Recent Posts

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21
Ideas and suggestions / Re: My Ideas
« Last post by ratzlaff on January 11, 2019, 02:02:54 am »
Quote
"only making it possible to teleport completely naked, so if you want to transport resources you would still have to travel normally."

That would completly invalidate teleporting in my opinion.

-> It would be structure, right? Probably with a significant building cost, so its a serious investment.
-> Where to best invest? Traveling routes you take very often.
-> So the best use would be to build one in your base, and one near your (current, with next update) ressource depots.

Why would you want to teleport naked?
22
Ideas and suggestions / Re: My Ideas
« Last post by Lurler 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.
23
Ideas and suggestions / Re: My Ideas
« Last post by ratzlaff on January 11, 2019, 01:11:37 am »
Well, just don't look at it from this angle.

Problem 1: Long walking counter, convenience
1 Solution: Teleporter / some kind of fast(er) travel

Problem 2: Possible Power-concentration and with speed -projection
Solution: ?? (if there is any in an rust-like game)

The way I understand you, you could also say that there should be no ranged weapons in game, because they make fights 1-vs-many unbalanced.
It's exaggerated for sure, but I'd like you to rather think of a possible solution to problem 2 than objecting to an all-important feature.

3 Possibilities:

- The player can find every ressource he needs in close vicinity to each other. Problem: Local-only gameplay does prevent player interaction.
- Current state: Travel is encouraged, but you walk all the time when you need to check on ressource and so on.
- Current state + some kind of fast(er) travel. Optimal solution, because you have to scout and walk somewhere first and build the device.

Why is (repeated) walking such a bad thing?

For me, it's the worst. Because you are idle, you need to be on alert (other players and critters) but most of the time nothing happens (maybe picking up some fiber).

So having to walk somewhere 1 or 2 times is ok, but the constant walking a-b and getting ressources back and forth is my biggest gripe with the current game.
24
Ideas and suggestions / Re: My Ideas
« Last post by Warbot on January 10, 2019, 06:07:42 pm »
That all sounds nice for sure,
but I'd highly object one thing: teleportation

IF there would be a bigger map and more players,
up to a point where scouting the map would be a thing, and you would not instantly know where everyones bases are...

Things like more speed or teleportation counter that, which sounds convenient, yes, but tends to break what a bigger map offers.

There is a concept called "power projection" which means that a group which is by combination of numbers, play time and skill, the "best",
can not just wipe out the whole map (which is trivial in the current game for any such group),
Simply due to the small detail that distance hinders you, and you can not be everywhere at once.

Therefore I'd say teleportation and vehicles or other speed enhancements are a bad thing for anything but a short lived "melee" server.
(*melee meaning "all vs all" and all out pvp)
25
Ideas and suggestions / Re: My Ideas
« Last post by ratzlaff on January 09, 2019, 04:51:46 am »
Thanks a lot for taking the time!
26
Ideas and suggestions / Re: My Ideas
« Last post by Lurler 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.
27
Ideas and suggestions / My Ideas
« Last post by ratzlaff on January 08, 2019, 08:41:52 pm »
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.
To balance this for combat:
-Short Setup time, where you need to be static.
-If you get hit while you are on a bike you are stunned, or lose some portion of health or bleed or something to make it dangerous to use bike in a fight. Shooting could also be disabled.
Note: It doenst have to be a bike, could be a mule, I just like to have that function. If its an animal you would have to feed it and so on.

2. A pump with a higher throughput than the current well, tier 2/3, higher building costs.

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.

4. Recycling (tech and building)
You can put any intermediate product in and it will give you a part of the original ingridients back.
28
Mods / Re: Infection Mod
« Last post by Lurler 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.
29
Mods / Infection Mod
« Last post by BobTheFish on January 02, 2019, 04:51:33 am »
Infection
Author: BobTheFish

Many mobs and weapons can sometimes cause dirty or contaminated wounds. You can prevent or fight infection using soap, antiseptic, or antibiotics.

Note: This is a server-client mod. It will only work if you and the server both have the mod.

Screenshots:


Mod type: Client-server mod.

Latest version: 0.1.0

Supported game version: 0.17.7.2

Download latest version: here


How to install mod:
  • If you are using a launcher:
    Pressing cogwheel near "Play" button and select "Open Mods folder"

    Place mod file "infection.mpk" there. Go one folder up and you find "ModsConfig.xml". Open it.
  • If you run game client directly:
    Place mod file "infection.mpk" in your "Data" -> "Mods" folder. Then go back in "Data" folder and open "ModsConfig.xml"
File "ModsConfig.xml" looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
</mods>
Add following line to enable this mod.
Code: [Select]
<mod>infection_0.1.0</mod>Result file looks like this:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>infection_0.1.0</mod>
</mods>

You also need to include the mpk and infection_0.1.0 line in your server, if you are hosting.
30
Ideas and suggestions / Re: List of ideas.
« Last post by Warbot on December 19, 2018, 01:25:56 pm »
Instead of increasing number of free slots with every tier, how about decreasing them instead?

How about not changing them?

Have "x" slots in total sum, over all of your claims, do not change them with tier,
so you put "x" items into one claim, you can put zero into another.

Though I'd say it would be reasonable to increase that number with tier unlocks.
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