Recent Posts

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Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:51:25 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.

 I understand those, who want PVE servers to play. Some times in some games I prefer PVE too. But... How you will get Oil and Lithium in this game then on PVE server, if someone other will claim it first? There are only 3 oil and 3 lithium spots on the map. And this is endgame resources. Oil - is the most needed resource. So if you will not be able to brake walls and reclaim Oil spot, and then defend it - how you will play and plan to win? Trading? I would say that if I had oil spot in such PVE game - I would be a King, becouse all players will chop trees and mine ore for me all day long, for a few canistras of mineral oil and gasoline. That would be not interesting nor for me either for others.

"Be careful what you wish for, lest it come true" (c)
Ideas and suggestions / Re: Killers should be named
« Last post by EvilMammoth on June 09, 2018, 05:41:12 am »
Neverless I suggest to name a killer and thief. During the time I was offline I was killed and robbed >:(. This may be part of the game

 Yes, you are right - this is the part of the game.

and of course it takes a real hero to kill and rob an offline player, ...

 No it is not like being a real hero, it is just like playing survival game, where killing, robing, thiefing, raiding, destroying, prevailing is the part of the game, dame as building, dfending, farming, scavanging and raising your own power.

but maybe it would be more thrilling, if the renegade is named.

 No, it will not be thrilling. It will be just unfair to that player, who prevaled over you (read - won), and the only point of that "naming" will be to amuse you, who loosed. This player did his action, using game rules, he was not cheating or braking any gameplay. He played his role wich game lets him to take. Why he should be punished becouse you was too lasy to defend yourself?
 No, this was not me, who killed and robed you. But I used to kill and rob in this game. I worked hard for it - to brake 2 rows of stone walls you have to mine lot of iron and craft over 26 iron maces. Then you will need to brake in - it is a lot of time and work too.
 But also I worked hard ti defend my self - to set really good walls and high level land claimers. I was researching construction technologys and mining a LOT of clay,sand and rock, to build many rows of wall and iron doors.
 So - I did a lot to "win" and prevale. I defended my self. Aand also I did a lot to be able to brake other player's defenses. So WHY I should be punished for that, if this is just a part of the game, as you sad it yourself? If you are not good at PVP - play PVE.

Of course I would prefer to be save while I am logged off, but I understand this could be difficult as well.

 This is not "dificult". This is just not PVE game, where you can save. Imagine that you are under atack in your house. And you are just logging off to "save" yourself. How fair it will be to the atackers?

 All I want to say is : you are missing the point of the game. So just wait gor easy mode and play PVE when it is out. But now it is Alfa test, where we all testing all aspcts of the game.
Ideas and suggestions / Re: Killers should be named
« Last post by Tin on June 08, 2018, 05:11:04 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.
News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by ai_enabled on June 08, 2018, 12:38:14 am »
=== CryoFall v0.13.2.4 ===

- Old issue with "Black screen" bug when switching MSAA mode (or when playing with disabled MSAA)
News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by Lurler on June 07, 2018, 04:38:49 am »
And another update! We are on the roll this time! :)

=== CryoFall v0.13.2 ===

- Rebalanced creatures attack range, attack rate, and damage defense (this is really quite substantial change so we'd like to hear your thoughts on this)
- Slightly rebalanced Herbal Remedy recipe
- Increased healing herbs spawn density
- Rebalanced Musket and Flintlock pistol (increased damage, but also longer reloading time)
- Rebalanced armor defense formula to provide slightly more protection
- Increased armor durability (roughly by 2 times)
- Increased armor base stats, especially for impact protection and rebalanced certain armors to be more suitable for their designed role
- Further item synchronization improvements

- Fixed weapon scantest - in some cases the hit was not registered (this is very major improvement as it affects both player weapons and monsters)
- Fixed placement of seeds and saplings: it was possible to place it in your current position and stuck there (thanks @Aroie)
News and Updates / Re: CryoFall - Patch notes v0.13.x
« Last post by Lurler on June 06, 2018, 07:27:43 am »
=== CryoFall v0.13.1 ===

New features:
- Allows to unload ammo by cycling ammo type to "none" ("B" key by default)

- Increased creatures attack range (will be properly implemented in the next small patch with the required balancing changes)
- Item synchronization improvements
- Tooltips performance improvements
- More responsive actions when clicking on buildings/objects
- Added context menu to chat. You can click on any name for additional actions (such as mention and copy)
- Implemented chat message size limit
- Increased animal fat droprate from turtles
- Decreased food value for cooked meat (it was way too high compared to other foods; farming is more justified now)
- Improved creatures orientation based on the target position
- Improved performance for both client and server
- "Rechargeable battery" renamed to "High power capacitor" (this item was not implemented as an actual rechargeable battery; currently it's only used in high tier land claims)

- Fixed chat scrolling
- Fixed an issue when the attack animation sometimes not playing
- Fixed an issue when the campfire (or any other object) animation was stuck in the "active" state or was playing over another active animation
- Fixed double loot bug when killing creatures
- Fixed "B" key (switch ammo) press for melee weapons reporting "no ammo"
- Fixed Scorpion move and attack animations
- Fixed creatures movement (zig-zag walking issue)
- Fixed incorrect sprite offset or draw order for certain objects
- Fixed random incorrect light offset bug
- Fixed unnecessary memory allocations for sound and music
- Fixed building repair sound not playing
- Fixed a sprite remaining from the destroyed Display Case structure (thanks @Aroie)
- Adjusted shadow sizes and positions for all creatures
Ideas and suggestions / Re: F.A.Q.
« Last post by Lurler on June 04, 2018, 03:28:04 am »
By the way, I don't see the picture in your post. I think it is better to upload it to imgur or similar service.
Ideas and suggestions / F.A.Q.
« Last post by p0ki on June 03, 2018, 06:41:43 am »
Hello Everyone.
Most of the time im in the game I see questions regarding usually the same stuff. So I will collect them here to point you here when asking :)

Can I repair my equipment? - Nope, and once it breaks it is gone for good. Just craft a new tool/armor.
How can I move my wall? - You can't. You need to deconstruct it and build it somewhere else.
How can I deconstruct? - You need to get a crowbar. Research it in Tier2-Contruction. But be warned, you don't get any ressources back

More questions once I hear them and got the time to document :)

Where can I get #ressource?
Clay is dark orange on the map, on the right in this example.
Copper and Iron are found on the mountains, they are marked brown and located on the top of this example.
Sand is located at the beach and around water sources.
Berrys and herbs are found everywhere on the map, but are more common in the dark green spots.

Regards, p0ki
Ideas and suggestions / Re: The new Salt / Water
« Last post by ai_enabled on June 03, 2018, 06:40:44 am »

Yes, it should be possible. Will consider this for the next hotfix update.

Ideas and suggestions / The new Salt / Water
« Last post by p0ki on June 03, 2018, 06:26:25 am »
since the last update a lot has changed regarding salt/gold.

Back then you needed 10 bottles of water for 1 salt.
Now you need 2 bottles of (salty)water for 1 salt.

Back then you needed 25 salt for 1 gold.
Now you need 10 salt for 1 gold.

Overall the needed water for 1 gold is reduced from 250 bottles to 20 bottles.
I really like this new mechanic, since now I no longer need a room full of wells to get enough water for my gold.

BUT filling up the bottles requires you to click every time for each bottle. When mining you can simply hold the mousebutton down, but when you hold it down on the water you only get a single bottle with salty water.
Is it possible to change this, so that holding the mousebutton starts the next cycle once the previous one is finished?

Regards, p0ki.
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