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Messages - Lurler

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31
Mods / Re: Drone/Follower mod // in-progress
« on: July 12, 2017, 09:51:11 pm »
No worries. Whenever you are done just post here and we will think of something :)

32
Mods / Re: Drone/Follower mod // in-progress
« on: July 12, 2017, 06:45:12 am »
Indeed, if you finish this mod into a complete form I'd like to feature it on the site, as I'm sure many people could find the idea interesting :)
Don't forget to upload the mod to Steam later as well.

33
Modding info / Re: Trying to make a Drone Mod?! Error in script...
« on: July 12, 2017, 06:44:03 am »
What was the mistake then? :)

34
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: July 09, 2017, 11:49:24 pm »
Okay, just wanted to let you guys know that we have concluded this second closed test. The test went great and we collected a lot of useful data and feedback! We will now continue with the next part of our development plan. There are still quite a lot of things to do for sure.

Now to address a few things that were mentioned above.
Things like sand and clay will be completely reworked. In fact it is already partially done, but since we couldn't just replace the map without people losing progress so we didn't do it. But in the next test it will be completely different in approach. The same is true about normal minerals. I will change how they are spawned.
As for food and look balancing - we did one pass on it already, but I would like to rework it again. We need to make hunting more interesting. Plus farming, currently it was completely nonviable to do. It will be rectified in the next test.

Overall the test went great and we are happy that you guys have participated!
Hopefully you will be part of the next test as well!

35
Development discussion / Re: Closed Alpha Test #2 B-Log
« on: June 29, 2017, 01:40:21 am »
That's the point! You shouldn't give access to your base to people you don't trust!
And if you decided to trust them and they betrayed you - well, that's live! It creates conflict :)

36
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: June 28, 2017, 09:02:22 pm »


So far the test is going great, however there is one thing that you guys haven't tried. And that is farming.
If possible, give it a go and see how it plays!
At the moment you can find seeds in the loot containers in ruins (specifically loot piles and supply crates).

37
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: June 27, 2017, 03:33:35 am »
Update has been uploaded (both client and server).

Lots of fixes, almost everything that was reported thus far (that we weren't able to confirm).
Additionally, we also changed many of the things related to balance and prices of different things in the game. Let's see how that plays!

Please let us know if there any more issues left or if some previous issues reappear! But from our testing everything should be good now! :)

Edit: There is only one issue, and that is the amount of items in each pile in chests and player's inventory, that info haven't been saved properly. Please don't kill us. That's precisely why we do testing :)

38
Development discussion / Re: First run report
« on: June 26, 2017, 05:44:13 am »
Thank you! The issues reported here are added into this list: http://forums.atomictorch.com/index.php?topic=957.0

39
Development discussion / Re: CF test report by Ophidios
« on: June 26, 2017, 03:48:22 am »
I didn't play yet (Linux), but about the last part with furnace and recipe, what about ONLY apply recipe, and then the furnace auto-fill from your inventory ?
Sorry, but it goes against everything so far in the game. There's a small buffer for items in each autocrafter and it it takes items automatically it will be a problem.
All other crafting obviously takes items directly from your inventory. Just not autocrafters.

40
Development discussion / Re: CF test report by Ophidios
« on: June 25, 2017, 11:47:22 pm »
I moved your post into a separate topic.

Also, since it is mostly gameplay related things I want to give my replies (rather than just adding it our bug tracker like with the bugs), so other players can read it too.

First of all, it looks and feels much better than the last time I played it! Definitely legitimately feels like the game has come a long way.
Thank you!
Although, the more we work on the game the more it seems there is still left to do :)

My first real big thought is that it takes a long time for the player to reach a stable point.
...
Yes, it is something I have also noticed myself. And something I want to address.
The simplest and most obvious solution would be to reduce the price of the walls to make building early base easier, but it has many negative consequences, including potential for griefing (such as placing walls everywhere on the map to block people's paths or next to some entrances, etc.).
We will consider some other ideas as well.
But if you have some specific solution in mind - please let us know!

And since I can't regain materials by disassembling things, in the early game I effectively need to have *at minimum* a furnace, campfire, bedroll, and workbench. Just trying to assemble walls and a door to protect these few things takes a lot more time than can be casually dedicated.
Well, I would consider the furnace to be the second stage of development, so it's really not necessary for the basic base.

And second critically important nuance - is that you usually don't need to protect your crafting stations. There is no reason for anyone to destroy them other than for griefing purposes.
So you could build a tiny hut with a few chests and a sleeping bag. Then surround that by a wall. Then build your crafting stations around it and THEN surround it by a second wall. So far this seems to me like the most reasonable approach given the current mechanics.

If I had 8 hours today to dedicate to this, I'd probably be okay. Unlike a game like Minecraft, where you can hide what you're working on by digging into the ground, all our stuff is out in the open here.
True. But at the same time unlike minecraft you can't see past the edges of the screen so you can't spot people's bases from far away. And given that we will be expanding the map even more the chance to find people's bases if they are hidden in some far away corner of the map will be even less. So I think it balances out pretty decently.
But we will obviously need to keep testing the game and seeing how players behave to better decide on different approaches regarding the matter above.

As I mentioned previously, it would be nice to have some materials recovered by destroying an existing structure. This wouldn't make it such a big deal to rearrange things or relocate objects.
Getting resources from destroyed entities is certainly coming. As for rearranging or relocating things - not any time soon, but we have some ideas in mind. At least allowing you to disassemble your constructions if they are inside the protected "house zone".

Also, it would be nice if furnaces/stoves would just automatically produce whatever the product of the ingredients is, without having to apply a recipe.
Alas, but it's not possible. Since the same resources could be used for different products. Say you wanted to craft clay bricks but then got bunch of ceramic pots or something because the game guessed the recipe incorrectly. Also, I think it is just a matter of habit, and will be perfectly fine once you get used to it.

Also, a few other issues like the map, etc., please see this topic: http://forums.atomictorch.com/index.php?topic=957.0

41
Development discussion / Re: Closed Alpha Test #2 B-Log
« on: June 25, 2017, 11:34:52 pm »
Thank you for such a detailed review and report here!

I have compiled the issues that you reported here:
http://forums.atomictorch.com/index.php?topic=957.0
It also includes things that other players have reported.

Me and ai_enabled also went through and discussed all of your suggestions too :)

Some of that will be implemented in the next couple of days and tried within this test!


42
Development discussion / Known issues as (of CF closed test 2)
« on: June 25, 2017, 11:20:43 pm »
In this topic I will try to compile a list of all reported issues.
Just to help us make sense of it and so people don't have to report the same thing twice.

Also note, this list doesn't refleft whether the issues reported here already fixed or not. Just lists those issues. The actual fixes are/will be reported in the version history thread.

(Fixed issues are highlighted in GREEN color)

Bugs / issues:
* Can't repair walls
* When crafting many items (250 planks as an example) lag increases - this is because the game sends update for each individual item crafted. It will be addressed shortly.
* Respawning does not seem to work always. One ends up in the screen where one can choose between respawning and respawning at their own bed. Clicking any of those buttons does not anything. One has to log out and in again. This seems to be related to lag.
* Items (such as a mob loot) could drop on a neighboring tile of different height - common scenario: killed a mob near the cliff - items spawned on tile under the cliff.
* Not dropping container items on the ground when the container is destroyed - already fixed.

Requires investigation:
Those are the things we haven't confirmed yet and we will need to investigate more to see what is up.
* The chat window stays open after login and never closes automatically, as it does when opened manually
* Re-joining a server randomly crashes the game - NoesisGUI bug, need the crashdump.

Known NON issues:
These are the things we know and that are not bugs or issues. Most of those things are simply not implemented yet or implemented in a way that will be changed later.
* The opened area on the map is not saved and reset after login (and other issues related to the map) - yes, we simply haven't worked on the map at all. It will be implemented later for the next closed test. Current map system is just a placeholder.
* After closing the crafting window, the selected object reverts to the first one in the list - same here, the crafting interface is not final and will be reworked later.
* If you have lag higher than 200ms or so the movement seems like on ice - yes, that's because there is still no local prediction/processing of input, etc. It will be added in the next version.

43
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: June 24, 2017, 05:53:15 am »
Me and ai_enabled will be back in the game in one hour or so. For now feel free just to play by yourself :)

44
Development discussion / Re: CryoFall - Closed Alpha Test 2
« on: June 24, 2017, 04:08:24 am »
We will be launching the closed test in a couple of hours! :)
I will post a more formal announcement soon.
Don't go anywhere! :) I hope you guys join us for the test right away!

upd: And the game is live! Just update your client and connect to the server! :)
If you have any questions - please read the original message in the thread for all answers and guide on how to join!

45
Thanks. That's interesting, so you programmed something in like respect into the AI ;)
Well, not exactly :)

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