V2.5+ Survival Revival Dev Diary

You might be fine with dropping crossplay, but I can guarantee that a lot of console players would be really upset if they did that, even if it was only until 3.0 or whenever. And console gets the same updates PC does, which means that if console is going to get updates to help with stuttering and performance issues, they either don't get those at all until there's some decision to finally update console again, or they get the same updates PC gets when PC gets them. You're better off getting the updates the same time PC does.

No, you can't play older versions or stay on a version, which can obviously be frustrating. I'd suggest all console players complain to Microsoft or Sony about forced game updates because they should be allowed to not update if that's what they want. But beyond that, you'll just need to either accept that you may have problems with the game while it's still in development. That, or don't play the game until it's finished. The game isn't complete/gold yet.
Every console player should accept the platform of their choice if having its limmits. Part of the limmits are hardware, part is the platformholder. It is unreasonable to demand devs to get same performance on the lower end platforms, so it is also unreasonable from players to demand crossplay on the lower end platforms. Platform holders and devs should agree on a bit higher standard in real stabilty first before accepting experimental as stable. As it is now the PS5 version is very instable with no going back to a playabe version. So we are actualy just wasting our time right now.

@HammerDano, at certain points I do agree with you but your behaviour in the past and pressent made me ignoring you quite often. That's just better for everyone.
Post automatically merged:

>enters forum dedicated to discussion of future 7 days to die versions
>finds discussion of future 7 days to die versions
>gets mad at discussion of future 7 days to die versions
>tells people to talk about something else other than the discussion of future 7 days to die versions in the forum for discussing future 7dtd versions
>Talks about body hair for some reason
Keep up the good work!
 
Every console player should accept the platform of their choice if having its limmits. Part of the limmits are hardware, part is the platformholder. It is unreasonable to demand devs to get same performance on the lower end platforms, so it is also unreasonable from players to demand crossplay on the lower end platforms. Platform holders and devs should agree on a bit higher standard in real stabilty first before accepting experimental as stable. As it is now the PS5 version is very instable with no going back to a playabe version. So we are actualy just wasting our time right now.

@HammerDano, at certain points I do agree with you but your behaviour in the past and pressent made me ignoring you quite often. That's just better for everyone.
Post automatically merged:


Keep up the good work!
Your problem isn't crossplay, though. If you play solo or with people using the same console, you're not being impacted by crossplay at all. Even without crossplay, an update could cause problems. That's what happens when playing a game that is in development still. If anything, the requirements to make the game playable on XBox Series S (I don't think that should be a requirement from Microsoft, but that's unrelated) means that performance will actually be better for the better consoles, as well as PC. They have to make it better so it can be played on the Series S. Just because the update had some problems doesn't mean it's the fault of crossplay.

Besides, you say that console players should accept the limitations of playing on console. One of those limitations is not being able to play older versions.

I'm not unsympathetic to console players in this. But it just isn't a crossplay problem. And to be clear, I don't play crossplay and I'm on PC, so my thoughts on it aren't biased to support that.
 
Your problem isn't crossplay, though. If you play solo or with people using the same console, you're not being impacted by crossplay at all. Even without crossplay, an update could cause problems. That's what happens when playing a game that is in development still. If anything, the requirements to make the game playable on XBox Series S (I don't think that should be a requirement from Microsoft, but that's unrelated) means that performance will actually be better for the better consoles, as well as PC. They have to make it better so it can be played on the Series S. Just because the update had some problems doesn't mean it's the fault of crossplay.

Besides, you say that console players should accept the limitations of playing on console. One of those limitations is not being able to play older versions.

I'm not unsympathetic to console players in this. But it just isn't a crossplay problem. And to be clear, I don't play crossplay and I'm on PC, so my thoughts on it aren't biased to support that.
I am a solo console player and to me it seems crossplay is forced upon the devs while not being able to get all mechanics stable on PS5 solo in the current version, not even mentioning performance :cautious:
With "older" versions I refere to 1.0 up to today, that's the version I've bought. If the crossplay is abbandoned then also Series X/S players can get the version that suits their hardware, whenever the devs have it in working order without having other platforms waiting.
 
I am a solo console player and to me it seems crossplay is forced upon the devs while not being able to get all mechanics stable on PS5 solo in the current version, not even mentioning performance :cautious:
With "older" versions I refere to 1.0 up to today, that's the version I've bought. If the crossplay is abbandoned then also Series X/S players can get the version that suits their hardware, whenever the devs have it in working order without having other platforms waiting.
They aren't going to make 3 different versions, though. It'll be one version for all, with or without crossplay.
 
They aren't going to make 3 different versions, though. It'll be one version for all, with or without crossplay.
Three versions for the solo Console-players under the sky,
Seven for the PC-players in their basements of stone,
Nine for GranPa Minion doomed to die (in PvP),
One for the Madmole on his dark throne
In the Land of Early Access where the programmers lie.

One Version to rule them all,
One Version to find them,
One Version to bring them all and in the darkness bind them
In the Land of Early Access where the programmers lie.
 
Since, i haven't got any good answers reguarding my question..
Why havent TFP been better at communicating release dates with the public?
I decided to ask AI...

The Fun Pimps have a pretty well-documented history of poor communication around release dates, and the community has been vocal about it for a long time. A few reasons people commonly point to:


It's a small, studio. TFP has always been a relatively small team, and smaller studios often lack dedicated community managers or PR staff whose job it is to keep the public consistently updated. Most of their communication has come from the developers themselves, which means it's easy for it to fall through the cracks when they're heads-down in development.
Alpha development is genuinely unpredictable. 7 Days to Die was in Early Access for over a decade, and the nature of that kind of development means timelines shift constantly. Rather than give dates and miss them repeatedly, they've often opted to say nothing — which trades one type of frustration for another.
They've been burned by overpromising before. In the earlier alphas, TFP would hint at features or rough windows, and when those slipped, the backlash was significant. Many studios in that position pull back and become more tight-lipped, which is exactly what TFP seemed to do over time.
Their community presence has been inconsistent. Their forums and social media communication has gone through long quiet periods, and when they do post, it's often vague. Fans have pointed out that even basic updates like "we're still working on it, here's roughly where we are" would go a long way, but TFP has historically not been great at that cadence.

sincerely
claude,AI
 
@faatal I have a question in regard to your post, for personal curiosity.

If the terrain surface is the only part of the landscape with meshes,
and all beneath is only affected when a person interacts with the voxel volume
below the surface, distorting. If everything above the surface followed
the rules of a polygon world, meaning placed blocks and POIs, would that
lower data storage or size or calculations, gpu rendering or cpu load?

I am not necessarily asking for this game, but playing the game makes me think
of it. I'm asking you because you have worked in the industry through the changes,
from rom to to now. I know that you have observed as you have worked on different
projects. So I am asking your thoughts.
Canned meshes on the surface would possibly reduce some performance costs, but be much less flexible. It would still not help with the dynamic nature of the world, meaning you can't precompute visibility for everything as static worlds typically do.
 
>enters forum dedicated to discussion of future 7 days to die versions
>finds discussion of future 7 days to die versions
>gets mad at discussion of future 7 days to die versions
>tells people to talk about something else other than the discussion of future 7 days to die versions in the forum for discussing future 7dtd versions
>Talks about body hair for some reason
I don't know what your profession is, but politics would suit you well, I say this because it seems you like to twist things... I'm neither angry nor saying that you have to talk about anything, I don't think I said you have to talk about omelette or football, or anything like that. In any case, if my comment offended you, I apologize.
 
Hello @faatal
Do you know anything at all about when we might get a 2.6 Exp release?

It seems like it was getting close to release 2 weeks ago; now it looks like they keep adding fixes and testing, adding more fixes and testing again... To infinity!

If you can keep us to date on what you're fixing or what you heard through the grapevines, it would be appreciated.

Thank you for your continued posting on this forum.
 
2.6 update:
We are making a couple more changes, then another build and more testing.

Since we are making more changes I had them merge over two fixes I made last week, which did not make those builds:
"Fixed Sleepers had too short of a kill off timeout"
"Fixed small animals being tossed long distances from large ragdoll forces"
 
2.6 update:
We are making a couple more changes, then another build and more testing.

Since we are making more changes I had them merge over two fixes I made last week, which did not make those builds:
"Fixed Sleepers had too short of a kill off timeout"
"Fixed small animals being tossed long distances from large ragdoll forces"
Thank you so much for the quick reply. It means a lot to us when we get an update, any update really, on the "behind the scene" 7 Days to Die development.

You're a nice guy, thanks again.
 
Since, i haven't got any good answers reguarding my question..
Why havent TFP been better at communicating release dates with the public?
I decided to ask AI...

The Fun Pimps have a pretty well-documented history of poor communication around release dates, and the community has been vocal about it for a long time. A few reasons people commonly point to:


It's a small, studio. TFP has always been a relatively small team, and smaller studios often lack dedicated community managers or PR staff whose job it is to keep the public consistently updated. Most of their communication has come from the developers themselves, which means it's easy for it to fall through the cracks when they're heads-down in development.
Alpha development is genuinely unpredictable. 7 Days to Die was in Early Access for over a decade, and the nature of that kind of development means timelines shift constantly. Rather than give dates and miss them repeatedly, they've often opted to say nothing — which trades one type of frustration for another.
They've been burned by overpromising before. In the earlier alphas, TFP would hint at features or rough windows, and when those slipped, the backlash was significant. Many studios in that position pull back and become more tight-lipped, which is exactly what TFP seemed to do over time.
Their community presence has been inconsistent. Their forums and social media communication has gone through long quiet periods, and when they do post, it's often vague. Fans have pointed out that even basic updates like "we're still working on it, here's roughly where we are" would go a long way, but TFP has historically not been great at that cadence.

sincerely
claude,AI
Thank you for causing the price of RAM to double
😠
 
2.6 update:
We are making a couple more changes, then another build and more testing.

Since we are making more changes I had them merge over two fixes I made last week, which did not make those builds:
"Fixed Sleepers had too short of a kill off timeout"
"Fixed small animals being tossed long distances from large ragdoll forces"

Thank the gods for the Fixed small animals being tossed long distances...I would shoot a chicken or rabbit and the little ■■■■■■■ would fly over a house or a tree and I could never find them half the time lol
 
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