GigglingZombie
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I am Sorry, but, what I'd really like is the forth option not offered: I would like for them to continue to move forward on the content already announced and anticipated, get that out on time or close to it, and THEN add new content. I just want them to stop moving the goalposts. I have said this before, "giving" me things I didn't ask for is not a substitute for the content that was promised. I know that content is still going to take time, at least as long as the roadmap, probably a little longer...so relax...I am not making demands to finish the whole thing right now. Just asking that they stop delaying progress thru their own actions.
This may be already true. Not in previous alphas, but since release of the roadmap they did not add any serious features which were not on the roadmap. What they still did were bugfixes, balancing fixes, and minor graphics stuff that is probably not delaying anything because programming has always been the bottleneck. We also haven't heard anything about new 2.0 features that were not on the roadmap, though that is no guarantee.
So why the delays? I don't know, in programming projects there are always unexpected delays. I would "blame" the porting to console as the biggest road block. For one they didn't have any experience yet in console porting so their estimates about the porting work would have a large error interval. Secondly they probably didn't expect how much they would have to change so the console would perform well (CPU and GPU are generally ok on consoles, but then it was RAM that was the biggest bottleneck and that may have got them by surprise).
This may be already true. Not in previous alphas, but since release of the roadmap they did not add any serious features which were not on the roadmap. What they still did were bugfixes, balancing fixes, and minor graphics stuff that is probably not delaying anything because programming has always been the bottleneck. We also haven't heard anything about new 2.0 features that were not on the roadmap, though that is no guarantee.
So why the delays? I don't know, in programming projects there are always unexpected delays. I would "blame" the porting to console as the biggest road block. For one they didn't have any experience yet in console porting so their estimates about the porting work would have a large error interval. Secondly they probably didn't expect how much they would have to change so the console would perform well (CPU and GPU are generally ok on consoles, but then it was RAM that was the biggest bottleneck and that may have got them by surprise).
i really like the approach they are taking this time around, focusing on bugs and optimazations is the best thing they could have done. Honestly, i hope they dont add anything or proceed towards the roadmap untill some of the fixs and optimizations are in and yes bottleneck is the majority of the issue when adding new stuff such as bandits.
one big bottleneck ive been told by coders is flowing water, the cpu has to calculate all those water blocks before moving forward with other caclculations. Im not a coder so wouldnt even to begin to understand it but what i do know flowing water alone can cause a cpu to throttle and bottleneck causing evey other calculation to be put on hold including zombies, vehicles, anything else that requires an update tick at that current time. Think about drop mining, blocks fall straight to the ground vs water which flows in all directions. It wouldnt take much water to freeze a cpu, especially if someone was building a base in the ocean or something triggering all those water blocks.Well, if you are right, they would have to solve the bottleneck first anyways.
one big bottleneck ive been told by coders is flowing water, the cpu has to calculate all those water blocks before moving forward with other caclculations. Im not a coder so wouldnt even to begin to understand it but what i do know flowing water alone can cause a cpu to throttle and bottleneck causing evey other calculation to be put on hold including zombies, vehicles, anything else that requires an update tick at that current time. Think about drop mining, blocks fall straight to the ground vs water which flows in all directions. It wouldnt take much water to freeze a cpu, especially if someone was building a base in the ocean or something triggering all those water blocks.
1 Programming is not working on bandits until 2.0 is out as those of us who will be doing the work are fully working on 2.0 features, bug fixes and optimizations.
2 Getting back to the work
3 Yes, the bandit code I worked on previously has wandering bandits like wandering zombies spawn. For POIs they would switch zombies to bandits and maybe both.
4 No, but we will refine them after 3.0 like we do with a lot of features.
@faatal
1. How were the shadows significantly improved (primarily at long distances in cities) in A21? SSS?
2. What are you currently working on? How is the work on 2.0 progressing?
3. What will be the most significant performance improvement in 2.0?
Things like this are why it is worthwhile to have NPC bandits rather than just leaving it alll to PVP and saying the best bandits are other players. What players would be willing to sit around a campfire talking all for the purpose of creating a scenario for other players to try to sneak past them or kill them or accomplish some other task with them involved? NPC bandits follow their directives to create fun scenarios for the players to experience that actual players wouldn’t do because at best it wouldn’t be an efficient use of their time and at worst they’d just be setting themselves up to be killed.what would be cook with the bandits idea, is for them to have little encampments scattered a distance apart from eachother & if you get too close to them and they spot you, they'll attempt to rush you... but in the meantime, they can be sitting, conversating rubbish with eachother; perhaps even in an unknown language so it could be repeated over the span of time mixed in with other topics so it looks like a real conversation but you just can't understand it. If they spot you, they stand up and point at you and gesture their hands to follow them to attach you... some realism compared to the brainless zombies; some human aspect to it. Maybe the bandits will have low powered guns for small injuries to take into account perhaps newer players. perhaps a Tier level weapons depending on what level character triggers them, but not too crazy to kill player fast cause that would just get crazy and quite annoying. The bandits can be sitting at a campfire the burns throughout the night so you can see them clearly at night as they sit around it..
surely that is an over simplification... it was a big deal when faatal told you they figured out how to make them use cover...now they are simple?Yeah…bandits are just another entity functionally no different than animals, zombies, players, and traders. Not sure why there is a belief that something dramatic must be changed in the code for bandits to exist.
I don't want to kill generic zombies I want to kill bosses or special enemies in the open world. The demolisher is the closest thing to a boss we have. Killing a demo as a tier 1 quest would be fun and very challenging imo and if they add stronger boss type enemies then it will be much better. Add the Behemoth and some more mutants and we're set."even if its just simple kill a boss like 'activate quest, spawn demolisher, kill demolisher' ". You propose to add a quest that is even less "questy" than anything we have now. We had such quests already, as quests found in loot. I don't remember those quests as really adding to the game, but that is just my personal observation. Did others like them? They are also basically a kill quest just like the clear quests, just outside a poi instead of inside.
'protect a supply drop from dogs". By the same token you put restore power in with fetch/clear you should categorize that quest as a variant of the dig quest, where you are protecting your dig site.
A basic quest patterns that is not yet in 7d2d is the escort quest, but in a voxel based game this is especially difficult to implement, even non-voxel games have lots of problems with those. This is why TFP already said it it not likely they will add one.
Does anyone see another truly different quest pattern not yet implemented? (Please don't say "repair trader compound", this is just another collect 100 things-quest we have as achievements already). If not, even the new quests they will implement will look just like variants (or combinations) of existing quests to you.
By the way, as I often play a stealth AGI character I like the Restore Power quests and do them regularily.
I’m not saying it’s simple in that way. I’m refuting the idea that bandits are impossible to add until the game uses more threads based on Grandpa Minion having redacted conversations with mystery coders.surely that is an over simplification... it was a big deal when faatal told you they figured out how to make them use cover...now they are simple?
last i checked today there are still hundreds of things they are trying to work through, not just bandits but other things that bottleneck the cpu to. Adding bandits simply isn't possible and would compound the issues dramatically if they tried. Like i said earlier to the guy who has been waiting 4+ years for bandits i feel his pain for sure but the truth is untill alot of this stuff gets fixed bandits are off the table. https://community.7daystodie.com/v1-bugs/?show=categoriesalso think that it doesn’t require any major overhauls of the coding to put it into the game since as I said it has already been tested internally with the existing infrastructure.