AtomicTorch Studio Forums

CryoFall => Ideas and suggestions => Topic started by: Thorn on February 13, 2020, 08:17:37 AM

Title: Suggested improvements for UI/controls
Post by: Thorn on February 13, 2020, 08:17:37 AM
First, thanks for looking at my post, really keen on seeing if this could be implemented so i will keep this succinct and to the point.

Title: Re: Suggested improvements for UI/controls
Post by: Lurler on February 14, 2020, 02:51:33 AM
Quote from: Thorn on February 13, 2020, 08:17:37 AM
Map marker: If i could place a temporary map marker on a location i would like to go or allow my teammates to head to (waypoints would be nice)
Yes, this is planned eventually when we rework the map menu.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Hotkey for discarding items
Actually there is already one ;)
Just open the inventory and press "help" or "shortcuts" and there's a bunch of different shortcuts, including to discard an item.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Containers being labelled
Yes, this is also planned.

Quote from: Thorn on February 13, 2020, 08:17:37 AM
Faster travel on roads: Could imagine a lot more interesting pvp encounters being orchestrated.
Roads provide +10% speed bonus (or was it 15%? :) )

There's a bunch of other things we are planning to add.
Please take a look at our roadmap:
https://trello.com/b/B5ckffAW/cryofall-development-roadmap
Title: Re: Suggested improvements for UI/controls
Post by: Thorn on February 15, 2020, 10:23:37 AM
What about the part, where the workbench can remotely see what you have available in your bases containers so i don't have to physically collect them?

Thanks for the fast reply btw
Title: Re: Suggested improvements for UI/controls
Post by: ai_enabled on March 31, 2020, 07:52:20 AM
Quote from: Thorn on February 15, 2020, 10:23:37 AMWhat about the part, where the workbench can remotely see what you have available in your bases containers so i don't have to physically collect them?
While it's relatively simple to implement for a singleplayer game, for a multiplayer game it's much harder. Plus it will require way more data to transfer to the client-side and most of it will be rarely useful, which is a problem if we want to optimize the server to handle hundreds of online players (in some countries where we're renting the hardware to host the official game servers we're paying for (very limited) bandwidth or even for traffic and it's already very tough).

Regards!