PC V2.3 Experimental

I've been playing 2.3 fairly hard since it dropped and, so far, not much in the way of bobbles other than the honey challenge and that's already reported. I don't find the frostclaw and plague spitters to be anywhere as numerous as before and, interestingly, had a bit of difficulty in finding them while doing the biome challenges. That was more annoying than bad, though. I seem to be experiencing some memory loss and lag from time to time but was never able to pinpoint it enough to put in a valid bug report so it could have been just about anything. Being able to prepare all the 'smoothies' (well, they're not smoothies but, you ,know what I mean) excepting radiated mushrooms, of course) and items needed for survival gear crafting well before they were needed was very cool. I just carried those items with me when it was time and all went very smoothly. Kudos... looking forward to what you work on next.
 
I like the sound of all of those biome-related changes; progression from biome to biome will feel much less gamey and artificial after this update. So I'm looking forward to it.

Personally, would I prefer it if the whole biome survival thing was less binary? Yeah. As it is, you're either at the mercy of the elements or fully protected. There's not much granularity there.

Just spitballing here, but if survival gear wasn't 100% damage proof, and if shelters in hazardous biomes gave full protection only if you craft/purchase and then deploy some kind of equipment or station (an air filtration unit, or insulation, or hot tub, or hookah lounge, or whatever), that would make survival in the extreme biomes more interesting.

Of course, most people would hate it, and then Reddit would get all Reddity... and the Steams forums would get super salty... there would be a great gnashing of teeth, and stomping of feet, and shaking of fists... there would be a great bombing of reviews...

Oh well. It would make a good mod.
I disagree with the idea of deteriorating the survival gear. The best thing they did when releasing 1.0 and had it in 2.0+ was removing a lot of the micromanagement. Part of 7DTD's appeal presently is that it is an *entry level* game within the genre. It's more friendly to newcomers than Ark or Green Hell, or even Medieval Dynasty.

There's no need to have the micromanagement shoved back in for the sake of veteran players retaining their sense of superiority for "just getting it". It's okay to have a game where you can establish yourself and then turn off your brain while questing in POI dungeons.
 
I disagree with the idea of deteriorating the survival gear. The best thing they did when releasing 1.0 and had it in 2.0+ was removing a lot of the micromanagement. Part of 7DTD's appeal presently is that it is an *entry level* game within the genre. It's more friendly to newcomers than Ark or Green Hell, or even Medieval Dynasty.

That's your opinion and you're entitled to it. Personally I don't enjoy games that can be played with ones brain turned off.

There's no need to have the micromanagement shoved back in for the sake of veteran players retaining their sense of superiority for "just getting it".

There was no need to have the micromanagement removed for the sake of casuals nursing a sense of inferiority for "just not getting it."

Beware the sword that cuts both ways.
 
Yes please. Hell, I'd love the old storage box paints back. Those are handy for painting bases.
I don't think bringing these back would be useful. You even say you would use them for something that they were not meant to be used for, so bringing them back for a few people? I don't think so.
It's been mentioned before that TFP have limited resources left to add any other paint (I think?), but if TFP would add paint, it should be something useful, like since we can build our own bases, why not have nicer colors instead of having our painted walls covered with some old and ugly wallpaper. We just built it, it should look new.

We can build drones, yet we have 60's style wallpaper... Go figure!
 
Played to level 25 so far in 2.3. Using 150% exp to speed things along a bit but not push by mechanics / weapon tiers too fast. I like the black lung serum graphic and the survival gear. Best of all I enjoy that you can now risk pushing into a more difficult biome to find better loot.

Once I had the extra 1 meter jump I pushed from the forest right into the desert, mainly because i could see the biome from where I was. Spent a full day and half with no storage or base drop offs working from POI to POI to limit overheat exposure. Found a few nice things and the trader, but had a few dicey encounters and decided to bail back to the forest.

Since the desert tonic needs mushrooms I decided I should find the burnt forest for those. Again, the ability to jump from POI to POI feels more natural and smooth gameplay wise than basically having to dive in and out along the border of a new biome like in 2.0. I like the requirement changes to get the survival gear, less just standing around (time spent in zone) and more active stuff.

Overall, I'm enjoying the 2.3 changes. Feels more survival game like than 2.0 and allows the player risk challenging a more difficult biome.

I hope the survival gear could have possible uses later or outside their biomes. If a player encounters POIs like a smoke filled house or a cold cave, their survival gear may give them some advantage and/or remove a disadvantage.

At any rate 2.3 feels like the a better direction than 2.0.
 
It's been mentioned before that TFP have limited resources left to add any other paint (I think?), but if TFP would add paint, it should be something useful, like since we can build our own bases, why not have nicer colors instead of having our painted walls covered with some old and ugly wallpaper. We just built it, it should look new.
They mentioned that back when we had the full set of paints. Since then, they've removed a lot of paints and haven't replaced them with anything else. If they had the resources to handle the paints before, and the game has been optimized more since then, there shouldn't be a problem adding new paints to replace those that were removed. Besides, I've used a mod that adds a lot of different paints (Pyro Paints) and it has no noticeable impact on the game's performance, so it shouldn't be a problem. And I agree that they should include more paints that are "new" so we can make our bases look good. It's one thing to have old stuff for the POI, but we need good stuff for our bases.
 
Honey Challenge is no longer recording honey gains whether with or without bees.
Just saying. Vanilla start to test 2.3, no mods.
And yes, I started a Bug Report for 2.3 Exp but stopped after seeing the mind-boggling requirements of documentation just to post it. :cautious:
 
Honey Challenge is no longer recording honey gains whether with or without bees.
Just saying. Vanilla start to test 2.3, no mods.
And yes, I started a Bug Report for 2.3 Exp but stopped after seeing the mind-boggling requirements of documentation just to post it. :cautious:

It is already a known issue in the bugs section. I ended up modding that one to gather wood after I had about 6 honey's harvested so at least I could claim it.
 
I don't think bringing these back would be useful. You even say you would use them for something that they were not meant to be used for, so bringing them back for a few people? I don't think so.
It's been mentioned before that TFP have limited resources left to add any other paint (I think?), but if TFP would add paint, it should be something useful, like since we can build our own bases, why not have nicer colors instead of having our painted walls covered with some old and ugly wallpaper. We just built it, it should look new.

We can build drones, yet we have 60's style wallpaper... Go figure!
I mean, they could be used as signs.
 
I mean, they could be used as signs.
Signs for what exactly?
Those were for identifying crates, but we can write on crates now so those have been removed.
You should ask TFP (or modders) to create whatever you want instead of bringing back something that wouldn't be used very much at all.
How about more brick patterns, better sidings, floors and wall textures. Wouldn't that be more useful?

For storage crates, I would suggest that we could use different colors, for example like the gun safe, the plants and the bedroll.
 
Signs for what exactly?
Those were for identifying crates, but we can write on crates now so those have been removed.
You should ask TFP (or modders) to create whatever you want instead of bringing back something that wouldn't be used very much at all.
How about more brick patterns, better sidings, floors and wall textures. Wouldn't that be more useful?

For storage crates, I would suggest that we could use different colors, for example like the gun safe, the plants and the bedroll.

There were more than just crate textures that were cut. There's also a number of old textures that would still be useful for POI designers. First that comes to mind is the old sink texture. The "farm" style of sink (can't remember the actual shape name) doesn't look right without that texture because none of the current tile textures include drain holes, but the old sink texture did.
 
Signs for what exactly?
Those were for identifying crates, but we can write on crates now so those have been removed.
You should ask TFP (or modders) to create whatever you want instead of bringing back something that wouldn't be used very much at all.
How about more brick patterns, better sidings, floors and wall textures. Wouldn't that be more useful?

For storage crates, I would suggest that we could use different colors, for example like the gun safe, the plants and the bedroll.
For rooms. Some people like to build grand structures with various rooms. Not sure why this is a difficult concept.
 
The game is already highly optimized. If it were not, you would get 5 FPS.

Optimizing is typically a diminishing return process. In the beginning say you get some code to run 100% faster. Next time 20%, then 5%, then you can barely find anything to make that code faster and your time is better spent elsewhere.

AI or pathing is not the performance bottleneck with zombies. Easily shown by turning off AI and the frame rate barely improves. Most performance goes to culling, drawing, colliding and animation which is largely time spent by Unity.
Hello, is it true that the game is already optimized?
I’m asking because in certain situations there are still serious performance issues, especially when there are many zombies and several players playing together, particularly when using firearms (machine guns). In those cases, it becomes a mess: severe FPS drops, constant freezing, and the more players join, the worse it gets.


This doesn’t happen only on my server but also on original unmodified (vanilla) servers and others as well.
I’ve seen many people reporting these issues, even users with considerable knowledge. In fact, there are “solutions” proposed by the community; for example, a user named Obsessive Compulsive explained several optimizations, and in earlier times, there was a mod called Optimizer (back when the game was in Alpha), not to mention the excellent optimization work done by Naiwazi.


That’s why I don’t understand what limits implementing improvements: lack of time, budget, priorities? There are people willing to help, and this could greatly improve the experience. This isn’t meant to offend, just a suggestion to consider.
It would also be nice to see responses to user feedback, not only regarding single-player topics.


I know your job isn’t easy and can be overwhelming at times. Thank you for the effort and for reading. ;)
 
Hello, is it true that the game is already optimized?
I’m asking because in certain situations there are still serious performance issues, especially when there are many zombies and several players playing together, particularly when using firearms (machine guns). In those cases, it becomes a mess: severe FPS drops, constant freezing, and the more players join, the worse it gets.

To dumb it down, and this is not because I think you are dumb, it is just as matter of speach.
The main reasons I can think of, of the top of my head, when you mention "the more people, the more the lag", is because you are either using standard settings, or you increased some settings. Specifically the zombie amounts. The more zombies you allow at any given time, the heavier the toll on the server. 8 zombies normally, and 12 on horde night, with 10 players online, will tank any server. even the ones you can rent with a capacity of 100 players. Players doesnt really affect server load that much (directly), but the amount of zombies? That will affect it. meaning, if you have 10 players online, you can potentially have 80/120 zombies non stop. And when a server has to keep track of that many? well, how good are you at multitasking 80/120 jobs? ;-)

Then there is the amount of "unnatural blocks". And by that, i mean the blocks placed by players. when you have 200k+ blocks that players made and placed, they also need to be rendered from time to time. and the more blocks people put down, the heavier the toll.

Finally, there is the map. The more that gets explored AND changed, the more lag you will experience, when the chunks are loaded. Not much in the start, but you will notice it eventually.


You can check for yourself. Alert your playerbase, that you want to test something during primetime. Current game versus a full wipe. You will notice how smooth everything is, when there has been a wipe, and after 200 ingame days, everything gets more sluggish.



If you have a local machine as host, you can always check server FPS when ther is a high load (many players/zombies). it should always be 25+, so when it drops below that, the server is experiencing problems.


So while the game has been optimized several times, there is only so much you can do. Turn down amount of roaming zombies and horde zombies. You cant do much about mission zombies, though.


I hope this helps clarifying a few things for you :-)
 
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