PC V2.0 Delayed Again

Perfect, was just looking for this info as the main post hasn't been updated ❤️ Much thanks!
please don't think that means Apr 21st. the 2.0 game update is being delayed...They just have not or are not going to do a social media post to tell people...they will let the news trickle out. 

 
read the Winterpatch notes... dedicated servers were slated for 2.0. 


I assume this was meant for Sylen. I didn't say anything about when dedicated servers were slated.

I am glad TFP decided to honor the weather side of Storm's Breaking, but, it is last minute decision to cover their ass, that is extending the timeline of this game development. I know, We disagree about that, I still think NOW, is not the time to still be @%$#ing around adding unannounced new things instead of meeting the roadmap.


This is games development how it really happens, often behind closed doors so you don't see it. Someone notices that an implementation is lacking, not fun, not balanced... in some part. IMHO it is nice that we can informally talk to the developers and sometimes get something that we notice changed before the experimental is released. I mean, we want a good game as well as the developers.

If something gets noticed management of a games developer either decides that it gets fixed immediately so players have a better experience. Or instead management decides that release dates must be honored and a worse product is thrown out at the correct time. We disagree about that management decision, I would take the better experience any day. Now sure, there is the danger of feature creep, but in this case I would say it definitely isn't.

Console waiting for the ability to share games with a party just like the PC version is not the same as waiting for game features, that is a false equivalence. This is a relaunch to console without the basic content for console on launch. keep waiting we'll give you rwg...keep waiting you'll get poorly performing crossplay...but, not dedicated servers, nope, those you have got to wait even longer for.


What about dedicated servers is a basic content? I am sure everyone has his own priorities and this might be top on yours, but what exactly is it that you expect from it?

The old telltale game had AFAIK not even a plan to make crossplay or dedicated servers a goal. And it was bought and played for years without any of those features. Dedicated servers will not magically make your game 10 times faster, there never will be official servers (AFAIK). What it will bring is maybe a higher limit of players. Though that could be achieved by peer-to-peer with a potent PC as well already if the game had a way to make that limit dynamic. And maybe better PvP, but especially that is just a hope and depends on hardware limits, and what Sony and Microsoft allow.

Let me stress this point: There is practically no difference in performance (or features) between peer-to-peer with a potent PC as server and using a dedicated server (with the same CPU).

About Sony and Microsoft: They are IMHO not necessarily the evil guys in these events, they are just a black box. They have other priorities, some of them people might not agree with or deem selfish, but from their standpoint they do reasonable things to protect their bussiness. Absolute priority for them is keeping pirated stuff from their consoles and that makes them very strict about what they allow. At the same time it seems they don't want to show their hands how they guard their console or on the other hand restrict new ideas by too narrow rules, so I am sure it is very similar to how Apple handles it: They don't give out exact rules what game developers can or can't do (except maybe in general terms). So developers practically need to guess what is exactly needed in each case. A developer then submits a game he thinks conforms to these rules, and then waits for the surprises happening. The game could be accepted at the first attempt, could need a week of work, could need months of work or could need a complete rewrite of major parts. And networking/multiplayer is never trivial, any change there is more likely to take months than weeks. Also fixing what is complained about is not a guaranteed win: The console companies might not deem the fix good enough or find something new to complain about, something they didn't see the first time. 

If someone makes a simple multiplayer shooter with servers run by the company itself there is a certain level of knowledge what to expect from the acceptance procedure, but the case of 7d2d is a special case (user-operated servers, high level modding with XML) and that might also contribute to surprises on both sides of this process.

Programming is a very slow process in general, also such approvement processes done by Sony/Microsoft or Apple can take a lot of time PER submission.  8 months or more for changing multiplayer, submitting, waiting for the result, and doing it all again? Reasonable I would think. It certainly doesn't work like in the movies where a programm is written in hours, I always cringe inside when I see this. Ultimately it is very improbable that TFP and Sony/Microsoft won't reach an agreement and TFP can add dedicated servers, but as a bean counter I have to mention that there is a non-zero chance that it won't happen at all. Nothing can be certain, except death and taxes 😉

 
Let me stress this point: There is practically no difference in performance (or features) between peer-to-peer with a potent PC as server and using a dedicated server (with the same CPU).


But if his experience has always been peer to peer with only consoles then a dedi could make a difference since the consoles aren't exactly in the same league with a potent PC.

May the Nth.


They should release it May the 4th be with you....and make sure plasma batons get added

 
But if his experience has always been peer to peer with only consoles then a dedi could make a difference since the consoles aren't exactly in the same league with a potent PC.

They should release it May the 4th be with you....and make sure plasma batons get added
With the new event system, having melee weapons turn into light sabers on May 4th would be amazing!  :D

 
I assume this was meant for Sylen. I didn't say anything about when dedicated servers were slated.

This is games development how it really happens, often behind closed doors so you don't see it. Someone notices that an implementation is lacking, not fun, not balanced... in some part. IMHO it is nice that we can informally talk to the developers and sometimes get something that we notice changed before the experimental is released. I mean, we want a good game as well as the developers.


We are never going to agree about this, that's okay, I get that you guys do not care how long it takes...it is basically all freebies to you and you love it...cool.

console has not had the same experience.

If something gets noticed management of a games developer either decides that it gets fixed immediately so players have a better experience. Or instead management decides that release dates must be honored and a worse product is thrown out at the correct time. We disagree about that management decision, I would take the better experience any day. Now sure, there is the danger of feature creep, but in this case I would say it definitely isn't.


has there been a single time it did strike you as mission creep?

sorry, but, we disagree about "mission creep" being acceptable when you have laid out a roadmap with timings. ***and you can all say...all dates and timeline subject to change.   this is delay 3 on the first objective...I don't think it is still reasonable to point at *all dates subject to blah blah blah and still think thats okay...that's my opinion. 

What about dedicated servers is a basic content? I am sure everyone has his own priorities and this might be top on yours, but what exactly is it that you expect from it?


The ability to share a game with friends...that's pretty basic. What do I expect? to be able to share a game with friends.

The old telltale game had AFAIK not even a plan to make crossplay or dedicated servers a goal. And it was bought and played for years without any of those features. Dedicated servers will not magically make your game 10 times faster, there never will be official servers (AFAIK). What it will bring is maybe a higher limit of players. Though that could be achieved by peer-to-peer with a potent PC as well already if the game had a way to make that limit dynamic. And maybe better PvP, but especially that is just a hope and depends on hardware limits, and what Sony and Microsoft allow.

Let me stress this point: There is practically no difference in performance (or features) between peer-to-peer with a potent PC as server and using a dedicated server (with the same CPU).


In the telltale version, I spent hundreds if not thousands of hours, in game, with friends, working on tunnels from town to town and obnoxiously large sprawling estates. occassionally we had connection problems...just to be clear it was not perfect, but at least we had that on day one.

we are talking about console...why is it always get a powerful PC?

About Sony and Microsoft: They are IMHO not necessarily the evil guys in these events, they are just a black box. They have other priorities, some of them people might not agree with or deem selfish, but from their standpoint they do reasonable things to protect their bussiness. Absolute priority for them is keeping pirated stuff from their consoles and that makes them very strict about what they allow. At the same time it seems they don't want to show their hands how they guard their console or on the other hand restrict new ideas by too narrow rules, so I am sure it is very similar to how Apple handles it: They don't give out exact rules what game developers can or can't do (except maybe in general terms). So developers practically need to guess what is exactly needed in each case. A developer then submits a game he thinks conforms to these rules, and then waits for the surprises happening. The game could be accepted at the first attempt, could need a week of work, could need months of work or could need a complete rewrite of major parts. And networking/multiplayer is never trivial, any change there is more likely to take months than weeks. Also fixing what is complained about is not a guaranteed win: The console companies might not deem the fix good enough or find something new to complain about, something they didn't see the first time. 

If someone makes a simple multiplayer shooter with servers run by the company itself there is a certain level of knowledge what to expect from the acceptance procedure, but the case of 7d2d is a special case (user-operated servers, high level modding with XML) and that might also contribute to surprises on both sides of this process.

Programming is a very slow process in general, also such approvement processes done by Sony/Microsoft or Apple can take a lot of time PER submission.  8 months or more for changing multiplayer, submitting, waiting for the result, and doing it all again? Reasonable I would think. It certainly doesn't work like in the movies where a programm is written in hours, I always cringe inside when I see this. Ultimately it is very improbable that TFP and Sony/Microsoft won't reach an agreement and TFP can add dedicated servers, but as a bean counter I have to mention that there is a non-zero chance that it won't happen at all. Nothing can be certain, except death and taxes 😉


I just used GROK to ask how long on average does it take to get permissions for crossplay and dedicated servers. 2-6 weeks...2-8 weeks...now granted, it is an AI, not a source expert, it just collates articles including complaints from devs. 

I get you are trying to give TFP wiggle room...but you are suggesting that they only really had time to apply once maybe twice if they were lucky...I don't think that is a fair assessment.




 
Can someone explain, the dedicated server conversation that has been
a constant. It is often spoken about in the same paragraph as crossplatform
play, but they are two different things. Or am I wrong?

In regard to TFP, is it dedicated software that is proposed or a
combination of software and a company based reinvestment in a limited supply
of TFP managed hardware?

In regard to console players, is it an expectation of the software being
updated by TFP, to be able to play independent of Sony and MS network?

On sony and microsoft networks, Or is there an expectation, of TFP reinvesting 

in a TFP hard and soft semi independent network?

I ask because this term seems to have become more of a catch phrase, than
an actual explicit description, and quite confusing in actual context.

People are running 7DtD servers now pve and pvp, Sony and MS are running servers also.
Are those not actually dedicated to the game?

Is it that the term dedicated server, is being associated with pc/console
crossplay? So XBE and EXE, and resources can match up?

If it is server software, and TFP regained the rights to the Telltale version, is it not possible

to update it?

Please use kid gloves because, the only time I ever played on a server, other than the one

time recently, after I bought my friend a copy, was with Ultima online.

 
Can someone explain, the dedicated server conversation that has been
a constant. It is often spoken about in the same paragraph as crossplatform
play, but they are two different things. Or am I wrong?

In regard to TFP, is it dedicated software that is proposed or a
combination of software and a company based reinvestment in a limited supply
of TFP managed hardware?

In regard to console players, is it an expectation of the software being
updated by TFP, to be able to play independent of Sony and MS network?

On sony and microsoft networks, Or is there an expectation, of TFP reinvesting 

in a TFP hard and soft semi independent network?

I ask because this term seems to have become more of a catch phrase, than
an actual explicit description, and quite confusing in actual context.

People are running 7DtD servers now pve and pvp, Sony and MS are running servers also.
Are those not actually dedicated to the game?

Is it that the term dedicated server, is being associated with pc/console
crossplay? So XBE and EXE, and resources can match up?

If it is server software, and TFP regained the rights to the Telltale version, is it not possible

to update it?

Please use kid gloves because, the only time I ever played on a server, other than the one

time recently, after I bought my friend a copy, was with Ultima online.
Dedicated servers can be crossplay or not. Currently, they are not.  The plan is for them to be crossplay.  The code for dedicated servers is already in place.  For crossplay, I would assume it isn't a big deal to turn on crossplay once approved.  A minor patch would do it.  Of course, if they need to do some kind of changes to make Sony or Microsoft happy, then that requires more effort. 

TFP won't run their own servers, so it has nothing to do with hardware on their end.  This is also part of the issue with getting it approved.  If it was on their own servers, it would be far easier to get approved.  Running on unregulated servers opens up all kinds of security concerns that Sony and Microsoft care about.  TFP needs to jump through whatever hoops Sony and Microsoft require to get approved.  That can take time, and they likely aren't allowed to discuss those negotiations as it is likely past of a NDA.

Telltale's version didn't have dedicated server support, and even if it did, that version is really outdated.  Updating that would have been far more time consuming than starting from scratch.  And since they have the console version available, there wouldn't be any value in it now anyhow. 

In any case, crossplay means that you can play between multiple platforms. That doesn't necessarily mean PC and console, but it usually does.  Crossplay can be P2P or dedicated server or both.  And dedicated server or P2P don't have to be crossplay.  Also, dedicated servers can be run by the developer or the console maker (that is usually only when they are the developer or publisher) or independently (either as a paid server or just a PC running the game 24/7). For this game, they are run independently.  That makes approval more challenging because no one connected to the developer or console maker is in charge of making sure they are run properly and are secure.

 
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We are never going to agree about this, that's okay, I get that you guys do not care how long it takes...it is basically all freebies to you and you love it...cool.

console has not had the same experience.

has there been a single time it did strike you as mission creep?

sorry, but, we disagree about "mission creep" being acceptable when you have laid out a roadmap with timings. ***and you can all say...all dates and timeline subject to change.   this is delay 3 on the first objective...I don't think it is still reasonable to point at *all dates subject to blah blah blah and still think thats okay...that's my opinion. 


Since direct weather effects seem to be fundamentally what was expected by players (including me) for the weather update this specific change to add some effects is not mission creep but a fix in my opinion. I.e. this feature is in the roadmap.

The ability to share a game with friends...that's pretty basic. What do I expect? to be able to share a game with friends.

In the telltale version, I spent hundreds if not thousands of hours, in game, with friends, working on tunnels from town to town and obnoxiously large sprawling estates. occassionally we had connection problems...just to be clear it was not perfect, but at least we had that on day one.


Yes, sure, but you still haven't said why peer-to-peer does not allow the game to be shared with friends, right now. You had peer-to-peer with the telltale-version, you have peer-to-peer right now, and additionally crossplay. So the basic is there.

we are talking about console...why is it always get a powerful PC?


I didn't say or mean that. I was talking about the possibility of finding or knowing a PC player who would then host, similar to finding a dedicated server to host. 

Though, on second thought, yes, that is more work than simply checking out the already existing heap of open servers, even though it has to be seen how many will actually cater to console players (as that might mean removing typical mods used by those servers). Or renting a server yourself, though it seems many managed servers are just at the miniumum performance-wise, at least that was my experience when I rented them years ago.

I just used GROK to ask how long on average does it take to get permissions for crossplay and dedicated servers. 2-6 weeks...2-8 weeks...now granted, it is an AI, not a source expert, it just collates articles including complaints from devs. 

I get you are trying to give TFP wiggle room...but you are suggesting that they only really had time to apply once maybe twice if they were lucky...I don't think that is a fair assessment.


No, I was suggesting that TFP maybe did change the game and re-apply multiple times and got informed that the changes were insufficient. But I don't know. I also don't know how much their game needed to change, i.e. how long the list of needed changes was.

What does the answer from GROK exactly mean, by the way? Is it the time they needed for the whole process of submitting, programming and resubmitting? Or is it the time for just one permission cycle which would have to be multiplied with the number of attempts? And did GROK know and take into account that you were speaking about user-operated dedicated servers in this case?

I can only say that rewriting network code is hard and needs time that is measured in weeks at least and bigger changes can go into months and even years. No Man's Land needed fully 2 years to upgrade their multiplayer to an acceptable level (this did not involve console stuff, it is just an example of network programming taking time). As a programmer I understand that those time frames (of months) are typical in software development and greatly underestimated by non-programmers.

In other words, in my experience there is a large discrepancy between the average development speed or the amount of work a specific change really takes and what people assume or expect. If people continue to have expectations that won't be met by most game developers (there are always exceptions) they will always be surprised by them. TFP is probably on the slow side of average development speed, but most developers I follow are slow as well compared to what players seem to expect.

 
@Riamus

Thank You.

So that's one of the reasons for EOS inclusion. Its too bad that however they have

Fortnite configured can't be adopted here. I only say that, because, instead of one

inter-communication, they have 3 to contend with. Steam, Sony and MS. It would be

nice if a universal, protocol were designed, to allow security and communication.

As big as the gaming industry has gotten, that seems like a win win for all of them.

 
@Riamus

Thank You.

So that's one of the reasons for EOS inclusion. Its too bad that however they have

Fortnite configured can't be adopted here. I only say that, because, instead of one

inter-communication, they have 3 to contend with. Steam, Sony and MS. It would be

nice if a universal, protocol were designed, to allow security and communication.

As big as the gaming industry has gotten, that seems like a win win for all of them.
For one, it wouldn't happen because no one could agree on what they want between all consoles and PC with Windows, Linux, and Macintosh. 

Also, PC players like having freedom.  Some want to allow people to use cheats or hacks on servers.  And even if they don't, being able to configure it any way you want is a freedom PC users (other than Macintosh) expect and want.  Consoles don't want that, so you are stuck without a way to have any kind of standard.  Besides, a standard way of doing things in terms of security makes it very easy for hackers to break it since they know what the standard is and could use the same tools on every server.

 
@Riamus

Thank You.

So that's one of the reasons for EOS inclusion. Its too bad that however they have

Fortnite configured can't be adopted here. I only say that, because, instead of one

inter-communication, they have 3 to contend with. Steam, Sony and MS. It would be

nice if a universal, protocol were designed, to allow security and communication.

As big as the gaming industry has gotten, that seems like a win win for all of them.
Fortnite is using EoS. Same as 7 Days.

 
Since direct weather effects seem to be fundamentally what was expected by players (including me) for the weather update this specific change to add some effects is not mission creep but a fix in my opinion. I.e. this feature is in the roadmap.


Strangely, i agree about this one. Storm's Brewing implied dynamic weather...environmental hazards alone wasn't cutting it with the fan base...so they decided last minute to fix a self inflicted injury. imo

I take it your answer to the original question is no...it is never mission creep.

Yes, sure, but you still haven't said why peer-to-peer does not allow the game to be shared with friends, right now. You had peer-to-peer with the telltale-version, you have peer-to-peer right now, and additionally crossplay. So the basic is there.

I didn't say or mean that. I was talking about the possibility of finding or knowing a PC player who would then host, similar to finding a dedicated server to host. 

Though, on second thought, yes, that is more work than simply checking out the already existing heap of open servers, even though it has to be seen how many will actually cater to console players (as that might mean removing typical mods used by those servers). Or renting a server yourself, though it seems many managed servers are just at the miniumum performance-wise, at least that was my experience when I rented them years ago.


I grouped this together because if you think about it...you did answer your own question. X and ps5 can have 4 in a party...S can have 2...which would have been nice to know before hand. Why wouldn't we want better options? why wouldn't we want dedicated instead of peer to peer? All of my friends play multi player games...there's close to 30 of us who play Rust together in loose groups, obviously we don't expect to have all of us to be able to be  on a server at the same time, but, they are not interested in wasting half the night getting 4 people connected at the same time.

No, I was suggesting that TFP maybe did change the game and re-apply multiple times and got informed that the changes were insufficient. But I don't know. I also don't know how much their game needed to change, i.e. how long the list of needed changes was.


maybe they did and maybe they didn't...I don't know, but, I do think we should be better informed. I don't know why they would not tell us what why and when...other than telling us would put them in a bad light? like perhaps they had security issues due to 3rd party servers for PC that they knew would be a problem when trying to get permissions for console from Sony and MS? who knows really? just speculation.

What does the answer from GROK exactly mean, by the way? Is it the time they needed for the whole process of submitting, programming and resubmitting? Or is it the time for just one permission cycle which would have to be multiplied with the number of attempts? And did GROK know and take into account that you were speaking about user-operated dedicated servers in this case?

I can only say that rewriting network code is hard and needs time that is measured in weeks at least and bigger changes can go into months and even years. No Man's Land needed fully 2 years to upgrade their multiplayer to an acceptable level (this did not involve console stuff, it is just an example of network programming taking time). As a programmer I understand that those time frames (of months) are typical in software development and greatly underestimated by non-programmers.

In other words, in my experience there is a large discrepancy between the average development speed or the amount of work a specific change really takes and what people assume or expect. If people continue to have expectations that won't be met by most game developers (there are always exceptions) they will always be surprised by them. TFP is probably on the slow side of average development speed, but most developers I follow are slow as well compared to what players seem to expect.


I'd suggest asking GROK yourself...you'd be able to refine your questions. What I asked was: approx. how long does it take a developer to get permissions for crossplay and for dedicated severs?

 
@SylenThunder

That part I found out, when I was checking other games that have been successful

with crossplatform. That is also why I mentioned Fortnite, When I was reading

to understand, It was the one game that seemed to be able to support the most

platforms. Then I read that they are using EOS also. I know that its unreal engine,

but I didn't know if that has any bearing. But Riamus pretty much explained it.

Whomever is having to deal with that roundrobin situation. I offer a constant virtual 

pat on the back.

 
As I stated before... they will release it when it's ready. Some people need a little more patience.
says the player base that does not do without...how is it so hard for PC gamers to understand that console is getting slow rolled on a relaunch to @%$#ing console. go ahead...keep telling me to be patient...dollars to donuts you would not be quiet if the rolls were reversed. 2.0 will drop when it drops...i didn't sign on for 3-4 more years of loosey goosey development until the game is complete, but, here we are. We had to wait for rwg...we had to wait for peer to peer...at this point I don't think we are ever going to get dedicated servers for console...I sure am not getting any encouraging answers about it, am I? 

 
I did not sign up for a loooooooong drawn out process. like a lot of people, i didn't think TFP would be able to perfectly follow the timing on the roadmap...not that they had no intentions of following their own rough guesses. 9 months and counting and they still can't get 2.0 out the door. You people on here don't even really represent the larger PC community...you are die hard fans...displayed by your willingness to make excuses for them...over and over. 

 
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 I did not sign up for a loooooooong drawn out process.
Technically, you did do just that, twice even.  You saw the roadmap, with notation saying dates may change.  Even if you hadn't been around prior to the new release on nextgen consoles, you could have easily done any amount of research on TFP production process to see what they are known for.  

I guess, if you don't want to experience something like this again, do better research before paying for something twice???

 
Technically, you did do just that, twice even.  You saw the roadmap, with notation saying dates may change.  Even if you hadn't been around prior to the new release on nextgen consoles, you could have easily done any amount of research on TFP production process to see what they are known for.  

I guess, if you don't want to experience something like this again, do better research before paying for something twice???


three delays on the first goal...is there any point at which you can agree that is too long?  where in the roadmap or in the dev streams did they say it would be at least a couple more years not a year and a half? I missed that. I will ask you directly...do you think "all dates subject to change" reasonably means years...not weeks or months at most?

There is zero chance I will ever participate in a TFP project in progress again. and yes, I won't miss you either. lol

 
I just used GROK to ask how long on average does it take to get permissions for crossplay and dedicated servers. 2-6 weeks...2-8 weeks.
I love AI but it is pretty horrible when it comes to giving, sometimes even simple information. When I ask it questions about aspects of my job it gets things very wrong on a regular basis, and these are things that aren't nearly as remote as the wait time for dedicated server approval. Almost as quickly as they can give me the wrong answer, I can manually search for and find the right answer. 

Unless you're trying to troll someone, don't use AI given information in an argument. 

 
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I love AI but it is pretty horrible when it comes to giving, sometimes even simple information. When I ask it questions about aspects of my job it gets things very wrong on a regular basis, and these are things that aren't nearly as remote as the wait time for dedicated server approval. Almost as quickly as they can give me the wrong answer, I can manually search for and find the right answer. 

Unless you're trying to troll someone, don't use AI given information in an argument. 


did I pretend that it was a definitive answer? no I did not. 

since we are old friends giving each other unsolicited advice...maybe answer posts in order...or at the very least respond to the answer of a question you have posed first...before moving on to a new topic. just a thought.

 
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