V2.5+ Survival Revival Dev Diary

Sidenote: if you take away the voxel aspect of this game, the scope is honestly really small compared to a lot of survival games made by smaller teams with less money, in less time and to a higher quality tbh. Absolute hindrance of a mechanic IMO that we're kinda just stuck with even though "fully destructable voxel world" stopped being an interesting selling point in like 2015. Especially in 7dtd where there's genuinely nothing to discover under that voxel world. What? 5 ores and occassionally you'll smash into the side of a POI you can always access from the surface? Wowee stop I can't handle all that content. 60 Blocks of ■■■■all beneath our feet eating all the performance and slowing development time but what are you gonna do? remove it 13 years in? Pls no

That's exactly what i was thinking too recently like, 99% of the world remains untouched yet it causes all these issues lol
But yeah its been so long, and this is what the game was build on so it would be silly to remove it 😇
 
Sidenote: if you take away the voxel aspect of this game, the scope is honestly really small compared to a lot of survival games made by smaller teams with less money, in less time and to a higher quality tbh. Absolute hindrance of a mechanic IMO that we're kinda just stuck with even though "fully destructable voxel world" stopped being an interesting selling point in like 2015. Especially in 7dtd where there's genuinely nothing to discover under that voxel world. What? 5 ores and occassionally you'll smash into the side of a POI you can always access from the surface? Wowee stop I can't handle all that content. 60 Blocks of ■■■■all beneath our feet eating all the performance and slowing development time but what are you gonna do? remove it 13 years in? Pls no

I can only speak for myself, but I keep coming back to voxel games because they let me change the world. Voxels might not be a selling point to the masses, but it's an important feature to me and greatly influences my purchasing decisions. It doesn't have to be content that is depth underground.

Fallout 4 is an excellent game. I've played it twice for a total of 125 hours. I've got far more time in 7D2D. The difference to me? Voxels significantly enhance the replay value of the game. It sucks that I can't dig into the side of a Fallout POI.
 
That's exactly what i was thinking too recently like, 99% of the world remains untouched yet it causes all these issues lol
But yeah its been so long, and this is what the game was build on so it would be silly to remove it 😇
maybe it is only partially silly? there doesn't seem to be a need for 60 voxel blocks under your feet...maybe lower that to 12-15 blocks and free up resources? there really isn't anything happening down there anymore...not saying I don't like the one canyon, but, I could do without it IF this freed up room for more/better working stuff above ground.
 
Sidenote: if you take away the voxel aspect of this game, the scope is honestly really small compared to a lot of survival games made by smaller teams with less money, in less time and to a higher quality tbh. Absolute hindrance of a mechanic IMO that we're kinda just stuck with even though "fully destructable voxel world" stopped being an interesting selling point in like 2015. Especially in 7dtd where there's genuinely nothing to discover under that voxel world. What? 5 ores and occassionally you'll smash into the side of a POI you can always access from the surface? Wowee stop I can't handle all that content. 60 Blocks of ■■■■all beneath our feet eating all the performance and slowing development time but what are you gonna do? remove it 13 years in? Pls no

If you ascribe so little value to the voxel aspect of the game, it is not clear to me why you, and those that share this opinion, would continue to play the game. There are a ton of survival games out there which are in many ways better than 7d2d. The fully destroyable world of 7d2d is one of its primary selling points. It is also one of the features that distinguishes it from other survival games. If players don't enjoy or value that feature, I don't understand why they aren't playing other games. As you are aware there are clear downsides to this design decision, why suffer those downsides if you don't derive value from the voxel world?
 
The one thing I don't like about a voxel game is how demanding it is to run well. FPS drops in big cities is not good in 7 Days to Die.
I really hope that the next TFP game is not voxel. I would love to see how amazing a fully designed static world would look like and I think these guys can make an amazing hew game.
If they ever make a 7 days to Die 2, then I guess they have no choice but to make it voxel again, but hopefully, advancement in the game engine makes things run better.
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So, do you think that 2.6 Exp will be released today? Or more like next week? (I think next week)
 
So, do you think that 2.6 Exp will be released today? Or more like next week? (I think next week)
didn't faatal say "We have been in the testing phase since last week and that is how it is finalized by seeing if it all works. We found issues and they are being fixed. 3 more fixes went in today"
those fixs are going have to be tested out so i can not imagine it being released this weekend.
 
The one thing I don't like about a voxel game is how demanding it is to run well. FPS drops in big cities is not good in 7 Days to Die.
I really hope that the next TFP game is not voxel. I would love to see how amazing a fully designed static world would look like and I think these guys can make an amazing hew game.
Contrary to most of you guys (I'm quoting you just as an example) I don't think current technical limitations should impact too much the development of games, especially games developed over a long period of time such as this one.

If you remember, when we first started, computers were much much slower and much less graphically "apt" than today's. I'm sure in just a few years, with the AI pushing for more processing power and such, we'll have even better CPUs and GPUs and the Voxel overhead for this game will become less and less relevant.

In the future we don't need roads Marty! :sneaky:
 
If you remember, when we first started, computers were much much slower and much less graphically "apt" than today's. I'm sure in just a few years, with the AI pushing for more processing power and such, we'll have even better CPUs and GPUs and the Voxel overhead for this game will become less and less relevant.
Or possibly less with the way that AI companies and hyperscalers are warping the market for CPUs, GPUs, RAM, and storage.
 
maybe it is only partially silly? there doesn't seem to be a need for 60 voxel blocks under your feet...maybe lower that to 12-15 blocks and free up resources? there really isn't anything happening down there anymore...not saying I don't like the one canyon, but, I could do without it IF this freed up room for more/better working stuff above ground.

Overall, giving up stone blocks to have more air blocks isn't much of a win to me. You get less space for POIs to have underground bases, lose some ability to put a POI in a valley, and general space for ores to exist.

Now if you want to narrow the playable range in terms of height (less depth AND a lower ceiling), then maybe there's something to be gained if you don't want mountains or POIs on mountains. I'm certainly not the one to make an accurate prediction as the effects, but it seems safe to say there would be smaller map file/memory sizes which might help consoles and older computers. I'm not sure it helps rendering in any way.
 
I'm just saying, all that space under our feet hogging performance and complicating development but there's literally nothing of interest down there. Would it kill them to put some content under our feet for the 99% of players who only interact with the floor to engage with the EVER so enjoyable mining mechanic.
 
I'm just saying, all that space under our feet hogging performance and complicating development but there's literally nothing of interest down there. Would it kill them to put some content under our feet for the 99% of players who only interact with the floor to engage with the EVER so enjoyable mining mechanic.
If you have an opinion, say it with your full chest and stand behind it. Don't cower simply because other people disagree with you.
 
That's only a partial solution. What I mean is that the whole
world from the base to the sky box is monitored, Including the
invisible air. Basically it is a Matrix. I asked a while back about
removing the air blocks. It was explained to me that what you see and
what you don't is still 1 big rubiks cube of 3d calculations separated
into 1x1 meter data cubes. You just don't bump into the air blocks and
they have a transparent texture.

As an example: Haidr'Gna made GNAMod about 7 years in the before,
it had an indestructible single layer. Basically a protect the flag
from the horde mod. You would expect that Fps and load should have
been like Project zomboid. Nope nearly the same load and fps as
vanilla. That is what prompted my question.

Kind of like this:
what-are-voxels-1.png

For Cpu and Gpu. Unless something has changed in the etching process. They reached the final order
of magnitude around during the Pentium. The new plasma and extreme ultra violet processes expected/predicted
to start now make me expect them to raise the price a lot. That's why I built a new computer by dec 25,
before this year.
 
I'm just saying, all that space under our feet hogging performance and complicating development but there's literally nothing of interest down there. Would it kill them to put some content under our feet for the 99% of players who only interact with the floor to engage with the EVER so enjoyable mining mechanic.

Have you tried "The Descent" mod? You can have a bunch of procedurally generated caves and a large underground cave network, plus underground POIs. I have, and formed an opinion of the effects on the game, but I'd hold my tongue and be curious of your opinion.
 
Its about transparency for the community more than about what is or what isn't added or fixed,
just like what @HammerDano and @IzPrebuilt just stated.
also, after a decade everyone knows how the tfp operate and any veteran who has been around understands how experimental (players are the testers) to stable builds work.

Players are just the final testers, like every single game ever. You are acting like this is somehow not something every single studio that update their games post-launch does. There is plenty of testing that goes on before the experimental release.


so, why not just be direct about it and say to the community in a roadmap ABC is happening on this date vs leaving everyone playing the guessing game?

Because doing such a thing would either require an ever-changing roadmap (which would render it useless) or set dates that eventually get missed.

You're not a TFP employee, you don't need to know how every build is coming along, what bug each employee is working on, who's working on bandits when, why they decide to release a 2.6 update soon instead of working on it for two more months etc.
 
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