Odetta
Tester
"7 Days to Die DLC"Tracks? Where we're going, we won't need tracks.
Delorean Trains
"7 Days to Die DLC"Tracks? Where we're going, we won't need tracks.
I think implementing this static terrain, as you are describing it, is going to be a ton of work. Also, of course a lot of people would play it, because your underground world is boring, make it more interesting, more threats and bring back the caves first. Digging is not part of the sauce (yet), because you don't make it so.Tower defense, crafting, looting and questing are the bread and butter to this game. Digging is not a core pillar and mining could easily be done without it as well. You could still use foundation blocks to level out a nice place to live or even flatten vertices of static terrain some and have 95% of the game, without 95% of the trouble.
Anyhow we might add it as an option at some point, and use telemetry to see how many people run that version and base our decisions on facts not emotional responses.
IMO a year after its release, 80% would be playing static terrain version because of better visuals, better FPS and they don't give a crap about mining. We could still plop down "earth blocks" to fill in spots etc and make trenches your just building it up instead of digging down its the same net base, just elevated higher. There could be craters from nukes you fill in and have a "basement" or "bunker".
Again we might not even bother we've solved everything except water already. A18 uses UNity's static terrain in the distance, with just voxels where you are in loaded chunks. So there aren't as much gains to make now as there would have been some years ago.
Sounds great, but I presume you are exaggerating. I doubt removing destroyable terrain only, keeping all the destroyable pois would allow you to have 500 on screen. Jeez even AAA games don't have that many on screen. In a multiplayer game also? LolHow does 500 zombies on screen sound compared to mining, at 200 fps?
Recommended max velocity: 87 miles per hour. Some weird ♥♥♥♥ begins to happen once you reach or breach the 88 miles per hour mark."7 Days to Die DLC"
Delorean Trains
"Bait and Switch" tactics on Minecraft players?Ah....back in my youthful days of pie in the sky pimp dreams. Alas, reality has wrung me dry of dreams of trains and zip lines and.....apparently even voxel terrain in some strange alternate timeline.
Oh the disillusionment....
One of us!I'll take fewer zombies with voxel terrain. There are dozens of games that have lots of content but static terrain.
If that's where the game needs to go... so be it. /shrug
Arma 2 has a zombie mod with... well, 500 is about right.Sounds great, but I presume you are exaggerating. I doubt removing destroyable terrain only, keeping all the destroyable pois would allow you to have 500 on screen. Jeez even AAA games don't have that many on screen. In a multiplayer game also? Lol![]()
The game reverts to Alpha 1 :lol:Recommended max velocity: 87 miles per hour. Some weird ♥♥♥♥ begins to happen once you reach or breach the 88 miles per hour mark.
I'm with you Gazz.I'll take fewer zombies with voxel terrain. There are dozens of games that have lots of content but static terrain.
If that's where the game needs to go... so be it. /shrug
Same problem reversed, in MP the player with the lowest GS goes in the POI first. Easy peasy.The problem is level 200 dude drives through on his motorcycle and some guy on foot behind him gets to deal with the high level enemies that spawned in his wake.
You could also have addresses for Neighborhoods and even entire Burroughs!I'm with you Gazz.
If 7D2D II was based in or around New York City, most people wouldn't care less as long as most above ground was destroy-able (at least mod-able).
It could potentially be the largest game in the world, I believe (including mod-ers that could fill in and populate individual buildings).
-mods would need to be building based so a player could have 100's of mods that would not conflict with each other.
-TFP would need an address system so when a player tries to open the door on say, The Empire State building, if its address is populated with a mod then the player can open the door and see what adventure awaits them!
Truly a potentially endless game as you could load different versions of The Empire state building for example!![]()
I think you are were you are, with a decently successful game, precisely because the game is a voxel-game. Seeing you don't actually like the voxels is a little.. disheartening.Tower defense, crafting, looting and questing are the bread and butter to this game. Digging is not a core pillar and mining could easily be done without it as well. You could still use foundation blocks to level out a nice place to live or even flatten vertices of static terrain some and have 95% of the game, without 95% of the trouble.
Anyhow we might add it as an option at some point, and use telemetry to see how many people run that version and base our decisions on facts not emotional responses.
IMO a year after its release, 80% would be playing static terrain version because of better visuals, better FPS and they don't give a crap about mining. We could still plop down "earth blocks" to fill in spots etc and make trenches your just building it up instead of digging down its the same net base, just elevated higher. There could be craters from nukes you fill in and have a "basement" or "bunker".
Again we might not even bother we've solved everything except water already. A18 uses UNity's static terrain in the distance, with just voxels where you are in loaded chunks. So there aren't as much gains to make now as there would have been some years ago.
He stated that we're coming up to a year between A17 and A18, which is correct. Yes, the game got a patch in late May. But no, these patches are not the same as an Alpha update. Those are the ones people count, unless it's forum moderators trying to cherry pick the data.We patched 17 on 5.30.19. You've been a whole 3 months and a week without an update not a year.
I think everyone liked voxels, I just think MM no longer likes the cost of voxels.I think you are were you are, with a decently successful game, precisely because the game is a voxel-game. Seeing you don't actually like the voxels is a little.. disheartening.
'Where it needed to go' is somewhere else besides the moderately successful place you are right now?Again why is everyone taking the black and white on this? I said if we made the terrain static, and had voxel buildings we'd have saved tons of time and had 60 fps on potatoes and 500 zeds on screen. Yeah lets cling to mining instead of take the game where it needed to go.
True, but it's what made the game (IMHO of course).I think everyone liked voxels, I just think MM no longer likes the cost of voxels.
No! I would be totally put off and I would fake a headache.If u could remove underground mining as an option and get anything near 500 zeds on screen id be very happy, but without being vulgar about it.
Yeah, but unless I'm incorrect, TFP didn't start working on A18 right after A17 released, or even for a few months after. Again, I could be wrong, but if I'm not, then a year isn't correct, but rather only several months.He stated that we're coming up to a year between A17 and A18, which is correct. Yes, the game got a patch in late May. But no, these patches are not the same as an Alpha update. Those are the ones people count, unless it's forum moderators trying to cherry pick the data.
They don't look like 500 to me.. also it's a cinematicArma 2 has a zombie mod with... well, 500 is about right.
Edit: My bad, Arma 3 (Zombies and demons):
Actually their designer start working on A18 changes before a17 release [maybe I am wrong], but i remember that they say it that since programmer work was left then and designer are free they are working on some graphics back then which might be used for A18 [some concept art and POIs].Yeah, but unless I'm incorrect, TFP didn't start working on A18 right after A17 released, or even for a few months after. Again, I could be wrong, but if I'm not, then a year isn't correct, but rather only several months.