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Messages - Lurler

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Game discussion / Re: Raiding questions.
« on: January 14, 2019, 09:31:02 pm »
1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?
Frankly, it's not something we can answer definitively :)
We have our rough vision and requirements that we want to fulfill, e.g. we don't want people raiding noobs, instead we want high-level players to engage in fighting over points of control.
But how exactly all is going to work together - no one knows, we just implement incremental changes and react accordingly.
In one of the next updates we are going to add automated turrets which will offer active defenses to your bases. And there are many other changes.

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)
When the are other planned parts of defense/attack will be in place we will significantly reduce HP of chests or even make them unlocked again.
As I mentioned - this is iterative process and we will be changing stuff along as we add more.

3. Will the bombs stay that expensive relative to the other items?
Yes. We don't want people attacking everything left and right :)
Our vision is to create a game that is more than just ducking it out between each other. We want many different types of creative cooperation to be possible.

Ideas and suggestions / Re: My Ideas
« on: January 11, 2019, 01:24:53 am »
We do have some ideas how to balance travel in a reasonable and interesting manner. For example: for vehicles you will need fuel which would be quite expensive, but offer you the convenience of fast travel as for teleport we are considering only making it possible to teleport completely naked, so if you want to transport resources you would still have to travel normally.

Ideas and suggestions / Re: My Ideas
« on: January 09, 2019, 02:25:02 am »
Thank you for your suggestions! :)
Let me reply to each.

1. At the moment my greatest wish is to reduce the long walking, even more if you plan to make the map even bigger.
I know something like teleporters are planned and I look forward to them. But they may be something of a late-game feature right?
Another idea for this: Something like a bike, which gives running speed 4x.
Yes, as you said - teleportation is planned in the future.
And we do also plan to add some for of vehicles.
But it's not as easy as it seems as the game is in 3/4 2D view which makes rotation very difficult.
So we will introduce such features a bit later.

2. A pump with a higher throughput than the current well, tier 2/3, higher building costs.
Yes, when we add electricity in the game we will also add water pumps to make water acquisition easier.
And in the next update we also added even lower tier of cheap water collector.

3. All shots from firearms should be tracer rounds if technical feasible, so you get instant feedback where you shoot. If they are hitscan, an instant line would be ok.
We are currently experimenting with it.
Hopefully we can add it relatively soon.

4. Recycling (tech and building)
You can put any intermediate product in and it will give you a part of the original ingridients back.
Unfortunately it is not possible as there is no single recipe for each item. Plus it would remove currently quite effective resource sink and would make it a game of hoarding :)
Even if players don't like resource sinks it actually makes for a much better game if you look at a broader picture.

Mods / Re: Infection Mod
« on: January 02, 2019, 05:00:31 am »
Looks great! This would certainly be a good addition either by itself for a more hardcore server or as a part of larger mod pack focused on survival.

Servers / Re: How to configure the local server?
« on: December 17, 2018, 09:31:23 pm »
Would it be possible to make a setup video that shows us how to host a server?
You can join our discord and people there will be happy to help you with configuration. It's not that difficult actually.

Ideas and suggestions / Re: List of ideas.
« on: December 17, 2018, 09:28:44 pm »
I remember writing about not being able to claim someones land and that a lot of people left after they realised this. Looks like it's even worse now - 96 slot safe space storage - are you kidding?
You have to remember that it is still alpha and we are working on other things at the moment.
We have technical requirements that must be fulfilled first, before we go back to working on game features and content again.
A17 was purely content focused. A18 is a technical update (modding, localization).

I'm not trying to mock anyone here, but I read this whole document and realised that everything was written 2 months ago - even suggestions are the same. I really want this game to succeed, but I cannot do anything for it.
Changes take time. And there are essentially just two people working on the code. You can't expect things to magically change overnight.
We are doing our best, but it still takes time. So, please just be patient and all of the things you mentioned will be addressed :)

Ideas and suggestions / Re: List of ideas.
« on: December 16, 2018, 09:57:38 pm »
Dear devs, if you actually consider these ..."solutions" good, I seriously fear for the future of this game.
I will say this - we read all ideas and suggestions very carefully. We might agree with some, while disagreeing with others.
But what's important - we see how people think and what people find important. This is the key. Not what people SAY we should do, but what people report as having to be changed/added/removed.
And then we make our own decisions based on all information we have: our own statistics and mathematical models, player feedback through our own lens of understanding, our long term plants on features and content implemented, etc.
We never implement anything as suggested as-is, but we also never ignore the feedback :)

So, to all: please keep the feedback coming. It's very useful to us in helping understand what's important to the players and seeing if our own assumptions are correct.

Ideas and suggestions / Re: List of ideas.
« on: December 11, 2018, 03:14:02 am »
Thank you for taking time to write such a detailed list of suggestions.
I've read the document several times and I agree that most of these are very on point.
Some of the things we are already planning, such as making the oil and Li deposits respawnable and depletable.
I also made some changes to a few other things such as skills - now the final skill level decreases number of hits needed to mine/chop by one.
I unfortunately can't commend on each individual point you mentioned, but I've added a good few of them in my todo list and implemented some of them already.

Bug reports / Re: Large Fridge
« on: December 09, 2018, 10:06:29 pm »
Hm, okay. That's VERY strange. We will investigate more thoroughly.

Servers / Re: How to configure the local server?
« on: December 09, 2018, 10:05:32 pm »
Server setup guide can be found here

As for changing some game mechanics, it is as @PanBanan said, you can create a simple mod that overrides those values or adds new implementations to certain things.

Bug reports / Re: Large Fridge
« on: December 07, 2018, 03:33:15 am »
Mmmm, are you sure you are using the left mouse button? I just tried and it works fine.

Bug reports / Re: Large Fridge
« on: December 06, 2018, 09:51:07 pm »
Um... what?

« on: December 06, 2018, 09:50:55 pm »
It's sound really stupid to make a turrets that defend your land and then punish more someone who try to raid you... Really stupid idea... It would really kill the game idea of pvp and raid.
Adding active defenses (e.g. turrets) would allow to us to make defensive structures weaker (walls), to make it easier to raid.
You just need to look at the whole picture and make appropriate balance changes to all aspects of raiding, rather than just adding a single feature without changing the rest.

« on: December 05, 2018, 10:44:04 pm »
but if you die on someone elses land claim, maybe some punishment could be in order.
Normally you are never on someone else's land claim as they usually build walls right to the edge. It is not a reliable determining factor.

« on: December 05, 2018, 09:31:41 pm »
It's quite easy to make dying more painfull, for example you are losing some of your skill points. Not technologies. Skillpoints. So despite losing LP and EQ on death you may also lose some experience in skills ;) Also it would be great to add longer respawn, so you can't gear up again so fast and get back to raid'ing.
The problem with that - it would mostly punish noobs. Just imagine you just joined the game and happily strolling around in the forest killing chickens, you just unlocked couple of skills and enjoying the game. Then some a-hole comes along and kills you with a plasma rifle. Then you lose all of your items, skills and LP. Not a particularly happy experience. Hence we don't want to introduce elements that are too punishing. It's already enough that you lose all items.

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