V2.5+ Survival Revival Dev Diary

I've far, far more than gotten my money's worth. I'm to fractions of a penny (2/1000th) per hour. Many people pay $60 for a 4 hour game and call it great.
Agreed. I paid less for this game than many others, and have gotten more playtime out of it than almost every other game I've played. Even if they change something so that I never want to play it again, I've definitely gotten my money's worth.
 
@faatal
Thank You, very much.
Because I'm conscientious of the load; and monitor my FPS and task manager with each adjustment
and take notes. For me the respawn delay, and keeping the total spawn, to a lower number,
keeps them and poi sleeper spawn simultaneously in check and functioning. 8 may
not sound like a lot to many, but a never ending pool of 8 entities including dogs dires and
vultures is a fight to be experienced at least once, even without them running.

Having the constant presence around when trying to do a quest, just doing a poi,
or just trying to move about from biome to biome has given quests, traders, rocks,
tracking to top tier, a bicycle, situational awareness, and points a whole different feel and need.
10 days is the longest I have survived so far, since I changed it, without making a fatal mistake.

So thank you and Fubar again. It gives a blended feeling of the old and the new together, for me.
4sheetz
 
when/if/how? the game is already "late"...you can't really have it both ways... where you tell me the sandbox was the work of one guy and didn't interfere with Bandits at all, but, Bandits, which ARE a year late...well...they are coming this summer or in the next 2 years...we'll tell you guys later if we can figure out the perfect time.
You know there's a difference between criticizing a game or talking about it negatively and literally just harassing the employees of the company that makes the game right?
 
You know there's a difference between criticizing a game or talking about it negatively and literally just harassing the employees of the company that makes the game right?

Two months ago Joel said they were going to put out an updated road map...a month ago faatal said that they were going to change the naming system. sorry, but, I think telling us that they will tell us "in due time" what the new plan is...is asking too much.
What does 3.0 this year even mean now?
IF I take them at their word, Bandits ARE going to released this summer, AND they are being developed in conjunction with 4.0 Story. Well...wtf is going to take 2 MORE years?

The game is late, they have managed to only produce half of what they said they would. It does not play well on console...the first few weeks in game are alright, but, later game play in towns, cities and high level biomes is unplayable...and has been like that for a long time.
we get to play half of the game...and it doesn't seem like they have any urgency to make it better for "us". That's why I bring up that TFP went silent when 2.5 made the experience worse for console...and they had nothing to say...no words of encouragement...no "we are on it".

A response to a forum post isn't what I would call actual communication. The only people that see that stuff are on the forums...not the greater public. Actual Communication would be when they make a post to deliberately inform people...across the social media platforms. It's TRYING to reach people. (in this context...imo)
 
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You found the rules in spawning.xml. It does what is in there using respawndelay, time, entitygroup, tags and notags.
If it is not working as you expect, then it could be a bug, but I cannot dig through the code right now.

Today we actually discussed sandbox options to override maxcount and respawndelay for enemy groups. Lathan already has the count done and probably the delay will be done tomorrow. That will override all of those 2 values, so you can get a lot of zombies in the world and/or rapid respawn if people want to.
the biggest issue with spawning we have is as maps get older zombies stop spawning in biomes.
 
I've far, far more than gotten my money's worth. I'm to fractions of a penny (2/1000th) per hour. Many people pay $60 for a 4 hour game and call it great.
Agreed. I paid less for this game than many others, and have gotten more playtime out of it than almost every other game I've played. Even if they change something so that I never want to play it again, I've definitely gotten my money's worth.


... and here, we have the wild Therocōd Faatalyx, in one of its sporadic ventures into a wretched hive of forum and villainy, demonstrating why some such as myself are more than willing to throw additional funds at DLC for a game that cost us $20 when we acquired it near ten years prior....
Today we actually discussed sandbox options to override maxcount and respawndelay for enemy groups. Lathan already has the count done and probably the delay will be done tomorrow. That will override all of those 2 values, so you can get a lot of zombies in the world and/or rapid respawn if people want to.
 
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For the WIP Sandbox settings, is there a possibility of an import/export function to something like a text file for sharing settings or for keeping previous settings on new maps/saves?
Yes. You can get a text code (generated from all the settings that were different from the defaults) and give it to others to import. They can be pretty long as we need 3 characters per setting that was changed.
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Yeah, it would be nice to be able to save our own presets.
You can make named presets and the game will come with some predefined.
 
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I have looked at it before and it all seemed fine, but If there is a bug, those settings will make it obvious.
Please tell me, is it planned to implement in the future the ability (server-side) to modify and create new modifications for the Drone? Since the code is heavily optimized/encapsulated for the server-side structure.

And if you make changes, they are not applied and will not work. They will only work if you implement them not server-side, but on the client/server side (by downloading mods).
 
Hey everyone, not sure if this is the right place, but I feel like this is where the most hardcore fans hang out. Now that Blood Moons is officially dead in the water, I can’t help but wonder: why not bring those assets over to the base game? TFP owns the IP, so no worries about asking Illogika.

Adam did a post about this in november. Some modeling work is actually better than what we have in 7dtd. My take on what should be rescued: zombie models like the waitress, the clown mini-boss, or the fancy lady. Some weapons/skins would look amazing. Map assets and POIs. A few animations, have you seen how they climb ladders in Blood Moons?

And now for the controversial bit, dont kill me: what if they bring in cel-shading as an option? I know many here thinks the borderlands look breaks immersion, but for those of us on rigs that struggle with ultra-realistic textures, that shading makes the world pop and hides voxel edges like a charm. I actually dug the look, even if the game itself was a slog.

Should the experiment just die without a trace? if TFP doesn't want, would be possible for modders to easily port some assets?
 
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