Hi guys,
first of all I must label myself as a Linux player and so many of the issues described here doesn't appear at all, so I'm lucky after all.
As far as I've seen there is a huge memory problem with trees: you cut down them your framerate will rise so don't plant too many.
Then I've seen another huge issue with indoor sections: it seems that just a single z may cause some heavy drop... is it not strange that? Indoor sections shouldn't be easier to render than a huge outdoor world? I do not know just saying: not an expert programmer.
Apart from that the game flows like a river, no long time sessions degradation oh and before I forgot: that V-sync trick works PERFECTLY even in Linux granting you a 10%-15% frames increase.
I hope now to not go OT because I would like to ask something more general: is it not time to fix these issues on performance after 17 releases?
I know the question may appear dumb but it's not because I would like to attach it to the news about A18.
I've read about new signs, new weapons and even more and more and more... new temporary buffs.
Now come on guys: after 17 releases do you really think 7D2D lacks some... more temporary buffs? Maybe someone in the world like these personally I hate that (even in hack'n'slash games where they could be game changer) and I must be honest with ya: temporary buffs are not what this game is lacking. I like survival games because they could became soooo immersive but on this side new versions of 7D2D are not adding anything.
Ok I don't want a misunderstanding: I don't like buffs but ok I respect people who loves them. So ok add them in a research facility... how come that a buff is found on some walking body or in some house in drawers? At least force them into a safehouse.
Another example: animals just spawn... why not assigning them to a nest? In the nest there is also the huge egg producer and THIS thing may justify a new weapon.
...to not talk about the fascinating underground story completely left to itself for 17 releases: newspapers and that's it?
I do not know if TFP coded this game saying: ok let's try to do something minor, but the truth is this could have been the top survival ever.
Instead we're adding... buffs somewhere, no reason. New weapons, no reasons to have that: to kill cops? I do not know. Not bad at all adding these but these additions are cute until A10 then they begin to lose value, in my opinion.
I respect everyone work so if you think that A18 needs new signs and new buffs it's perfectly fine for me.
After 17 releases, as a customer before and now as a fan, I expect something like:
- a 3D engine at least optimized (for each new tree I'm planting I fear performance issues - not so immersive)
- 'realistic' and not impalpable zombies (how come that 25 z's may attack the same block? Physically there is not space, they overlap themselves like in 80's games

)
- not genius zombies or at least a minor percentage (how come that a z's group may run along the base perimeter to enter just in the weak spot miles away?

How they even know that there is this spot?

At least give them a try & fail percentage)
- Vulkan or no Vulkan? Vulkan is just a winmain ('Please note that Vulkan is not yet fully supported') and then purple screen. After 17 releases or is there or it isn't come on guys
- 7D2D is already a self sustaining game: the best thing now (after 17 releases) is adding things to give a new sense to the world. Ok do you want to add C4? Fine: let's link it to some ore which you may extract only with explosives and not with standard tool.
- ...and many more...
So I hope my point is unraveled: you brought us 7D2D and for that you deserve a HUGE thank you. Now I've the feeling that is time to invest into some major issues... but I'll like 7d2d even if you want to add a wonderful new brand line of temporary buffs

which we can use while the engine is traveling at the light speed of 15fps because 10 z's are on the screen
I'm joking and exaggerating of course: happy coding and happy playing.
Best regards.