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Messages - Lurler

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Development discussion / Re: Balancing food, freshness and fridges.
« on: May 21, 2018, 04:07:26 am »
Everything is noted! The fridge will be rebalanced in the next update :)

Development discussion / Re: Electronic Components
« on: May 21, 2018, 04:06:43 am »
Yes, electronics are spawned in rad-towns (basically ruined towns with radiation) in crates. Some ruins have better loot than others, but if you raid 2-3 towns you will certainly find them. But you need to open crates. Ideally blue "science" crates. But they also can be found in generic crates, but NOT in "medical" or "military" crates.

Ideas and suggestions / Re: My Feedback after approx. 10h
« on: May 21, 2018, 04:02:20 am »
Thank you for leaving your feedback! It honestly is very valuable to us.

Here's a few things I'd like to note. Currently raiding system is incomplete and as a consequence - completely unbalanced. We are going to completely rework the wall system to offer more options for defenses (not to mention defense turrets that will be added later). In addition to that we are also going to rework how land claims work to make it easier to use them and offer better protection for new players.

And finally and most importantly we are also going to add explosives in the game. Those explosives are going to be rather expensive to make so raiders won't be interested in spending them to raid new players and instead will focus on more developed players. But those developed players will also be able to defend themselves with better walls and turrets.

Bottom line is - raiding is very important and we want to keep it in the game, but at the same time we want to protect newer players so they are not targets for raiders and griefers. Combat must happen between advanced players who are ready and willing to engage in it.

We will be continuing addressing this balance as we continue developing the game.

Ah, also there will be purely PvE servers! So you can choose which you prefer.

Development discussion / Re: Balancing food, freshness and fridges.
« on: May 17, 2018, 09:31:20 pm »
What about making the fridge more effective when none of the owners are online?
That would help with making it more useful.
That wouldn't work unfortunately as fridges are not tied to particular people and can be owned either by single person of by group of people. And frankly tying them to player's online status seems a bit unexpected from player's perspective, especially given that we don't do anything like that for any other thing in the game.

And what about not being able to store Preserved foods in the fridge? Shouldn't they be kept on a shelf?
Well, that's fine :)
You can store your coffee in the freezer in real life and it will store for 10 years instead of 2 or something. I see no good gameplay reason to prevent players from doing that.

Development discussion / Re: Balancing food, freshness and fridges.
« on: May 17, 2018, 06:37:48 am »
@kordenox, hm, not sure what you mean about batteries, as currently the fridge doesn't use any energy or batteries (it's supposedly powered by solar power). So it just functions like a container where you can put any food and it will last 10 times as long.

Development discussion / Balancing food, freshness and fridges.
« on: May 16, 2018, 10:30:12 pm »
Question to everyone.

I saw many of you say in the game chat that fridges aren't particularly useful and that food still rots.
Well, that's to be expected as adding food that never spoils is bad for game balance. Especially considering that it's already quite easy to obtain food and water.

But still, I would like to better balance this system.

Currently food is separated into 4 categories:
- Perishable (1h)
- Normal (3h)
- NonPerishable (8h)
- Preserved (2d)

I will probably bump it to 1.5h, 4h, 8h and 2.5d to make it slightly more convenient.

Now, about fridges. They slow down freshness decrease by 10 times. I think it is quite a substantial increase.
But if you log our and login the next day and  your food has rotted away in the fridge I can see how fridge can feel a bit useless. But increasing it further, more than 10x would introduce disbalance.

Anyway, before I make final changes I'd like to hear what you think. Maybe there's a better way to fix it?

Development discussion / Re: CryoFall - new screenshots & news
« on: May 16, 2018, 10:14:29 am »
Some of the main changes in the next version will be accessibility and "signposting". From the testing of this version we realized that there are quite a few things in the game that are not self explanatory or apparent by themselves. This needs to be addressed asap if we want new players to pick up the game.

So, some of the changes in the next version will be specifically to help with that. Hopefully we will add quests & tutorial, new interactive tooltips, ability to use items directly from inventory, inventory help screen and other such things. Well, there will be new items, technology and other stuff as always as this can be added in parallel just by myself and our artist, while other functional features require complex coding from ai_enabled.

Ideas and suggestions / Re: some tip and ideas
« on: May 15, 2018, 10:36:54 pm »
@kordenox, well it's too early to specifically discuss cities and their effect on gameplay as this is long way ahead and the game will change significantly by the time we reach that point.
As for party & map features - yes, this is also planned, but it has lower priority at the moment as we believe it is much better to implement remaining gameplay features first and only then switch to other improvements.

In the first - a very cool game, realy!  I see in it a huge potential, you are great fellows! My friend(Kordenox) and I have been looking something like CryoFall a very long time. In addition to Albion online and Fallout 2.5 online, have not found anything like this.
Great to hear that! :)

Secondly - is this possible to know approximate date of the next wipe, we will try to record letsplay at the beginning of the game.
I would say - around the end of May, but this is not 100% decided.
As with each update - we wipe the server when we release a new major version.
And yes, let's plays are most welcome! :)

In the third - actually to the ideas, may be do roof in houses in which I am not recorded as the owner?
This is something we considered as well. We will likely go back that idea a bit later when we finish reworking the wall system.

Ideas and suggestions / Re: some tip and ideas
« on: May 15, 2018, 08:50:25 am »
We are planning to also introduce explosives in the game to better balance how much effort it takes to break into someone's house. When we add them we will make it a bit more difficult to break in with conventional tools (like hitting walls with melee weapons). After that is done we will see how to move from there. There are also plans to introduce more wall types when we rework the wall system (currently it's a bit limiting and we want to change it).

Ideas and suggestions / Re: some tip and ideas
« on: May 15, 2018, 05:35:55 am »
1. Actually we already reduced the crafting time on a few low-tier recipes because as you say, there is really no reason to make you wait. But higher level recipes must have time associated with their crafting for balance purposes.
Another thing specifically about crafting and doing other things at the same time. I'm not sure what you mean here. Because you CAN set up a list of things to craft, be it hand crafting or station crafting and then go and do anything else in the meantime. They will just continue to craft in the background.

2. Again, perfectly reasonable idea and it is already planned! :) It will be implemented in one of the future versions.

3. We have number of ideas specifically to address early game defense issues. One of such ideas is the ability to craft the entire building in one go (small hut) that will have land claim built-in. We will see how it plays with that and then decide what to do next.
Frankly I'm not too keen on the idea of making indestructible bases. There's just too much potential to be abused.
Another thing to note is that we will be adding the ability to build cities where many players could join their forces together and be sure that they won't be raided because then raiders would go not just against one player, but against an entire city which would be much more difficult.

4. We will be expanding the jewelry section, but we want to keep it strictly a vanity thing.
As for boosts - there will be implants that can be installed in a medical station which will do exactly what you described - offer specific buffs.

5. That is quite true. We will be balancing this system more. Including making pharmaceutical chemicals craftable and adding more medical items.

6. Automation is something we need to be VERY careful about. Unlike other games like factorio that is essentially singleplayer or miltiplayer with just 2-4 players we need to keep our game scalable to hundreds of players per server. If we start adding automation it will decouple server load from number of players and a few highly developed players would be able to build factories that will completely destroy server performance. Currently we keep everything such, that performance scales linearly with number of players, thus it is much easier to manage.
But I'm sure modders will add everything you mentioned, including pipes, belts and everything else :)

thank you for a great game from users Beryozka and Arioe, we are looking forward to see new stuff and see how this game will grow. 
Thank you for playing and leaving this feedback! It is honestly very important for us to receive messages like that as it helps up better understand where we should move with each update!

Now that we have finally launched CryoFall publicly we would like to see as many people play it as possible!

And so far feedback seems to be quite positive.

There is one issue, however. There aren't many videos about the game and it is actually a problem. Usually we use those let's play videos to investigate typical play sessions and adjust the game to make it easier to understand, easier to use and generally better. But without those videos we simply have no source of this information.

So, if it's at all possible - please consider recording a video with you just playing CryoFall and commenting your experience. There is not better way to improve the game than this!

And thank you guys for your support! :)

Ideas and suggestions / Re: Thoughts on Vehicles
« on: May 14, 2018, 02:18:24 am »
You won't have that problem with underground trains. Since you dont need to draw them ;)
There will be plenty of other problems, though :)
But the idea is interesting, none the less.
We will certainly think about some similar approach to travel.
Although, we do plan to add teleporter already. But only after the electricity system.

Development discussion / Re: CryoFall - new screenshots & news
« on: May 13, 2018, 10:18:16 pm »
I think current progression speed is fairly good. It feels quite enjoyable being able to unlock new recipes fairly often. I think it's not really about whether or not you can get all technologies within two days, but rather overall progression speed.
Plus, in your case, you are quite good at this game already, so you can progress much faster, not to mention that you usually play for quite a long time.
For a person who only plays 1-2 hours a day it won't be so quick :)

My point is - I think current progression speed is quite good. I played the game myself many times (I mean without cheats) and I feel that this speed is the sweet spot.
So, rather than making it slower - we will just continue adding new content to give players more stuff to unlock! :)

Ideas and suggestions / Re: Trading Stations
« on: May 13, 2018, 10:11:34 pm »
Thank you, these are very solid arguments.
I will go over them one by one.

thanks for the last update with trading stations. They can do what they promote and are solid enough to be left in the wild. So far I have no worries to leave a bunch of coins or items in them.
Great, this is what we want for the time being. But when we add automated turrets to protect your base then we might consider lowering their durability.

The buying and selling sounds (from VoidExpanse am i right?) are good and I like to hammer down that mousebotton to sell all my stuff.
Yup, that is correct :)

But we need to talk about the building cost. Ten electronical components are really much and since radtowns are not really worth going to (so far) the only way of obtaining electronical components is through lithium. Five components take 10 lithium ingots which by itself takes 10 lithium "powder", so currently we need 200 lithium to get those components. Each lithium takes about 100 seconds to produces, which means 5,5 hours to make one single trading station. But you need two trading stations to buy/sell items and that means 11 hours of waiting near the lithium mine. If you think you can get this over night, then be aware that a stack of lithium powder tops out at 250, therefore you need to empty it every 7 hours.
All of your calculations seem to be correct. However we do still think that the main source of obtaining any components (including electronic components) should be rad towns. You can get as much as 15 IIRC in a single crate. This ability to craft them is just an alternative if you only missing a few and really need to create them right away without going on excursion.
To make it simpler we are also adding low-tier anti-radiation equipment (respirator) that would allow even new players to explore rad towns. Plus we are making them more scaled so it's easier to raid lower-level rad towns.
There will be 3 tiers:
- top tier with full radiation
- mid tier with only half of the radiation
- and low tier with only quarter of the radiation
With this new respirator you would be able to easily loot low tier rad towns and even make quick runs into mid tier.

My Idea to ease the pain would be to lower the electronical components to half on the small trading station, that way we see more players to have trading stations sooner. And I get to hear that cool trading sound more often 8)
I will probably lower lithium requirements for electronic components as it seems a bit excessive indeed.

ps: Where do you think the turnstile is suitable besides someone making a huge wall?
For now there won't be much use for it, so we are not adding it now, but when we have things like power charging station, medical station and other stations that you can allow other players to use for a fee it would make sense to make "paid admission" to premises to use those services.
Although, you can technically do that even now. Build a large base with all crafting stations and put a turnstile there to allow people to access these crafting stations conveniently for a small fee rather than building all of them themselves.

Ideas and suggestions / Re: Thoughts on Vehicles
« on: May 13, 2018, 10:00:00 pm »
Yes, trains and vehicles in general is something we really want to have. The problem, however, as you probably guessed - is rotation. We would have to redraw at least 8 direction for vehicles, but realistically we would need 16 directions and then add animation on top of it for each view.
So, for starters we will probably add something simpler than that and then eventually add all other vehicles we want.

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