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Messages - Lurler

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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.

News and Updates / CryoFall - Patch notes v0.12.x
« on: May 09, 2018, 03:35:28 am »
Largest CryoFall update is finally live now!
With this we feel the game is ready to fully enter public alpha and ready for large number of people to join and try the game!
We will be starting with promotional activities this month, which means there should be more players now.

We are also looking forward to your YouTube videos and specifically let's plays as they allow us to examine just HOW exactly you play and make adjustments to the game based on that knowledge. So, even if you have a tiny channel with a few subscribers it will still be useful to us!

Don't forget to join and follow our social channels:
   - Discord server:
   - Forums: (this forum)
   - Reddit:
   - Twitter list:

Now, without further ado, let's see what's new in this version.

=== CryoFall v0.12.0 ===

Major new features:
   - Completely new terrain system (with all new visuals).
   - Complete reworking of the biome system along with new biomes: wasteland, meadows, ruins, etc.
   - New metal armor set (in "medieval" style).
   - Huge number of new technologies and technology groups. A lot of existing technologies have been reworked.
   - New static objects: signs, large chests, etc.
   - Fridges to store perishable food for longer.
   - Commerce system. Now anyone can build their own stores (trading stations) to sell or buy items.
   - Item durability and food freshness system.
   - Inventory sorting (with middle mouse button).

Other new features:
   - New water shader with water distortions, transparency and shore waves.
   - New character status effects.
   - New lighting systems that blends several light sources correctly and realistically.
   - Proper handling of multiple displays.
   - Significant game improvements to performance across the board.
   - Local chat messages. Now they will be displayed over your character head as speech bubbles. You can start your messages with "!" to use it. Such as "!Local message, yeah"
   - New sounds and sound events.
   - New map icons and improved icon scaling for larger maps.
   - Added credits to the game ;)
   - Capture screenshot feature (F12 by default).
   - New game options.
   - Multitude of other small additions.
   - Added help notifications to explain new players that they can learn new technologies in technology menu.

   - Most of the components are made craftable, although the primary way to obtain them is still looting from ruins.
   - All vegetation in the game have been passed through color-correction to adjust it to the new terrain system. We will still be revisiting it later, though.
   - Complete rebalancing of gold and currency. Gold now has wider use, but it is also not as rare as before.
   - Bushes and other gatherables are now more common on meadows and slightly less common in the forest. It makes foraging a bit more interesting and less random.
   - Now all technology groups have their own icons. Individual tech nodes are still using generic graphic, though, as we want to continue working on them for the time being before commiting to their final form.
   - New players are spawned with a torch to make it easier if they join the server at night.
   - Increased light radius for all light sources to make them more useful.
   - Significant improvements to UI: better tooltips, improved menus, better scaling, value interpolation for progress bars, etc.
   - Changed how drying cabinet works. Now it is possible to manually select the recipe.
   - Improvements to map editor (not available publicly yet ;) ).
   - Mobs will now regenerate their HP.
   - Complete rebalancing of the LP systems and skill experience progression.
   - Improved spawning algorithm (now distribution takes object density into account).
   - VSync now uses native display refresh rate (especially useful if your display uses refresh rate higher than 60hz).
   - Other changes and balance improvements.

   - Fixed fists/weapons draw order.
   - Fixed all memory leaks.
   - Fixed interaction system to use universal interaction range.
   - Multitude of other fixes across the board.

   - The world has been wiped. Enjoy a fresh start!

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.

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 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.

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.

-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! :)

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

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.

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

- 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.

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

- 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 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)

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

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