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Messages - Lurler

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1
Ideas and suggestions / Re: Signs and Custom Tooltips and Colours
« on: April 01, 2018, 09:34:23 pm »
Good ideas for sure!
For the time being we are planning to add signs and see how that improves the situation. Not sure in which update it would be yet, but we are hoping relatively soon.
Other suggestions that you mentioned could also be added in the future if needed, though it would be more difficult to do that signs.

2
Ideas and suggestions / Re: Feedback
« on: March 29, 2018, 01:13:18 am »
No worries!

I hope we can keep improving the game at a steady pace and eventually address all of the things you mentioned.

Also, if you have any questions or difficulties with the game - feel free to join our discord server https://discord.gg/mfZCeY someone from the team is always there and ready to reply :)
Although, for feedback specifically - forum is certainly a better place as we will be able to address all of the points in greater details.

3
Ideas and suggestions / Re: Feedback
« on: March 28, 2018, 09:57:38 pm »
Greetings, OneOfDaZZZ and thank you for your detailed review!

Although, I must say I'm a bit puzzled about your choice of words. But oh, well. You criticism is very valid none the less!

1)  The start is very vague
- it took me quite a while just to figure out how to eat a berry
- your tooltip on first basic material says to get leaves from trees....I must have sent 10 minutes trying to pluck leaves from trees until I learned about grass.
That is a valid point. At a later date we want to include a detailed tutorial, list of missions and achivements.
It will all be tied together into one single system that will guide new players towards different goals, but more importantly teach all the basics new players need to know.
Plus there will be many youtube videos later which could also help and teach people certain things or nuances about the game.
You just have to remember that the game hasn't even been launched fully.
It is still just a test. The game is available 100% for free. And we haven't made any promotional efforts yet.

2) MAKE THE GRASS MORE VISIBLE
-seriously the shits annoying, make it brownish or something so it stand out more than a green item in a green field
Again, this is merely of consequence of things not being finished.
Currently we are working on a completely new terrain system that will address this and all of the related issues.
Here's a preview:


3) Once I learned to kite combat became stupid
- hitboxes are overly large and are not consistent kiting northwards tends to damage the player more then east/west/south
I hate to use the same excuse again, but this is also just a temporary implementation.
Currently animals don't even have AI and their physics (collision box, etc.) system is very simple.
We will be completely rewriting everything once we finish other, more pressing tasks.

4) either guns are underpowered or the iron mace is OP
- I pushed to the flintlock to kill the big lizard monster in the newby area and a single shot looked to take away as much damage as a single stab with my rock spear ....for the amount of effort to create the gun it was way disappointing.
- I got to the 5 shooter revolver before logging out and was equally disappointed similar damage amounts but with a bigger shot capacity for way more resources. 
- My Iron mace was a WAY better option it was my go to weapon as the damage was a huge increase over my other choices.
Now, this is a valid criticism. I also felt this way somewhat.
But I'm not sure if we really should change that...
The thing is - melee weapons require you to get in close. And if it's with another player then having even a flintlock pistol would be serious advantage compared to a mace. No matter how much damage mace can inflict raged weapons would always be superior... because you don't have to get close to use them.
Currently the way we are trying to balance things is such:
- Melee weapons have higher damage and much higher chance to inflict special effects (bleeding, daze, broken bone, etc.).
- Ranged weapons (obviously) have higher range and a bit more choices of approach (different ammo, different types, etc.).

5)  I unlocked offence 2 and selected weapons parts or whatever the first tier is on the right....
- that mini metal component requirement is BS if you are going to require a alternate component from another tech tree then don't hide the tech trees, it's a pain in the ass because I have no idea what to unlock in order to grind those items to advance the tree.
This is merely a resource lock to prevent people from creating hundreds of such weapons. You need to explore rad towns to get those components in order to create best weapons in the game.
At a later date we are obviously open to rebalance it, but as it stands now this serves as a good balancing act.
When item degradation system is finally implemented we will be completely open to reconsider this requirement or adjust it some way.

6)  Game feels very grindy
-  whacking trees 10 times with a stone axe, waiting several minutes to smelt ore, searching out sand/clay to make non recyclable glass bottles...I think that I get that you don't want me to finish the tech tree in a single 2 hour play but it could be quicker slightly less times/exp curve to unlock techs
-  As it stand right now I don't think I would continue to play overly long if the grind curve remains as-is.
This is by design. You are trying to do "everything". This is quite understandable, as there isn't that much things to do in the game yet, but when more content is added you will be able to specialize in your specific area and simply buy everything else from other players, including resources. This way you can concentrate only on the things you really enjoy doing and let other people do things that they enjoy.

Anyway, we really appreciate you taking time to write this feedback!

My main takeaway from this is that the game is stable (i.e. no ground breaking bugs) and developed enough that the main criticism is about new content and balancing issues. And this is honestly great! :)

4
News and Updates / CryoFall Alpha Launch!
« on: March 22, 2018, 03:54:39 am »

5
News and Updates / Re: VoidExpanse - Patch notes v2.1.x
« on: March 20, 2018, 03:01:31 am »
=== VoidExpanse v2.1.1 ===
Small bugfix and improvement patch.

Changes:
- Slightly increased maximum zoom for static camera mode.
- Reduced input lag (especially in single player mode)

Fixes:
- Fixed issue when unsynchronized Steam achievements being reset when restarting the game.
- Resolved master server connection issues by using UDP and fallback to TCP when cannot connect.
- Netcode fixes.

Extra notes:
- Saves ARE compatible with the previous versions!
- Important! It is necessary to update BOTH clients for users and servers for server hosters.

6
News and Updates / Re: CryoFall - Patch notes v0.10.x
« on: March 19, 2018, 03:42:12 am »
=== CryoFall v0.10.1 ===

New features:
- Now you can claim unused bedrolls - It allows you to take a bedroll as yours if it doesn't belong to anybody

Changes:
- Land claim structure in "blueprint mode" now properly handles the case when it's unfinished and another one is being built
- "Forums" section in the main menu now displays updated messages from several more forum categories
- Added mode to connect to master server with UDP with fallback to TCP (previously it was only TCP)
- Now you can deconstruct "flat" objects (i.e. without physics) such as floor tiles and bedroll
- Fixed issues with clay respawning
- Changed balance of some burnable items, also paper is now burnable
- Adjusted animals attack range (now you can't murder everything you see with no consequences :) )

Fixed:
- Fixed weapon experience being added even when damaging world objects (it should have been added only when attacking other players or animals)
- Fixed memory leaks (related to sound asset not disposed by MonoGame automatically)
- Rewrote async caches to ensure memory release
- Fixed guides being offset in debug tools
- Fixed issue with mouse click on an item taking it and putting it back immediately
- Disable arrow navigation of menus (it wasn't supposed to work that way)
- Fixed issue with master server connection and needing to press "Refresh all" to obtain server info
- Auto-locate XAML files based on generated attribute attached to .XAML.CS files during compilation
- Fixed issue with inability to deal damage or mine minerals if staying on slope
- Fixed map panning and zoom in pointed position (it was offset due to UI scaling)
- Fixed input from players being stuck (like player characters continuously attacking, even when attack button is released)

Imporant:
- The world has been wiped. Enjoy the fresh start!

7
Hm, did that happen during installation through the updater (AtomicTorch game launcher) or already when launching the game?

Edit:
And yes, there is no virus. It is obviously a false positive.

8
News and Updates / CryoFall - Patch notes v0.10.x
« on: March 14, 2018, 04:36:26 am »
New CryoFall update!
We are continuing to address all of the small issues and also adding new features that are necessary for the wider release.
We will still keep the game low profile for now. There are still a few things we would like to add before making any kind of promotions.

=== CryoFall v0.10.0 ===

New features:
- All players will now have their own T-shirt. It will be randomly chosen from the set of possible variants when you join a new server
- If you die now you will see your dropped loot location on the map and you will be notified if someone steals it
- Social tab now includes a list of currently online players (but it is still work in progress)
- All held items are now properly visualized (so you can see a burning torch held by another player's character, etc)
- Game map now displays coordinates where your cursor is pointed

Changed:
- Land claim protection range increased substantially, now it actually makes it possible to protect your base from other players right away
- Stuff cannot be spawned on the edge of water now
- Dead character bodies are now removed from the world after 10 seconds
- Improved interpolation algorithm (to ensure less lag), added debug display for interpolation-induced lag
- Increased mineral density in the forest
- Changed balance of axes, now they are always better at chopping wood than any other type of melee or ranged weapons (who chops trees with a mace or a shotgun anyway?)
- Floor tiles are now cheaper
- Increased mobs spawn rate slightly
- Rebalanced LP gain from farming (much less than before; thanks to @ninekorn for his feedback!)
- Rebalanced LP gain from building (building walls is not the best way to gain LP anymore!)
- When you deconstruct your land claim there is no waiting period anymore
- A lot of other small balance changes
- Updated MonoGame and NoesisGUI to their latest versions

Fixed:
- Fixed "unable to launch" issue when disk cache for UI/XAML assets was purged by Windows (we don't cache it now and stream them directly)
- Fixed oil pump not shutting off when necessary
- Fixed issue with character input (firing, moving) not being reset for offline characters
- Fixed map not being centered on the player after connecting to the game
- Fixed tooltip position/size being incorrect in certain circumstances
- Fixed campfire rendering order
- Fixed fallen tree rendering to match physics
- Fixed toggle between fullscreen and windowed mode - the previous window size will be restored
- Fixed fullscreen toggle - the game resolution now matches screen resolution

Imporant:
- The world has been wiped. Enjoy the fresh start!

9
Bug reports / Re: Yrol's Bug and Errors Displaycase
« on: March 12, 2018, 09:48:30 pm »
Thank you for reporting it. We will take a look!
But it's purely visual, we just need to fix positioning of the sprite.

10
We just sent out a newsletter to a small batch of subscribers. Around 40 people.
We will keep it low profile for now :)
Most likely we will continue monitoring the game with a few people and if everything is great and there are no game-breaking bugs then we will make proper announcement early next week!

11


What we have been waiting for has finally happened! And that is first public release of CryoFall!
Yes, CryoFall has finally been launched!
And not only that, but it is also available completely for free during this initial first alpha release and anyone is welcome to join and try the game! We hope to see as many players giving it a try as possible!

You can download the game from our website (just login into your account or create a new one) and download AtomicTorch Game Launcher. You don't need to install anything, just place this single executable file anywhere (such as your desktop) and launch it. It will handle the rest.

Please note that:
* For now we can only provide builds for Windows. Builds for other platforms are still in development and will not be available until much later.
* The game is still in early alpha. So please don't expect everything to be completed or polished. But in terms of stability it should be good.
* Current terrain systems and ground textures are all placeholder! We will replace it with a much better system in a month or two which will completely change how the game looks!
* You will obviously need an Internet connection to play the game as CryoFall is designed for a multiplayer experience.

How to play?
Just download AtomicTorch Game Launcher from our website, launch it and it will handle the rest. No need to do anything extra. But you will obviously need to have an account. If you don't have it yet you can create one in just a minute or so.
And no, you don't need any gift codes or anything else to play. The game is now launched and available for free during this testing period!

We are hoping to see you in the game!

12
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: March 06, 2018, 08:56:17 pm »
You don't need to apply for the closed test anymore. The game will be released for open alpha really soon! :)

We welcome everyone to participate!

13
News and Updates / VoidExpanse - Patch notes v2.1.x
« on: March 06, 2018, 02:55:17 am »
VoidExpanse v2.1 is here!

=== VoidExpanse v2.1.0 ===

New features & changes:
   * New game option - static camera (the camera won't follow the mouse cursor, as you guys asked us to add!)
   * Reduced "Big party!" achievement requirement changed to 4 players online (was 10)
   * Better algorithm for selecting the default video settings
   * Better detection of HiDPI/Retina screens and automatic selection of the according option to improve rendering on such screens
   * Modding: can create devices to interact with space objects (such as debris)
   * Modding: added multiple new scripting API methods

Fixed:
   * Fixed (Pariahs' Bane expansion) Pariahs ship was appearing in the store on stations of other fractions
   * Fixed local game server connection dropping issue (on a low spec PCs)
   * Fixed scripting API npc.GetSystemAsteroidsByDista nceToNPC() not working properly
   * Fixed scripting API generator.RemoveAsteroid() not working properly
   * Fixed crashes due to OGG loading
   * Fixed Render texture creation issue
   * Fixed chat in 4K scaled incorrectly
   * Improved savegame writing reliability (should help with random corruption issues)
   * Fixed typos in Russian translation (thanks to Белослав)

Extra notes:
   * Saves ARE compatible with the previous versions!
   * Important! It is necessary to update BOTH clients for users and servers for server hosters.


=== New scripting API methods for modding===
(game scope)
bool game.IsProjectileExistsInSyst em(int system_id, int projectile_id);
bool game.IsAsteroidExists(int asteroid_id);
bool game.IsShipExists(int ship_id);

(NPC scope)
crate_id[] npc.GetSystemCrateContainersB yDistanceToNPC(int npc_id, int limit);
void npc.SetHiddenInStation(int npc_id, bool is_hidden);

(player scope)
void player.StartDialogue(string player_name, string npc_tag_unique_id);

(items scope)
int items.GetShipStationStorageCo ntainerId(int ship_id, int station_id);

(ship scope)
{x,y} ship.GetVelocity(ship_id)
bool ship.IsGoingForward(ship_id)
bool ship.IsGoingBackward(ship_id)
bool ship.IsInCruiseMode(ship_id)
bool ship.IsRotatingLeft(ship_id)
bool ship.IsRotatingRight(ship_id)
bool ship.IsStrafingLeft(ship_id)
bool ship.IsStrafingRight(ship_id)

14
Development discussion / Re: CryoFall - new screenshots & news
« on: March 02, 2018, 04:13:44 am »
While we are finishing up some infrastructural tasks (we call it "VoidExpanse curse") to be able to actually launch CryoFall here's something I thought could be interesting.


(click to enlarge)

It is the first version of our tech progression in CryoFall.

- All technology in the game is separated into 5 tiers (each horizontal row)(not all tiers are complete at this moment, obviously, there's a lot more to be added in the future)
- Each tier has several groups (rectanbles)
- Each group might required some other groups as its prerequisites
- And each group has a large tech tree inside it with several dozens of individual technologies that you can learn

What we are trying to do is make it so each player pursues completely different path, thus specializing in a very specific field, making them competitive on the server and allowing for social interactions beyond just "kill everything that moves" you see in most other open world online games. Let's see how it plays out :)

15
Development discussion / Re: CryoFall - new screenshots & news
« on: February 27, 2018, 01:22:51 am »
We have finally launched CryoFall website!
http://cryofall.com/

Also new blogpost: https://atomictorch.com/Post/Id2194/CryoFall-DevBlog-31-Almost-there

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