PC 7DTD - Will it ever leave Early Access?

The game has tremendous scope and complexity..
Tbh, not sure I agree.

So far we have some major components:

  • Voxel Game Engine (Still crude)
  • Procedural Generation (Works ok)
  • Spawn mechanics and rudimentary fighting mechanics (where enemy tracking is currently broken in A16)
  • Electric System (seems to work well except for when it corrupted one of my save games)


Tbh, I don't really see where the scope and complexity comes in here. We still don't have basic water working and enemies run in circles.

What are we getting in A17 except for better vehicle and character physics/animations?

Either it's a quite small team working on this game or there is something else wrong, because I have to agree with the OP, development time compared to the achivements is kinda long.

 
Tbh, not sure I agree.
So far we have some major components:

  • Voxel Game Engine (Still crude)
  • Procedural Generation (Works ok)
  • Spawn mechanics and rudimentary fighting mechanics (where enemy tracking is currently broken in A16)
  • Electric System (seems to work well except for when it corrupted one of my save games)


Tbh, I don't really see where the scope and complexity comes in here. We still don't have basic water working and enemies run in circles.

What are we getting in A17 except for better vehicle and character physics/animations?

Either it's a quite small team working on this game or there is something else wrong, because I have to agree with the OP, development time compared to the achivements is kinda long.
Guess you don't know what an alpha is, or a group of people working with an engine that does not natively support the type of game they are making (Voxel based) And you apparently cannot read the A17 Post cause it tells you what we are getting, which is a lot more than "Player physics/animations"

 
Tbh, not sure I agree.
...snip...

Either it's a quite small team working on this game or there is something else wrong, because I have to agree with the OP, development time compared to the achivements is kinda long.
I'm not trying to be a jerk about it, but since you don't know how many people are working on this game, and you don't know what the feature/change list is for A17, how can you make any judgement as to if it's taking too long to develop? Everyone would like to have been playing A17 for months, but it's not just a few minor tweaks, and there aren't hundreds of people working on the game (probably not even dozens.)

 
Yes. :)

Spread the word about how fun this game is, help increase sales and concurrent players and it'll receive even more funds to help with it's development and eventual finishing of the product.

 
Either it's a quite small team working on this game or there is something else wrong, because I have to agree with the OP, development time compared to the achivements is kinda long.
It seems to be a small team and probably they want to keep it that way. A small team has a lot of advantages, the only disadvantage is the overall code output. But nobody cares about that except some players who think because the game exists in their consciousness, it must exist in a finished state. Complaining is cheap and everyone is an expert.

 
Either it's a quite small team working on this game or there is something else wrong, because I have to agree with the OP, development time compared to the achivements is kinda long.
So what games have you made that makes you qualified to judge the work being put out by a software company? I mean I wouldn't critique a surgeon on his technique as i'm not a surgeon.

Also these are just the confirmed changes, every update there is always a lot of surprise features that they don't tell us so there is some surprise and excitement.

Vehicles Overhaul

+New Physics

+New Vehicle: Bicycle

+New Vehicle: Motorcycle

+New Vehicle: Jeep

+New Camera Controls

+Shift button to increase Torque on Bicycle for uphill speed

+Space bar to bunny hop on Bicycle

+Jeep can damage blocks.

+Steering using the mouse 2/12/18

Sleepers 2.0

+Vulture Sleepers

Dungeon POI 2.0

+Environmental Hazards

+Zombie Closets

+Climbable Trellises and/or Vines

+Backstories for many of the POIs

+"Helper Blocks" that visually show whether containers are empty or lootable

+Random loot containers to make each POI unique for where loot may be

+More than 70 new POI's that have been level designed 4/14/18

Player(Bandit) Motion Captured Animation

+Separate male and female movement styles

+Players now look up and down and always appear to be breathing

+Combat movements including power moves 2/21/18

Weapon Overhaul

+Replace gun parts with attachable modifications, compatible with buff and skill frameworks

+Whole guns instead of parts in loot containers

+Weapon quality determines how many mods can be attached

+Mods won't have quality tiers. 3/21/18

+Removing a mod may not be possible....still in development

+Size of crosshairs accurately reflects cone of hit probability.

+All mods use a single item id# but allow for 30,000+ variable mods possible

+Power moves for melee weapons use the right mouse button and expend stamina 2/21/18

+Weapon sounds tagged to animations to better maintain sounds syncing correctly 2/21/18

+Perks and skills and buffs will affect various aspects of each weapon 2/21/18

+Weapons can be crafted at workstation. Mods added through assembly interface 3/20/18

+Mods won't be craftable. Obtained through scavenging, trader, and quests 3/21/18

+Weapons can be tinted to other colors using up a special tinting mod slot 3/28/18

Buff Overhaul

+Replacing old buff system with a more robust and optimized framework

+Designed to work and stack with blocks, items, weapons, clothing, skills, perks, and attributes

+Can be triggered and modified by events during a buff's lifetime.

Progression Overhaul

+Replacing old skill system with a more robust and optimized framework, also designed to work with items and buffs.

+Character attributes added to better create classes and differentiate play styles.

Integrated Survival System

+Changes to how health, stamina, fullness, and hydration will work

+Hunger represented by reduction in stamina max. Eating restores max 4/14/18

+Thirst represented by recovery rate. Higher thirst means slower recovery of stamina and health 4/14/18

Quest System

+Cool new group quests

+Dynamically spawns a boss to guard quest objective

+Dialogue system that is fully moddable 3/5/18

+Trader initiated quests 3/5/18

+Quests and quest POIs will work in Random worlds as well as Navezgane 4/19/2018

Stealth System

+New Stealth related display bar with as of yet unknown functions.....

Terrain and World

+Distant Trees 2/12/18

+POI Editor accessible in main menu

+Terrain Editor accessible in main menu 3/20/18

+Navezgane terrain vastly improved 3/20/18

+New Height maps for interesting cliffs, ridges, and better variety 4/14/18

+Random maps will be pregenerated to load as fast as and play as optimized as Navezgane 4/27/18

AI and Pathing System

+Zombies scan obstacles in 3 block height and target the middle block followed by bottom then top blocks depending on block hp 4/19/18

+Zombies prioritize obstacles according to block health. 4/19/18

+Game scans terrain for multiple pathways a zombie can take after any change. 4/19/18

+Turn smoothing and prediction added to reduce appearance of zigzag grid following 4/19/18

That's not counting the myriad of improvements such as the upgrade to unity 2017, the fix for large map jitters, the huge amount of behind the scenes work to the xml opening up powerful new features for modders and laying the groundwork for more changes, sticky arrows, etc

 
People just want to complain for the sake of it. If you bring any of them in front of you and have a rational/respectful conversation they will all agree that making a game takes many years to dp, and isnt unusual.

The example i like to give is Team fortress 2, took like 11 years for them to publish it. And Valve isnt a small team.

 
Not trying to complain, I love what TFP has done and I know they are working hard but..alpha 16 experimental came out June 30 2017 and officially July 12 2017, it is now May 2018, it's almost taken an entire YEAR for this update and it doesn't seem to be done anytime soon, I wonder what is going on? By the time it hits experimental it'll probably hit the year mark! Don't get me wrong, I don't hate on them let them take as long as they need, I just see how some might be getting annoyed. At least while it's in EA we are getting new content.

 
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Yeh, but you'll survive...
Of course, I love this game and the creators of it is great, I am just saying I can see why some people are getting annoyed, as I mentioned by the time A17 hits experimental it will most likely hit the year mark, does it bother me? not really, can I see how it can bother others? Absolutely.

 
Were they used to weekly updates, a month would bother them. If they were used to an update every 2 years they would be rejoicing when it came out after a year. But making a game is like building a snow man, each layer needs more snow.

 
Not trying to complain, I love what TFP has done and I know they are working hard but..alpha 16 experimental came out June 30 2017 and officially July 12 2017, it is now May 2018, it's almost taken an entire YEAR for this update and it doesn't seem to be done anytime soon, I wonder what is going on? By the time it hits experimental it'll probably hit the year mark! Don't get me wrong, I don't hate on them let them take as long as they need, I just see how some might be getting annoyed. At least while it's in EA we are getting new content.
Don't get Roland wound up. If TFP were working on a .x update for a month with one person part time, while 99 percent of the resources were working on A17 - Roland likes to pretend that month of work/time belongs to the .x update NOT the A17 work

I would love for TFP to release an A16.5 update tomorrow that slightly changes the title screen menu. So Roland can get on his high horse and preach that you just received an update and .x updates count! Then in August he can say you guys just received an update 3 months ago!

 
Not trying to complain, I love what TFP has done and I know they are working hard but..alpha 16 experimental came out June 30 2017 and officially July 12 2017, it is now May 2018, it's almost taken an entire YEAR for this update and it doesn't seem to be done anytime soon, I wonder what is going on? By the time it hits experimental it'll probably hit the year mark! Don't get me wrong, I don't hate on them let them take as long as they need, I just see how some might be getting annoyed. At least while it's in EA we are getting new content.
Actually alpha 16.4 came out October 26th, so its been more like 7 months, not a year. They also have done several big things such as upgrade to the most recent version of unity that can be time consuming, but adds many features that they need.

As its been said ad nauseum, would you have preferred a monthly update requiring you to restart every time? Then having to wait for your favorite mod to be converted to the current build assuming the modders don't quit out of frustration for having to keep re-doing their work?

 
Of course, I love this game and the creators of it is great, I am just saying I can see why some people are getting annoyed, as I mentioned by the time A17 hits experimental it will most likely hit the year mark, does it bother me? not really, can I see how it can bother others? Absolutely.
It was a joke. Your nick... My comment... =)

But yeh. Stuff that other people have said.

 
+Zombies scan obstacles in 3 block height and target the middle block followed by bottom then top blocks depending on block hp 4/19/18

+Zombies prioritize obstacles according to block health. 4/19/18
Wait, when did zombies get engineering degrees?

 
Faatal recently clarified that technically it is the pathing system that assesses all of that and creates a grid that the zombie follows. When the grid runs through an obstacle because it is the cheapest route the zombie will attack that obstacle.

So the zombies are just stupidly following the path provided for them and hitting anything that gets in their way.

Worldview restored.

 
10 Months later

Well it's been 10 months since Alpha 16 was released. If it wasn't for Joel posting youtube videos I would think the fun pimps had abandoned us.

Back before alpha 15 we received new alpha versions roughly ever 6 months or so. Then there was a poll after Alpha 16, take longer for a bigger content release or keep at current pace. I have a sad feeling that with the vote for the longer time period we will still be awaiting alpha 17 release past the 2019 new year. If I had know that we would be seeing no patches at all to fix exploits and bugs between the big releases I would have voted to keep the same pace.

In conclusion, I feel the fun pimps are letting down the community by not doing some minor patches to squash the exploits and small bugs.

 
@Flix. They are re-writing the game on a newer version of Unity. It's no small feat, and is expected to take a while.

They have also stated that this will be one of the last Alpha releases before Beta starts.

There is no reason to spend resources working on bugs for a version that will be obsolete shortly.

 
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