My personal dream

Blue mame

Refugee
I hope that one day 7DTD can create a map and world the size of the one shown in the video. Exploring and surviving in such a world would fill me with a sense of honor and fulfillment. TFP expanded its team, which is perfect for realizing this dream of a vast world. You have to have dreams; what if they come true?
 
I hope that one day 7DTD can create a map and world the size of the one shown in the video. Exploring and surviving in such a world would fill me with a sense of honor and fulfillment. TFP expanded its team, which is perfect for realizing this dream of a vast world. You have to have dreams; what if they come true?
I dunno, the 8K worlds are pretty big already. I can't wait for the 10K worlds to be added when PS6 launches next year, if they decide to even add em.
 
I dunno, the 8K worlds are pretty big already. I can't wait for the 10K worlds to be added when PS6 launches next year, if they decide to even add em.
The shock and anticipation of such a vast world are immense, and it is currently impossible for such a world to exist at a height of 255. Making games is actually about realizing those imagined scenarios. Currently, the goals of many games are really too low, and recently the Red Desert has achieved a great success in creating a super large world
 
I tried to explain this in another thread: you can have a HUGE world or even an infinite one, but if you don't have more CONTENT to add to this vaste world, you'll just see stuff repeating over and over.

Also, the video you showcased is all about beautiful BUT empty landscapes. That's not what 7D2D is about.
This game is staged in Arizona and the countryside is not as empty as you'd want it to be.
In the end, even if the view is great, you'll end up traveling a lot without a goal or something special to do.

Maybe someone will create some type of overhaul mod in the future for "wilderness landscapes" with very few POIs and mountains and lakes and rivers. I think that's the most probable option if you like that type of theme.

Otherwise you should try No Man's Sky, which is specialized on exploration and generative random worlds.
Good luck! :)
 
The shock and anticipation of such a vast world are immense, and it is currently impossible for such a world to exist at a height of 255. Making games is actually about realizing those imagined scenarios. Currently, the goals of many games are really too low, and recently the Red Desert has achieved a great success in creating a super large world
Yup, loving Crimson Desert so far. It definitely puts RD2 to shame in features and content.
 
I tried to explain this in another thread: you can have a HUGE world or even an infinite one, but if you don't have more CONTENT to add to this vaste world, you'll just see stuff repeating over and over.

Also, the video you showcased is all about beautiful BUT empty landscapes. That's not what 7D2D is about.
This game is staged in Arizona and the countryside is not as empty as you'd want it to be.
In the end, even if the view is great, you'll end up traveling a lot without a goal or something special to do.

Maybe someone will create some type of overhaul mod in the future for "wilderness landscapes" with very few POIs and mountains and lakes and rivers. I think that's the most probable option if you like that type of theme.

Otherwise you should try No Man's Sky, which is specialized on exploration and generative random worlds.
Good luck! :)
An open sandbox world should have a dream, a huge dream. Currently, TFP's plan is too small, and more dreamy goals should be achieved.

When we're brainstorming ideas, there are always people who say our suggestions or ideas are bad. This discourages players who want to share their visions; frankly, it's arrogance, not allowing voices outside their own opinions, and that kind of atmosphere isn't healthy. Open communities especially fear comments like yours. Of course, this is just my personal opinion. (I myself am developing my own mods and have a large community. What I fear most is that every time I update a mod, no one offers any feedback, because I know my own abilities and ideas are insufficient.)
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Yup, loving Crimson Desert so far. It definitely puts RD2 to shame in features and content.
Yes, I love that vast world.
 
Also, the video you showcased is all about beautiful BUT empty landscapes. That's not what 7D2D is about.
I think earlier versions of 7DTD were also quite sparse, but that didn't stop it from being loved by most people. 7DTD is based on an open-world sandbox game; you can't expect it to have every inch of land with its own purpose like The Witcher 3. The Witcher 3 was so full of purpose that it wasn't popular with players—great but unpopular, just like RD2 was great but not fun. We don't need everything to be full of purpose; its very existence should be its purpose.
 
In the TFP forum, a space that should be brimming with intellectual exchange and inspiration, we often see this phenomenon: when someone enthusiastically shares their vision and proposes novel ideas, there are always voices eager to negate and deliberately attack them, extinguishing their enthusiasm with words like "impractical," "far-fetched," and "completely impossible." Here, I sincerely advise everyone who habitually discourages others' ideas to be more tolerant and less critical, allowing the forum to truly become fertile ground for nurturing ideas and encouraging innovation.

We've all had moments of "boldly imagining." Those seemingly far-fetched ideas may not be mature enough, or lack practicality, but behind them lies the sincerity and courage of the sharer. They are willing to share their unformed thoughts and expectations on the forum without reservation, not to be ridiculed or negated, but to receive exchange and inspiration. Even an objective suggestion makes them feel respected.

The meaning of the forum is never about pursuing "absolute correctness," but about gathering different voices and perspectives. No idea is perfect from the start. Every mature solution, every feasible approach, may have initially been just a vague concept. Ideas once considered "impractical" may now be reality; those easily dismissed thoughts may hold the key to solving problems. If we relentlessly criticize and suppress ideas, we will only discourage more people from speaking up and sharing, ultimately making the forum lifeless and devoid of its vitality.

I know that some friends may not be malicious in criticizing others' ideas, but simply habitually use "realistic" standards to measure everything, believing they are offering "rational reminders." However, rationality is not negation, and reminders are not suppression. True rationality involves objectively pointing out the shortcomings of others' ideas and providing reasonable suggestions based on respect; true goodwill involves embracing imperfect ideas and encouraging the sharer to further refine them, rather than dismissing them outright.

Imagine if every time someone shares an idea, they are met with negativity and ridicule; over time, who would be willing to express themselves? We come to the TFP forum to exchange ideas, learn, and progress together, not to negate each other and deplete each other's potential. Every vision is a seed of hope, and even if it cannot take root and sprout immediately, it deserves to be treated gently. Everyone willing to share deserves respect, for they dare to express their thoughts and pursue the possibilities in their hearts.

Therefore, I earnestly request all forum members: when you see someone sharing their vision, please be more patient and less impatient; offer more encouragement and less criticism. If you feel the idea is not mature enough, you can sincerely offer suggestions; if you cannot understand it, you can choose to remain silent, but please do not easily dismiss the sincerity and courage of others.
 
I'm not sure if you got offended by my opinion, or if all your replies are "inspired" by my comment on your idea, but if they are, I suggest you develop a thicker skin friend. I wasn't attacking you, I was just pointing out the context and theme of the game vs. the idea you're proposing.

If you don't like feedback then don't write in an open and free forum.
People have their own vision and ideas, and they may be different from yours.

You want people to encourage your idea?

Well, I suggested that (in my opinion) your concept could work more for an overhaul mod than with the main vanilla game.
That's all the support I can give you. Hope it's enough. 🤷‍♂️

When we're brainstorming ideas, there are always people who say our suggestions or ideas are bad. This discourages players who want to share their visions; frankly, it's arrogance, not allowing voices outside their own opinions, and that kind of atmosphere isn't healthy.
Sorry, did I "not allow" your opinion to be heard?? :oops:
What are you even talking about? I simply replied to your idea with my opinion. It's how forums work.

And, FRANKLY, calling me arrogant simply because I have a different opinion than yours, is kind of rude. :rolleyes:
 
@Blue mame

Here are some suggestions that can get you closer to what you expressed in this game.

If you look at my posts, you will see I am a big advocate for visuals, aesthetic
and interactive environment.

There is something that you can try, but it will require personal effort.
Using one of the three terrain generators, design a 3d landscape, make it
a 10k world, you can go larger but as a start 10k should suffice. Concentrate on
breaking up line of sight and straight lines. But allow vista views and panoramic
scenery.

Meaning don't build straight lines to poi clusters, build in uneven, blocking,
and broken, terrain in between poi clusters, to take advantage of the stamina
monitor, when going up varying grade slopes. Arrange your poi-list in a hierarchy,
and commonality, to make areas themed.

Don't rush to get the fastest vehicle, instead progress through the ages. Increase
spawn, and shorten respawn timing across the board, these are blockers. In each
progressive biome have more of the ranged, and flying and quadrupeds to spawn, and
incorporate more of the minibosses in the open, both day and more intensely at night.
These are the blockers +. Reduce the volume spawn of the key items to unlock each biome.

Change a few of the entities properties, an split them into a hierarchy of predatory groups
and you will hear, roaming, fighting, mob battles, and eating, constantly. Extend the
territorial range and length of chase time for entities, no need to speed them up the
natural raised amount of entity spawn will take care of that.

In the wilderness spawn pois of opportunity, and also for temporary respite, recovery,
and path planning.

It will not be a 100 kilometer trek, but 9k to get to the starting point with basic gear,
will change how the game plays out. Extend the distance to quests, meaning going through
more dangerous territory. Allow animal packs to spawn in multiples of 3 or more. and allow
vultures to insta attack.

Human seek out patterns to recognize, IE. they notice repetition, and they see straight
lines and hard edges. Break this up, hinder movement, occupy more of the free time with
combat, combat avoidance, and healing and a 10k map can begin to feel like a hundred.
The reason for the elevations and visual blockers, adds to discovery, and unknown on what
is on the other side of that precipice, will there be a road, is there one kilometer of water to
cross, is there a city or just more open terrain full of crap that wants to eat you.

For the sky possibly use one of the modded skybox mods, pick and set your spectrum lighting
to a single one across the biomes. Blend the edges of the biomes with approx 100 to 140 meter
overlaps, i say 140 because of lod distance using flagpoles as an example.

It will break up noticing the change between biomes and make it feel more contiguous.
It can be done, it just takes personal effort to get it done.
 
I tried to explain this in another thread: you can have a HUGE world or even an infinite one, but if you don't have more CONTENT to add to this vaste world, you'll just see stuff repeating over and over.

Also, the video you showcased is all about beautiful BUT empty landscapes. That's not what 7D2D is about.

You must be playing on tiny maps, the amount of times i had to travel through giant empty fields... I learned my lesson, next time i'll use small maps as well😆 Also every city has a whole lot of identical buildings, the biggest variety I've seen are the 2* houses.

But yeah i think one issue is that we progress too fast. You generally only need 1 maybe 2 cities and you can get everything you need. In earlier alphas there were just a handful of stores with worthwhile loot per town/city, so you would travel around to find more. Now you loot a grocery store and leave with a box of materials and guns
 
Big for the sake of being big with no actual reason for being big is not a good thing. I've played enough games that had really large maps that were mostly empty and you just had to travel between main areas and there wasn't any reason to go anywhere else regardless how big the map was. There isn't any reason for that. "Hey, look! The game we made has a map the size of the universe! Of course, you'll only ever need or want to see areas with a total size of 10 square kilometers...." Yippee! How fun. (Sarcasm, in case it isn't clear)

Seeing the same stuff over and over as you walk/drive really long distances isn't any better than seeing those things in a smaller map. The map size isn't the problem. It is the lack of reason to explore that is the problem.
 
@Blue mame

Here are some suggestions that can get you closer to what you expressed in this game.

If you look at my posts, you will see I am a big advocate for visuals, aesthetic
and interactive environment.

There is something that you can try, but it will require personal effort.
Using one of the three terrain generators, design a 3d landscape, make it
a 10k world, you can go larger but as a start 10k should suffice. Concentrate on
breaking up line of sight and straight lines. But allow vista views and panoramic
scenery.

Meaning don't build straight lines to poi clusters, build in uneven, blocking,
and broken, terrain in between poi clusters, to take advantage of the stamina
monitor, when going up varying grade slopes. Arrange your poi-list in a hierarchy,
and commonality, to make areas themed.

Don't rush to get the fastest vehicle, instead progress through the ages. Increase
spawn, and shorten respawn timing across the board, these are blockers. In each
progressive biome have more of the ranged, and flying and quadrupeds to spawn, and
incorporate more of the minibosses in the open, both day and more intensely at night.
These are the blockers +. Reduce the volume spawn of the key items to unlock each biome.

Change a few of the entities properties, an split them into a hierarchy of predatory groups
and you will hear, roaming, fighting, mob battles, and eating, constantly. Extend the
territorial range and length of chase time for entities, no need to speed them up the
natural raised amount of entity spawn will take care of that.

In the wilderness spawn pois of opportunity, and also for temporary respite, recovery,
and path planning.

It will not be a 100 kilometer trek, but 9k to get to the starting point with basic gear,
will change how the game plays out. Extend the distance to quests, meaning going through
more dangerous territory. Allow animal packs to spawn in multiples of 3 or more. and allow
vultures to insta attack.

Human seek out patterns to recognize, IE. they notice repetition, and they see straight
lines and hard edges. Break this up, hinder movement, occupy more of the free time with
combat, combat avoidance, and healing and a 10k map can begin to feel like a hundred.
The reason for the elevations and visual blockers, adds to discovery, and unknown on what
is on the other side of that precipice, will there be a road, is there one kilometer of water to
cross, is there a city or just more open terrain full of crap that wants to eat you.

For the sky possibly use one of the modded skybox mods, pick and set your spectrum lighting
to a single one across the biomes. Blend the edges of the biomes with approx 100 to 140 meter
overlaps, i say 140 because of lod distance using flagpoles as an example.

It will break up noticing the change between biomes and make it feel more contiguous.
It can be done, it just takes personal effort to get it done.
This sounds great. My current mod integrates most of the excellent features of others, but I cannot make significant changes to the map. I have tried using rwgmixer.xml to make the mountains steeper, but due to other unknown reasons, my memory usage remains high, basically above 20GB. This is a forum that does not accept any more opinions or thoughts. I am not prepared to discuss any new ideas about games. Thank you for your patient reply. I believe I can achieve those dreams on my own
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And, FRANKLY, calling me arrogant simply because I have a different opinion than yours, is kind of rude. :rolleyes:
You are right.
 
my memory usage remains high, basically above 20GB
Two questions, because Each mod adds its own type of overhead.

Do you have a lot of mods running simultaneously, including an
overhauls, and or visuals?

For this one if I were in that situation, I would copy my log. go down and find
[MODS] and make a list of them. Remove one at a time, and note the cpu gpu
ram change per. It would help to troubleshoot to see if one of them is using
an excess amount of resources. Then I could go from there and make an informed
decision.

The second do you happen to have an extended backpack mod? I only ask because
I did a test after checking the Unity manual out of curiosity. Regarding cells and data
sorting, not only in backpacks but loot containers. Short answer was that it will always
cause extra load, and spikes, after a certain amount of cells is added. Because of the
object-item cataloging and sorting.

Those suggestions were an excerpt from what I do for myself. Things that I learned
from watching exactly what was being done in other games, and in this game also.
 
Two questions, because Each mod adds its own type of overhead.

Do you have a lot of mods running simultaneously, including an
overhauls, and or visuals?

For this one if I were in that situation, I would copy my log. go down and find
[MODS] and make a list of them. Remove one at a time, and note the cpu gpu
ram change per. It would help to troubleshoot to see if one of them is using
an excess amount of resources. Then I could go from there and make an informed
decision.

The second do you happen to have an extended backpack mod? I only ask because
I did a test after checking the Unity manual out of curiosity. Regarding cells and data
sorting, not only in backpacks but loot containers. Short answer was that it will always
cause extra load, and spikes, after a certain amount of cells is added. Because of the
object-item cataloging and sorting.

Those suggestions were an excerpt from what I do for myself. Things that I learned
from watching exactly what was being done in other games, and in this game also.
Yes, it has a large number of special effects halos and a 180 sized backpack
 
As a test you can gen a demo world, and switch between variable sized
smaller backpacks. Checking the load, Maybe one of those would help lower
the ram usage to allow you more freedom.
 
from watching exactly what was being done in other games, and in this game also.
1.png2.png3.png4.png5.png6.png7.png


For example, for certain legendary level mods, I have added over N powerful weapon or equipment mods myself, which can produce different lighting effects for weapons or players. As I mentioned before, my community is very large, and players always have their favorite models, special effects, sound effects, and other extensive modifications. There are huge crops and environmental trees that are no longer installed inside. Recently, TFP has added a negative optimization of tree detection scope, and I have to cancel the environmental trees to make the pressure less
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As a test you can gen a demo world, and switch between variable sized
smaller backpacks. Checking the load, Maybe one of those would help lower
the ram usage to allow you more freedom.
Your suggestion is really great. I am currently planning to reduce the backpack capacity from 180 to 90 compartments for testing. Thank you so much for your help. This may really surprise me
 
You are welcome, The other thing that may help, from your snaps,
is a bit smaller farm. The Grow calc is constant, I don't know if it is
a generic timer, but that much concentration in a single area, basically
just think of what happens when you go into a city crowded with condensed
buildings. Same principle dealing with data. I turned mine off for all of the trees
in the wilderness, just to try to save cycles.

If you split the quantity and spread it out over, a larger area, that and checking the
backpack, may be enough for some breathing room.

If not it is an easy switch back. The last thing I check when doing a lot of activity in
a small area is check my region file size, when you get close to max, anomalies will
happen.

If the effects you are using are particle, that's taxing, if you know how to a shader
may or may not help. Here is a cheat that you can try just for the heck of it.

In blocks, go to the wall torch and candle, and change them to air blocks.
 
You are welcome, The other thing that may help, from your snaps,
is a bit smaller farm. The Grow calc is constant, I don't know if it is
a generic timer, but that much concentration in a single area, basically
just think of what happens when you go into a city crowded with condensed
buildings. Same principle dealing with data. I turned mine off for all of the trees
in the wilderness, just to try to save cycles.

If you split the quantity and spread it out over, a larger area, that and checking the
backpack, may be enough for some breathing room.

If not it is an easy switch back. The last thing I check when doing a lot of activity in
a small area is check my region file size, when you get close to max, anomalies will
happen.

If the effects you are using are particle, that's taxing, if you know how to a shader
may or may not help. Here is a cheat that you can try just for the heck of it.

In blocks, go to the wall torch and candle, and change them to air blocks.
I will check and set them up one by one, which will take some time. Thank you for proposing a feasible solution. Your help has brought me a lot of inspiration:giggle::coffee:
 
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