I dunno, a18 is running the best the game ever has for me, so I am pretty happy, mind you even in way past alpha's I still had 60 fps usually. Voxel games use massivly more resources than non-voxel games even if they look like crap. Even minecraft was known as a major resource hog and it looked like complete crap compared to 7dtd graphically. That said the devs of 7dtd do a bit of optimization every single alpha, my biggest complaint is the devs don't seem to have any idea what they want the game to be, as it often for the longest time changed drastically between each alpha. I sitll feel a16's skill system was the best overall it just needed some tweaks, like removing craft quality from being tied to a skill. The darkness falls mod has a great learn by doing system that also has a class system where each class gets unique bonuses and things only they can craft. It has learn by doing for: weapon types, athletics (running, jumping etc) and for mining tools. If we applied the a17/18 perks to it, as you leveled say sledgehammers, at 20 skill you get level 2 of the perk, (which is 3 stat in game in a17/18) which lets you craft tier 3 sledgehammers. This way is better because lets be honest it sucks that weapons are tied to stats. I like the pistol, but agility is mostly useless for me, so its a waste of points to get agi just for pistols. I mean WAY later, once I got str and fort done I may consider it as a after thought mainly as I don't have much else to use points on.I'm not sure what you're getting at is it running slow for you or something else?
They may both be voxel-based, but comparing the two on an appearance/performance scale is inappropriate. The platform-independence of Java applications comes at the cost of significant overhead.Even minecraft was known as a major resource hog and it looked like complete crap compared to 7dtd graphically.
There is a really nice video on this page:Here, it's been a while since I posted this.![]()
Maybe because optimization comes AFTER the ALPHA development cycle, and this is still in ALPHA development.
Yeah thats what I am saying. the game runs the best i've seen it run and I been around since a9 or 10 I think. Only problems I notice is in the snow and desert biomes, something to do with the new splatmap causes massive fps lag when you look at certain parts of the terrain. Toning down one of the settings in the graphics options helps with this, but it won't get rid of it entirely.my CPU is an i-5 a little behind yours. 32 GB of memory. a GTX 950 graphics card running at 1920 x 1280 resolution. I'm slowly increasing the graphics until I run into a performance bottleneck. Hasn't happened yet.
Expect the skills and perks system to change a lot with A19
Being part of a team of Indie game developers myself, I call BS on this. here really is no "Stages" towards this, you can improve the quality of the game on any spectrum to please and provide evidence towards community engagement and commitment towards furthering an end goal. For example when we Release a patch, we make sure the game is completely optimized for near enough 70% or more of our core audience's PCs before release, So we dont get bombarded with negative replies and disrespectful comments.Here, it's been a while since I posted this.![]()
Maybe because optimization comes AFTER the ALPHA development cycle, and this is still in ALPHA development.
Basing your development around avoidance of negative input may make you and your community feel good, but how can you be sure what you're doing is really beneficial in the long run? The more time you spending optimizing each patch for the sake of the 70%, the longer the 30% have to wait for you to finally optimize for them.Being part of a team of Indie game developers myself, I call BS on this. here really is no "Stages" towards this, you can improve the quality of the game on any spectrum to please and provide evidence towards community engagement and commitment towards furthering an end goal. For example when we Release a patch, we make sure the game is completely optimized for near enough 70% or more of our core audience's PCs before release, So we dont get bombarded with negative replies and disrespectful comments.
Being the lead designer on a game I can say that yeah, optimizations come AFTER implementation. You can't optimize every placeholder (whic htakes time and resources) if they are planned to be replaced later on.Being part of a team of Indie game developers myself, I call BS on this. here really is no "Stages" towards this, you can improve the quality of the game on any spectrum to please and provide evidence towards community engagement and commitment towards furthering an end goal. For example when we Release a patch, we make sure the game is completely optimized for near enough 70% or more of our core audience's PCs before release, So we dont get bombarded with negative replies and disrespectful comments.
Please, please, PLEASE, stop comparing alpha releases that take hard work and effort to polish, To FTP's half-baked patches where theres no polish. They really are the difference between the sun and moon.
This isn't true at all though. 7 years in development is an industry standard for building something less complex than 7 Days, from a AAA team with ten times more developers.I feel like saying that the game is in "Alpha" Is just a lazy cop out at this point, it's been in "Alpha" for years. How about they move it to beta and straight up make 90% of thier focus bug fixing and optimization already. The game is already lots of fun to play, I think that after they drop the vehicle mods in they should move to BETA!
Wow! Intelligent life!I feel like saying that the game is in "Alpha" Is just a lazy cop out at this point, it's been in "Alpha" for years. How about they move it to beta and straight up make 90% of thier focus bug fixing and optimization already. The game is already lots of fun to play, I think that after they drop the vehicle mods in they should move toBETA!