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Messages - ai_enabled

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1
Ideas and suggestions / Re: List of ideas.
« on: Today at 05:10:14 am »
Quote
96 slot safe space storage - are you kidding?
In the latest update (A17) where we've introduced this feature (it was released about a month ago) we clearly let people know that we're gathering the feedback (exactly like @Kraker provided) for further balancing as obviously these numbers (T1 land claim provides 12 safe storage item slots, T2 16 slots, T3 20 slots and T4 24 slots) are impossible to set properly instantly. But it was clear that we must introduce something like that otherwise new players were losing all their stuff and after that most of them quit the game. So, this feature is here to stay - the only question is the actual numbers.
Please note that 96 slots number is for 4*T4 land claims which are practically impossible to build if you're playing alone. So 96 slots are shared with teammates on the base and with this perspective, it's not that much.

Meanwhile, the explosives resource costs went much down so it's easier to destroy walls and penetrate the bases. Though, we've done another change by making chests unopenable for non-owners so you might need to spend some explosives after penetrating the base on the regular chests too - but it's not much and overall you will need fewer explosives than before to raid a similar base.

Regarding the Oil/Li land claim claiming - we've let people know that the we're working on a depletable/destroyable/respawnable Oil/Li resources system and (probably only in Discord, not sure about Forums) that we have not enough time to push it into A17 update and it will be postponed as there were multiple reasons preventing us from finishing it in A17. We've settled with another idea for A17 - in addition to claimable Oil/Li deposits we've added public oil and Li "towns" which cannot be claimed by any player - which turns out to be a good idea so we're considering to keep it.
Meanwhile, A17 introduced a new mineral (Pragmium) which have a depletable/destroyable/respawnable mechanic so we've gathered some useful feedback which goes into improving the upcoming depletable/destroyable/respawnable Oil/Li resources system.

Please remember that the updates (with wipe) release rate is roughly 1.5 months and we're fixing urgent issues with patches for a few weeks after each update. Some things cannot be easily patched after the update is already released due to technical limitations (savegame compatibility) and some things simply are not justifying the immediate change as there is no clear feedback yet (as was the case with safe storage on the land claims).

The land claim safe storage size was discussed before A17 release in Discord and players provided their opinions so we've settled with these initial slot numbers as they sounded like a good compromise (there were no clear consensus) - to start with and then iterate upon.

It's important to note that some changes cannot be included into the next update as the scope is already fixed and we cannot push more stuff without cutting something else which we've already scheduled or even started working on. So I completely don't understand complains that "everything was written 2 months ago". Some urgent issues could be patched instantly, but serious features and changes have to planned, designed/specificated, implemented and tested before the release (and could be postponed on each stage further if we're not happy with something and need more time to gather more feedback or simply think about it). With our iteration rate of roughly 1.5 months it's impossible to expect faster delivery. Honestly, I believe our updates rate and scope (as could be seen from the release notes) is pretty decent, even if you don't consider the limited team size.

Regards!

2
Ideas and suggestions / Re: List of ideas.
« on: December 11, 2018, 07:03:03 am »
@Warbot, the idea is that you cannot fire any weapon until the cooldown of the previously fired weapon is finished. But yes, I agree with the possible exploit.
It could be fixed if we finally implement our initial idea that the item selection takes some time (accompanied by the character animation of removing the previous item and preparing the selected item).

3
Bug reports / Re: Large Fridge
« on: December 11, 2018, 04:34:33 am »
Thanks for reporting!
Yes, this is caused by the floating number inaccuracy and how we're actually handling the construction progress (from the structure points (building HP) floating number - this is a requirement as damaged blueprint should require more resources to continue building).
Fixed for the next update.

Regards!

4
Ideas and suggestions / Re: List of ideas.
« on: December 11, 2018, 04:02:48 am »
Quote
6. Weapons right now auto-reload when their clip is empty. Why I can’t just burst my double barrel shotgun and swap to pistol for finish off?
That's a convenience feature. Probably we should improve that switching to another item will instantly cancel the reloading. This way we have both a convenience of auto-reloading with the ability to quickly switch to another weapon.

5
Ideas and suggestions / Re: List of ideas.
« on: December 11, 2018, 03:55:42 am »
Thanks for reporting the bugs. One of them is fixed for the next update, another one is expected to be fixed with the new NoesisGUI version (will investigate after updating).

6
Ideas and suggestions / Re: Character Name on Creation / Start.
« on: December 05, 2018, 01:31:15 pm »
harmoni001, alas, we have tried but were unable to implement a proper female body. It's very hard to make it look great with our art style which favors wide shoulders and waist, but small legs - female body shapes are expected to be quite different to look good and it's even more challenging when we also need to implement all the animations and make them look right...
It will also require redrawing most sprites for equipment (such as torso armor sprite) to fit the female body, and we have plenty of such sprites.

This feature is in our roadmap and you can vote for it here https://trello.com/c/rZ4uIkrA/44-new-female-character-model-for-players

Regards!

7
Bug reports / Re: Lower Perfomance while Crafting
« on: December 04, 2018, 04:28:35 pm »
Hello!

Thanks for reporting, we will investigate what causes this sudden performance drop/spike.

Regards!

8
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: December 01, 2018, 07:41:52 am »
=== CryoFall v0.17.7 (patch) ===

Changes:
   - Creatures will agro or retreat on a bigger distance if you attack them.
   - Improved movement lag prediction. Less obtrusive movement lag reconciliation (less sliding when you stop moving).
   - Correct weapon firing sequences (firing all the ammo as client fired before server stops firing; firing all shots client displayed; client ammo count correction when client fired less shots than the server)
   - Improved Scorpion collision boxes.
   - Better item stacking algorithm implemented (resolves unnecessary item moves during sorting the container items).
      
Fixed:
   - The dropped safe storage from land claim was disappearing after 10 minutes instead of 24 hours (thanks @patogeno).
   - Rare issue when the game is stuck on the loading screen when connecting to the server where your character is dead.
   - Item count desync issue fixed for ammo and fuel items (weapon reloading, flashlight refilling, etc).
   - Movement lag reconciliation will not cause your character to slide through objects/buildings anymore.
   - In some rare cases it was possible to hit objects through walls is they were directly adjacent it.
   - Proper TCP MasterServer connection detecting of half-opened connections (resolves the issue when the game server was sometimes missing from the public servers list).

9
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 27, 2018, 05:48:20 am »
=== CryoFall v0.17.6 (patch) ===

New features:
   - Server welcome message (need to be set in the server config). It will be displayed on the first connection to the server and on subsequent connections if the message has changed (it won't be displayed otherwise). You can also open the server welcome message from "Current game" menu (press Escape key).

Changes:
   - Server description and welcome message now support formatting (tags - br, b, *) and hyperlinks (any link starting with http:// or https:// is automatically converted to a clickable hyperlink).
   - Items container "Match up" will automatically consolidate item stacks in the upper container.
   - Items container "Match up" will not move items from hotbar anymore.
   - Oil pump and Lithium salt extractor will not decay now when placed in "public access areas" (two abandoned bases without radiation).
   - Expanded `spectator` console command, so now any player can be made a spectator by server operator.
      
Fixed:
   - Fixed issue with not being possible to cancel certain crafting recipes.

10
Bug reports / Re: 1.7.5.5
« on: November 23, 2018, 09:39:02 am »
Hi,
should be fixed with the latest update (v0.17.5.6).

Regards!

11
Game discussion / Re: animals
« on: November 20, 2018, 03:27:22 am »
Yes :-) the animals AI is very rudimentary yet.

12
Bug reports / Re: Проблеммы с запуском игры
« on: November 17, 2018, 10:29:17 am »
Проблема известная - несовместимость модов. Просто уберите подключенный мод из файла ModsConfig.xml в папке Документы\AtomicTorchStudio\CryoFall
Если всё заработает то смотрите, не вышло ли обновление мода.

Полноценная поддержка модов с правильным репортингом из-за чего игра не может запуститься будет в ближайшем будущем. Удобная установка и автоматическое обновление модов также планируется.

13
Bug reports / Re: Проблеммы с запуском игры
« on: November 17, 2018, 07:21:59 am »
Доброго времени!
Если проблема до сих пор присутствует, пожалуйста загрузите скриншот на Google Drive, Dropbox или Yandex.Disk и опубликуйте ссылку на файл (или на папку с файлом). Также очень помогут последние лог файлы из Документы\AtomicTorchStudio\CryoFall\Logs

15
Game discussion / Is hacking/cheating possible in CryoFall?
« on: November 13, 2018, 12:25:40 am »
TL;DR:
No, hacks are NOT possible in CryoFall as it uses authoritative-server model and any client-side changes are irrelevant.


And now, the longer version below:

The issue
Some players have asked us about potential hacking/cheating in CryoFall. Whether it is possible and what our approach is.


The bigger picture
Such concerns are expected nowadays - there are multitude broken online games released in the past few years. If fact, cheating is almost expected in multiplayer / online games nowadays. And even big successful games like Fortnite and PUBG are suffering from cheaters and their developers are even suing the cheaters. Mass-blocking the accounts of players suspected in cheating is something people are already used to.

Naturally, why would anyone expect a new indie project from a small team to be any different? But in reality the above mentioned problem doesn't have to be the case!


The simple reality
We're using authoritative server architecture which means that the server never trusts the client - it simply executes a limited set of allowed input commands and runs its own world simulation.

Normally this approach means that the client will have to wait for any changes to take effect but in our case the latency is concealed by using the client side prediction algorithms (basically client-side simulation for player movement and most of the actions including items management).

The server also doesn't send any information the client which it should not be receiving. For example, your visual scope is limited by server and attempting to hack the client to zoom out the camera more will provide no benefits as the server simply doesn't stream the world objects and characters outside the visual scope of your character on the server side. It means that the "map hack" (or any other hacks for that matter) not impossible.


Benefits of open source
Please also note, that all the game-related code is fully open source and its possible to see how everything is done and understand how it actually works.

It also means that any person could try to locate the places where we might have forgotten to put some necessary checks (which is quite unlikely, but could still be the case). There are dozens of remote procedures (such as "eat food") and we have multiple checks there to ensure that you met all the prerequisites to invoke such an action for the particular item in your current character's state.

As the code is available in open source it means that there will be many eyes reviewing the code and reporting any of the possible exploits - something which could never be possible with a closed source game.


Hacking attempts
Since the game has full support for client side modding it is possible to make any client-side changes. Some "hackers" may be impressed by the "results" they get with their attempts - like increasing their health points, weapon fire rate, inventory capacity or setting the technologies unlock price to zero.

But naturally, such changes could not be propagated to the server as it has its own persistent state inaccessible to players and running independent world simulation with it. There will be a discrepancy with the server and that's it - the server will not agree to the hacker's actions and they will have no actual effect what so ever.

The only one such "hacks" will fool is the hacker himself :)


Is there ANY hacks/exploits that are possible then?
This leaves us with really only one class of exploits which are still technically possible and that is bots and aimbots to assist players with the game. Yes, it's perfectly possible to write a bot that would automate certain action (e.g. gathering items) or assist in performing other actions (aiming).

Yes, these types of mods are possible and we neither could nor want to prevent this. The game is moddable to the maximum extent possible and there is no way of preventing this kind of modding without removing the modding capability altogether. But given real impact of such modifications there isn't much actual harm. Not to mention - all of these mods are available publicly and could be used by anyone. And we are even considering making some of them a part of the base game to remove the last reason to even attempt to do something like that.


Conclusion
The bottom line is, there is really no possibility for cheats in CryoFall due the authoritative server model we are using. Hopefully with this approach - CryoFall could be one of the very few games where there are no cheaters and everyone plays under the same rules! :)

Regards!

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