 10 bandits when more features such as ray casting is multithreaded however, that doesnt take in to account 8 players which would take 8x? + 8x1? to keep a bloodmoon going and playable. Bandits may be playable single player but co op its far from getting there yet. 

Someone said 3.0 bandits was the target so what i would suggest stop hounding them about bandits and let them focus on important things that need fixed first.

 
Bandits may be playable single player but co op its far from getting there yet. 


This is the pivot? After your first claim was soundly dismantled I really doubt that this new claim is anything more than rubbish as well.

Someone said 3.0 bandits was the target


The roadmap said it. It's an official statement from TFP, itself.

i would suggest stop hounding them about bandits and let them focus on important things that need fixed first.


Nobody has been hounding them to get bandits done now. Everyone here understands that bandits are not in the queue for 2.0. The bandit discussion has not been one of pushing TFP to get them done but refuting your statements that they are impossible to implement because of coding limitations and pointless to add because PvP is all that is needed. Sure, most of us have been waiting for bandits for years and are excited for their implementation and would have liked to have them already added but we've all read the schedule and nobody expects bandits yet.

 
1) The initial roadmap said bandits 2.0 "a new threat" thats where most of the confusion from so many people came from... 

2) what your saying bandits was moved to 3.0 "the road ahead"

3) what in sayinbg 3.0 "the road ahead" isn't even feasable for bandits by q4 2025 there is still a ton of work to be done 2025 it wouldn't be relaistic to expect bandits

    image.png

 
1) The initial roadmap said bandits 2.0 "a new threat" thats where most of the confusion from so many people came from... 

2) what your saying bandits was moved to 3.0 "the road ahead"

3) what in sayinbg 3.0 "the road ahead" isn't even feasable for bandits by q4 2025 there is still a ton of work to be done 2025 it wouldn't be relaistic to expect bandits

    View attachment 33369
1. "A New Threat" has never been 2.0. Update 2 is 3.0. You are reading the update number incorrectly.  Most people have not had this issue. Again, you exaggerated to support your story.

2. No, They are in the same place they always have been.
1.0 - Initial release (July 25th, 2024)

2.0 - Update 1: Storm's Brewing (Q4 2024, now Q1/2 2025)

3.0 - Update 2: A New Threat (Q2 2025, TBD)

4.0 - Update 3: The Road Ahead (Q4 2025, TBD)

This isn't rocket science. Stop assuming everyone is misreading it the way you are. They aren't.

3. I imagine Update 2 will be more like Q4 2025, and Update 3 will be Q2 2026. However these are not known facts yet.  That road map did say, (which you conveniently cut off to support your misinformation as usual), "These dates are rough estimates and subject to change".

7days_to_die_roadmap_v1-980x551.png


 
1. "A New Threat" has never been 2.0. Update 2 is 3.0. You are reading the update number incorrectly.  Most people have not had this issue. Again, you exaggerated to support your story.

2. No, They are in the same place they always have been.
1.0 - Initial release (July 25th, 2024)

2.0 - Update 1: Storm's Brewing (Q4 2024, now Q1/2 2025)

3.0 - Update 2: A New Threat (Q2 2025, TBD)

4.0 - Update 3: The Road Ahead (Q4 2025, TBD)

This isn't rocket science. Stop assuming everyone is misreading it the way you are. They aren't.

3. I imagine Update 2 will be more like Q4 2025, and Update 3 will be Q2 2026. However these are not known facts yet.  That road map did say, (which you conveniently cut off to support your misinformation as usual), "These dates are rough estimates and subject to change".
Also, these features could be split up differently as well. For example, "Crossplay/Random Gen for console" was released in December as 1.2, while the reset of 2.0 is delayed and actually has some unplanned improvements in it like better RWG wilderness generation.

Speaking of pathing, just out of curiosity, zombies path along a grid as opposed to moving straight towards you - is that intentional to make their movement more unpredictable? 
It is intentional to make their pathing efficient. Voxel world maps naturally to a pathing grid.

 
@faatal the improved wilderness generation, will it include more hilly sections? The world feels rather flat still.  Is there a way to make it rise and fall more naturally?

 
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