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Messages - ai_enabled

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Ideas and suggestions / Re: Few suggestions
« on: Today at 05:45:29 am »
Neoxion, I wrote the planned release date above. Any exact date is a rumor unless it's posted in the official Discord's announcements channel with @everyone notification.

Ideas and suggestions / Re: Few suggestions
« on: Today at 05:26:28 am »
@Xargt, we usually post an announcement about the server wipe in Discord at least 5 days before it happens. Please follow us there and we will ensure @everyone will be notified. Later, we want to implement a separate chat channel right in the game to deliver the important notifications such as a server wipe announcement.

The issue with the oil/lithium resource domination is recognized as a balancing issue and will be addressed in the next update. We prefer the iterative balancing approach by applying reasonable changes and gathering the players feedback to consider further improvements.

The next wipe is expected this month lately or early next month.


Ideas and suggestions / Re: Names / Chat / Messages
« on: Today at 05:09:48 am »
Thanks for your suggestions. It's not the first time we hear about these requests so everything is noted.

Ideas and suggestions / Re: Few suggestions
« on: Yesterday at 07:00:48 am »
1. Sure, that's why I'm personally looking for depletable/destroyable/respawnable resource spots. It simply sounds fairer and also should be more fun (as the players will need to balance defenses otherwise they're risking to have their precious spot exploded, but balancing is not easy - an excessive defense will cost too much and will become useless when the resource depletes). For the upcoming big update we have already implemented this mechanic for a new kind of resource (ultra-high-tier mineral) and will see how players actually using it. If we will have extra time before the release of the update we might try to change the system for oil and lithium deposits too, but the plan now is to simply introduce some new resource spots open (restricting building around them) so there will be at least some non-claimable oil and lithium extractors.

2. Yes, EVE capture system is the idea we though about (even since the previous game where we considered implementing this feature for the space stations in multiplayer) but were not sure if this is a good fit for CryoFall. Definitely it's worth reconsidering. We also have an issue with players being able to almost instantly repair the damaged structures so the attacking side has almost no chance if there are online players protecting the base.

4. Well, we also have some scaling issues as the game servers never saw such a high load and players retention (before we rarely had more than 20 players online average total across both servers, with peak up to 35 players online). The recent influx of players highlighted some serious optimization and gameplay issues which we need to address before we will be able to actually handle more than 100-150 players online without any hiccups and problems gameplay-wise. Some of the issues will be addressed in the upcoming update (including necessary server hot-path optimizations, expanded map, and some gameplay-related changes).

5. the buildings rotation (such as doors) are automatical (based on what buildings are nearby) and should not be an issue; the bed rotation before building might be added later but we don't give much priority for this task now.
Bows and crossbows are expected in one of the upcoming updates (but not in the next big one as this task actually requires special character animations).

6. Multi-language support will be implemented as soon as we finish improving the core features of the game. The game is highly-moddable so we're expecting the game will receive unofficial localization to many languages similar to our previous game VoidExpanse (which has translations mods to German, Spanish, Portuguese and some other languages).


Ideas and suggestions / Re: Few suggestions
« on: Yesterday at 01:54:08 am »
1. We're considering the approach with making some of oil and lithium deposits unclaimable by preventing building near them (similar to what you have suggested).
The depletable/destroyable/respawnable system for deposits also in consideration (as was discussed in Discord at least twice) but it seems we're not going to include this dramatical change right now for oil and lithium deposits and settle with the first approach for the next big update - but we will use it for one kind of new rare mineral which is perfect for depletable/destroyable/respawnable system.

Taking over someones base is impossible
Yes, but balancing this is hard. Players require some kind of protection for their base as they simply cannot play 24/7 (the majority of players are login at about the same time every one-two days and play for a few hours). Do you have any suggestions which will also satisfy the majority of players?
From what I've noticed, raiding bases and taking the content from crates is already pretty much devastating to the base owners even if the land claim is not destroyed. So probably the current land claim system is fine. The issue is with the deposits only which are almost impossible to overtake but will address this issue separately as I wrote above.

3. Probably Lurler will respond later regarding his view on this issue.

4. It seems with the next big update we will see over 100 players online on every server. We're even considering launching more servers (such as for Spanish-speaking players in Latin America and EU) if current servers will become overpopulated. As we have noticed, even a relatively small youtuber/streamer can bring a lot of players to try the game (as it's free). The two recent letspays in Spanish were enough to sustain both EU and US servers at about 50-60 players online average in daytime for more than a week.

we definitely don't want to have NPCs as it's a very complicated feature (requires proper AI system and resolving some serious design issues such as should these NPCs be killable and if not - why? We don't like to create artificial limitations). It also will change the game dramatically, currently, we like what we have - players stranded on an abandoned planet hiding a terrible secret ;) .

So, how about this?
Why don't we all have a special land claim on tier 4, which is the only type of land claim that can be built nearby Li/Oil, and only one of that special land claim can be built per player?
This is an interesting idea, thanks! Though it's impossible to place T4 land claim directly so it might be a technology "perk" unlockable together with T4 land claims. Will think about it.

Bug reports / Re: Higth ping, Low framerate, and fatal zoom failure :P
« on: October 16, 2018, 12:29:23 am »
ThomasKR, sounds like your PC doesn't match the game minimum requirements (you can see them here ). Probably due to the lack of VRAM the game started losing the textures.
We have some certain optimizations in mind and will provide an option for VRAM (lower texture quality - by loading lower resolution textures which is something you will not notice unless you zoom-in the game camera too closely) but the upcoming update (late October/early November) will not have them for sure as we're busy with other features right now.


Ideas and suggestions / Re: What about a team mark ?
« on: October 15, 2018, 10:12:05 am »
Yes, we will implement something like this.
But first we need to implement groups/guilds/party system. You can see it in our Roadmap and vote for it


Ideas and suggestions / Re: Skill in the pvp
« on: October 15, 2018, 07:26:11 am »

We've tried hard to ensure that the armor doesn't dramatically improve the actual resistance to damage - so everyone has a chance against the heavy armored players.
Some weapons (especially machineguns) have a pretty high DPS due to the fire rate and we might want to nerf them a bit more (we've already worked on their rebalancing).

Unfortunately, this is not a 3D game where you can have an advantage over your opponent by applying a better reaction to aim your weapon precisely. In 2D it's easier to aim and also the hitboxes are a bit confusing to make the clear shot. Also, the game doesn't have the client lag compensation (aka "state rewind") algorithm yet so your shots might miss due to the noticeable latency.

We would like to improve this aspect of the game but as you can see we can't do much. We're open to any suggestions you might have!


Mods / Re: Russian Language mod
« on: October 15, 2018, 01:48:09 am »
It's not a lost work though.
With Github and diff-tool it's possible to extract all the changes done and then use them in TXT files for localization (when we will implement the localization).
And until then it's possible to use Github to merge changes done so it's not that much work to support this mod updated. I know @Djekke could help with this :-) .

Ideas and suggestions / Re: 24h is not enough! (claims, you know)
« on: October 13, 2018, 03:40:14 pm »
Sure, 24h is not enough, that's why it's longer.
Basically, it's Decay delay + Decay duration + Land claim building destruction timeout.

Decay delay (24 hours) is the countdown duration after which the land claim building starts decaying.

During the Decay duration (also 24 hours) the land claim building will take some constant damage every few minutes, eventually degrading it to 0% structure points.

If you or any other player from the land claim access list visit your land claim area during the Decay delay or the Decay duration, the decay will stop and the Decay delay (24 hours) countdown timer will restart.

After the land claim building is damaged to 0% (by decay or by taking damage from explosive or weapons - the reason doesn't matter), its own countdown timer will appear over it. It's called Land claim building destruction timeout and depends on the tier of the land claim building:
T1 - 8 hours
T2 - 24 hours
T3 - 36 hours
T4 - 48 hours
After that, it will be destroyed completely (if you don't repair the land claim building completely before that). Then other buildings will start decaying (after 24 hours delay with 24 hours decay duration, but you can't reset it unless you place a land claim - as only land claim areas are protecting all the buildings in the area from decay except the land claim building itself).

So you have at least 48+8 hours (T1) and up to 48+48 hours (T4) to repair the land claim building. And if you (or any other player from the access list) visit the land claim area during 48 hours since the last visit the decay timer will reset. You will definitely have a partially damaged land claim building if you visit your land claim area during 24-48 hours since the last visit.

If you're playing the game every day you don't have to worry about this - in the worst case, you will need to do some small repair only. If you're playing in a group it's even easier to keep your land claim from destruction.


Game discussion / Re: Balancing food, freshness and fridges.
« on: October 13, 2018, 04:48:47 am »
@MilesD37, the food from plants is not rotting until you harvest it. And it has quite a decent duration (4 hours for vegetables) before it starts rotting. You can see the constants we're using for different kinds of food here:

Code: [Select]
// Must be used for food that spoils very quickly such as fresh meat, picked berries, etc.
Perishable = TimeSpan.FromHours(1.5);

// Should be used for all normal food, such as vegetables, prepared meals, etc.
Normal = TimeSpan.FromHours(4);

// Should be used for things that last a bit longer than normal.
NonPerishable = TimeSpan.FromHours(8);

// Should be used for food that has been preserved in some way to last much longer.
Preserved = TimeSpan.FromDays(2.5);
Add the fridge spoil rate multiplier and it will be way longer.

Ideas and suggestions / Re: Hunt weapon
« on: October 13, 2018, 04:44:51 am »
Yes, we're going to add bow and crossbow later as we will finish the necessary animations for them.

Game discussion / Re: Linux
« on: October 11, 2018, 04:36:52 am »
No updates regarding Linux yet.

News and Updates / Re: CryoFall - Patch notes v0.16.x (Tropical Update)
« on: October 10, 2018, 06:39:29 am »
=== CryoFall v0.16.8 ===

   - Added explanation messages why the manufacturing doesn't work (such as no fuel, the output is full, input items don't match the current (or any) recipe).
   - Added fuel burning indicator to Oil refinery.
   - Lag prediction of the recipe matching for manufacturing (instant recipe matching as the client doesn't need to get the server response anymore).
   - Improved skills menu when no skills are discovered.

   - Online users list updated incorrectly in some cases (thanks @DoomSeeker, @Chuthulu).

   - No wipe with this update. Enjoy the game!
   - If you host the game server - please update it (the savegame from <game root>/Data folder should be deleted manually as the game will be unable to load it due to incompatibilities between the versions).

Bug reports / Re: Crafted Items Doesn't Appear in Inventory
« on: October 06, 2018, 01:23:07 am »

The game has an items desync issue which happens sometimes if you're playing with a significant latency and managing some items while their count might change by the server (like in the crafting scenario).
Unfortunately, it's hard to reproduce (even with the simulated latency) so we're still figuring out the best way to fix it.


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