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I think it would have been better if you posted these two things in separate topics. But oh, well.
Oh, and also you english is perfectly good, don't worry.

I will try to give a detailed reply and reasoning for things as well as our plan.

for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.
I wouldn't ignore revolver. They are two different weapons and each has it's benefits.
But after reviewing them again I must agree that revolver needs a bit of a buff right now. It has higher damage than luger, but because luger has much higher ammo capacity you would typically go for that. So I adjusted them go make their benefits more pronounced.

Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
That's not quite right. 10mm ammo is much more powerful than 8mm here. Especially if you attack other players. You would have no chance with a 8mm gun against another player with 10mm gun. Not to mention automatic weapon. 8mm ammo quickly loses power even against lightly armored targets, while 10mm can easily punch through some light armor.

Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
On the contrary, it works perfectly well! But you shouldn't be using it on wild boars and wolves :)
It is strictly against heavily armored targets, for example another player in an assault armor. It ignores substantial chunk of the armor and goes right through.
Just to give an example.
Against unarmored target:
8mm - 18
10mm standard - 20
10mm hollow point - 25.2
10mm armor piercing - 15

Against well armored target:
8mm - 3.9 (quite useless)
10mm standard - 5.5
10mm hollow point - 4.1
10mm armor piercing - 8.1

As you can see hollow point rounds do best against non armored biological targets (precisely their indented use), while armor piercing rounds do best against heavily armored targets.

And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
Yes, we are aware of that. But we haven't added all weapon technologies yet, so just to make early tech groups have at least something to learn we added all the weapons there together.
Once we add other weapon technologies such as explosives and primitive weapons (bows, crossbows) we will move other firearms to much higher tiers so you will have clear progression.

-about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.
Frankly, I quite enjoy using them. But I think you are right. I adjusted the balance of both types of ammo and it should be more in line with the price to craft that ammo.
Pellets now have much higher damage, but as soon as you put any armor on they just bounce off without doing any damage, while slugs are completely the opposite - they don't have the raw damage of pellets, but they are still very good even against armored targets.

- We need better ways of preserving food. Freezer in addition to fridge or something.
I agree. We will most likely add freezer later, but we really need to finish electricity system first as even fridges are actually intended to be using that.

Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).
This is something I'm considering as well.

Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.
This is the idea, yes. I would like to eventually make cooking and farming even more interesting and rewarding to offer this as a viable gameplay specialization for larger servers where players will be trading items constantly and offering other services.
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 Hello Devs and players!

 I will try to express here all my thoughts about the game in it's state and bring up some of my suugestions about all it's aspects. I'm not good in English so ,please, forgive me for some possible mess. Thank you!
 
 So I start:

 1) "Guns&Roses"

-Once more : for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
 -Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
 -Same goes submachine gun. Low damage with with high fire rate. But  there is no any need in this high fire rate - fire rate of pistoles are fast enough to deal with any monster for the moment. May be it will take use in PVP, but then it will be very short PVP firefights since there is not any way do dodge, cover or use any other battle tactic.
 -Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
 -And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
 -about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.

 -Crafting nitrocellulose powder is too complex at my feelings.  Using intermediate materials, which has no any other use.
 - What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.

2) Food

 - make roasting meat faster. It is fast to roast in real life - it takes 6-10 minutes to cook well done steak for me. I agree with long boiling berry jam, but simple roasted meat should be cooked in a moment. It will not brake any gameplay.
 - Why meat in drying cabinet is drying 1 after 1 ?  It should be cooking in stacks! Long, but in big amounts at same time. For the moment when I put 10 slices of meat in drying cabinet - I will have some of them spoiled before all are cooked! How could that be? When meat is placed for drying - it starts drying all at once, not 1 after 1. And no meat will be spoiled if it was places there. If game mechanic don't let you make meat salting in stacks - make drying cabinet have properties of fridge, where meat will not spoil.
 - We need better ways of preserving food. Freezer in addition to fridge or something. Because only thing we can keep in fridge for some  reasonable time is berry jam and salted meat. Roasted meat spoils in fridge just in 1 real time day, what means that preserving meat becomes pointless. And in real life - we don;t have to place jam and salted meat in fridge to preserve it longer. Jam as any other canned food should not spoil for much longer even without fridge.
 So freezing fresh meat, mushrooms berries in freezing machine can be one the ways to preserve food for longer. Never wanted to start farming, because only interesting food to produce, such as stew, is costs a lot, but can not be preserved for few game sessions (2-3 real time days).
- Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).

 - Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.
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Ideas and suggestions / Food preserving (freezer and canned food)
« Last post by EvilMammoth on June 09, 2018, 07:01:54 am »
  As I already noted it in nearby forum brach: it will be good idea to add Freezer in addition to Friedge in late game. I think we have to be able to preserve food for some longer than 1 game session or 24-36 hours of real life time. Players payed time it take to collect and cook complex food. So there should be a chance to prederve it.
 To balance it - deeply freezed food may should be unfreezed before use, with 1-2 in-game day time, placed to friedge, or spoiled instead.

 Also may be it would be interesting to add canned food for long time preservation. Player will pay it's toll in time and resources (water,salt,iron/glassbar,spices) to preserve canned food.

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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by EvilMammoth on June 09, 2018, 06:51:21 am »
 My feedback on fiedge :

 It is only usefull during 1 game session. Becouse on next real life day food in fridge is spoiled or near spoiled. I taked some time to get meat and cook kit with fat, to have food for next few days. But next day I come and see that about 30 roasted meat is almost gone. So...there is no any point in using friedge, becouse presering food in it works only for 1 real time day, what usually means - 1 game session.
 But during 1 game session it is easuer to take few meat from atacking animals and feed yourself. So cooking anything, preserving complex cooked food, making berry jams or collecting berrys to make that jabs in future are pointless. Everything will be gone before next games session.

 That means that it is easier to eat even raw meat and berrys, pass nausea if needed, but not spent time on cooking, preserving food and ,сonsequently, farming. Becouse it is better to use time for more profitable work.

 The only use for friedge I see is holding some waterberrys in it ,if I turned back to base with some of them unused, to craft herbal healing, becouse it spoils too fast.

 My idea is that there should be 2 types : friedge and deep freezer. Becouse freezed meat and berrys in real life could be preserved and used for few years. Let it be very expensive to build or whatever.
 
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Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:51:25 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.

 I understand those, who want PVE servers to play. Some times in some games I prefer PVE too. But... How you will get Oil and Lithium in this game then on PVE server, if someone other will claim it first? There are only 3 oil and 3 lithium spots on the map. And this is endgame resources. Oil - is the most needed resource. So if you will not be able to brake walls and reclaim Oil spot, and then defend it - how you will play and plan to win? Trading? I would say that if I had oil spot in such PVE game - I would be a King, becouse all players will chop trees and mine ore for me all day long, for a few canistras of mineral oil and gasoline. That would be not interesting nor for me either for others.

"Be careful what you wish for, lest it come true" (c)
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Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:41:12 am »
Neverless I suggest to name a killer and thief. During the time I was offline I was killed and robbed >:(. This may be part of the game

 Yes, you are right - this is the part of the game.

Quote
...
and of course it takes a real hero to kill and rob an offline player, ...

 No it is not like being a real hero, it is just like playing survival game, where killing, robing, thiefing, raiding, destroying, prevailing is the part of the game, dame as building, dfending, farming, scavanging and raising your own power.

 
Quote
but maybe it would be more thrilling, if the renegade is named.

 No, it will not be thrilling. It will be just unfair to that player, who prevaled over you (read - won), and the only point of that "naming" will be to amuse you, who loosed. This player did his action, using game rules, he was not cheating or braking any gameplay. He played his role wich game lets him to take. Why he should be punished becouse you was too lasy to defend yourself?
 No, this was not me, who killed and robed you. But I used to kill and rob in this game. I worked hard for it - to brake 2 rows of stone walls you have to mine lot of iron and craft over 26 iron maces. Then you will need to brake in - it is a lot of time and work too.
 But also I worked hard ti defend my self - to set really good walls and high level land claimers. I was researching construction technologys and mining a LOT of clay,sand and rock, to build many rows of wall and iron doors.
 So - I did a lot to "win" and prevale. I defended my self. Aand also I did a lot to be able to brake other player's defenses. So WHY I should be punished for that, if this is just a part of the game, as you sad it yourself? If you are not good at PVP - play PVE.

 
Quote
Of course I would prefer to be save while I am logged off, but I understand this could be difficult as well.

 This is not "dificult". This is just not PVE game, where you can save. Imagine that you are under atack in your house. And you are just logging off to "save" yourself. How fair it will be to the atackers?

 All I want to say is : you are missing the point of the game. So just wait gor easy mode and play PVE when it is out. But now it is Alfa test, where we all testing all aspcts of the game.
[/quote]
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Ideas and suggestions / Re: Killers should be named
« Last post by Tin on June 08, 2018, 05:11:04 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.
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News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by ai_enabled on June 08, 2018, 12:38:14 am »
=== CryoFall v0.13.2.4 ===

Fixed:
- Old issue with "Black screen" bug when switching MSAA mode (or when playing with disabled MSAA)
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News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by Lurler on June 07, 2018, 04:38:49 am »
And another update! We are on the roll this time! :)

=== CryoFall v0.13.2 ===

Changes:
- Rebalanced creatures attack range, attack rate, and damage defense (this is really quite substantial change so we'd like to hear your thoughts on this)
- Slightly rebalanced Herbal Remedy recipe
- Increased healing herbs spawn density
- Rebalanced Musket and Flintlock pistol (increased damage, but also longer reloading time)
- Rebalanced armor defense formula to provide slightly more protection
- Increased armor durability (roughly by 2 times)
- Increased armor base stats, especially for impact protection and rebalanced certain armors to be more suitable for their designed role
- Further item synchronization improvements

Fixed:
- Fixed weapon scantest - in some cases the hit was not registered (this is very major improvement as it affects both player weapons and monsters)
- Fixed placement of seeds and saplings: it was possible to place it in your current position and stuck there (thanks @Aroie)
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News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by Lurler on June 06, 2018, 07:27:43 am »
=== CryoFall v0.13.1 ===

New features:
- Allows to unload ammo by cycling ammo type to "none" ("B" key by default)

Changes:
- Increased creatures attack range (will be properly implemented in the next small patch with the required balancing changes)
- Item synchronization improvements
- Tooltips performance improvements
- More responsive actions when clicking on buildings/objects
- Added context menu to chat. You can click on any name for additional actions (such as mention and copy)
- Implemented chat message size limit
- Increased animal fat droprate from turtles
- Decreased food value for cooked meat (it was way too high compared to other foods; farming is more justified now)
- Improved creatures orientation based on the target position
- Improved performance for both client and server
- "Rechargeable battery" renamed to "High power capacitor" (this item was not implemented as an actual rechargeable battery; currently it's only used in high tier land claims)

Fixed:
- Fixed chat scrolling
- Fixed an issue when the attack animation sometimes not playing
- Fixed an issue when the campfire (or any other object) animation was stuck in the "active" state or was playing over another active animation
- Fixed double loot bug when killing creatures
- Fixed "B" key (switch ammo) press for melee weapons reporting "no ammo"
- Fixed Scorpion move and attack animations
- Fixed creatures movement (zig-zag walking issue)
- Fixed incorrect sprite offset or draw order for certain objects
- Fixed random incorrect light offset bug
- Fixed unnecessary memory allocations for sound and music
- Fixed building repair sound not playing
- Fixed a sprite remaining from the destroyed Display Case structure (thanks @Aroie)
- Adjusted shadow sizes and positions for all creatures
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