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Messages - Lurler

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I think it would have been better if you posted these two things in separate topics. But oh, well.
Oh, and also you english is perfectly good, don't worry.

I will try to give a detailed reply and reasoning for things as well as our plan.

for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.
I wouldn't ignore revolver. They are two different weapons and each has it's benefits.
But after reviewing them again I must agree that revolver needs a bit of a buff right now. It has higher damage than luger, but because luger has much higher ammo capacity you would typically go for that. So I adjusted them go make their benefits more pronounced.

Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
That's not quite right. 10mm ammo is much more powerful than 8mm here. Especially if you attack other players. You would have no chance with a 8mm gun against another player with 10mm gun. Not to mention automatic weapon. 8mm ammo quickly loses power even against lightly armored targets, while 10mm can easily punch through some light armor.

Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
On the contrary, it works perfectly well! But you shouldn't be using it on wild boars and wolves :)
It is strictly against heavily armored targets, for example another player in an assault armor. It ignores substantial chunk of the armor and goes right through.
Just to give an example.
Against unarmored target:
8mm - 18
10mm standard - 20
10mm hollow point - 25.2
10mm armor piercing - 15

Against well armored target:
8mm - 3.9 (quite useless)
10mm standard - 5.5
10mm hollow point - 4.1
10mm armor piercing - 8.1

As you can see hollow point rounds do best against non armored biological targets (precisely their indented use), while armor piercing rounds do best against heavily armored targets.

And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
Yes, we are aware of that. But we haven't added all weapon technologies yet, so just to make early tech groups have at least something to learn we added all the weapons there together.
Once we add other weapon technologies such as explosives and primitive weapons (bows, crossbows) we will move other firearms to much higher tiers so you will have clear progression.

-about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.
Frankly, I quite enjoy using them. But I think you are right. I adjusted the balance of both types of ammo and it should be more in line with the price to craft that ammo.
Pellets now have much higher damage, but as soon as you put any armor on they just bounce off without doing any damage, while slugs are completely the opposite - they don't have the raw damage of pellets, but they are still very good even against armored targets.

- We need better ways of preserving food. Freezer in addition to fridge or something.
I agree. We will most likely add freezer later, but we really need to finish electricity system first as even fridges are actually intended to be using that.

Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).
This is something I'm considering as well.

Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.
This is the idea, yes. I would like to eventually make cooking and farming even more interesting and rewarding to offer this as a viable gameplay specialization for larger servers where players will be trading items constantly and offering other services.

News and Updates / Re: CryoFall - Patch notes v0.13.x
« 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
« 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.
« 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.

News and Updates / CryoFall - Patch notes v0.13.x
« on: May 31, 2018, 04:34:49 am »
New CryoFall update is finally live now!

We are also looking forward to your YouTube videos and specifically let's plays as well as Twitch streams!

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

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

=== CryoFall v0.13.0 ===

Major new features:
   - New quest system!
   - Number of starting quests that will teach new players basics of the game and provide general guidance early on, we will be expanding this system with each subsequent update further
   - Items can now be used directly from inventory (drag and drop it on your character or simply Alt+Click on it)
   - New strength boost medicine and character effects
   - New structure: Evaporation fridge
   - New items: industrial chemicals, new bottles with water (salty and stale), etc.
   - New props and decorations for ruined towns
   - New equipment: respirator
   - Help button in inventory (listing of all the item shortcuts)
   - Interaction tooltips/hints are added to world objects
   - Many new technologies
   - Trees now drop saplings that can be planted
   - New water type (lake)
   - You can now fill bottles from water bodies (lakes and sea)
   - Added survey when exiting the game (please leave your feedback if you have extra 5 minutes)

   - Map size expanded (specifically desert and northern area)
   - Map now includes more points for oil and lithium extraction
   - New points of interest to explore on the map
   - Each radtown now has an individual sign to denote which type of facility it was (and consequently what loot you can expect)
   - Radtowns radiation levels rebalanced (there are three distinct tiers of radiation danger depending on the facility type)
   - AI can now move and attack up/down slopes
   - Screenshot now includes game version
   - You can now move even with any menu open
   - Door blueprints are now "open" by default so you can move through them
   - You can no longer punch trees (you could, but no damage applied and the game will tell you to use an axe)
   - Significant balance changes, especially to crafting (some recipes are also cheaper)
   - Improved performance across the board, especially asset streaming which decreases the micro freezes on asset loading
   - Improved server performance so you should experience smooth gameplay even if there are hundreds of players.
   - Credits updated and now includes the list of used technologies.

   - Fixed exploit with weapon range. We will see how it plays and make further changes if necessary
   - Fixed issue with some animals that couldn't be killed
   - Fixed annoying head bobbing during the melee attack animation
   - Fixed console not opening in non-US keyboard layouts
   - Fixed new options not applying when an updated version of the game is launched
        - Fixed incorrect door orientation detection when building a door near an another door.
   - Number of other fixes and improvements

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

Ideas and suggestions / Re: Killers should be named
« on: May 29, 2018, 04:30:35 am »
Well, griefing and raiding is part of multiplayer experience :)

But there will be several changes in one of the future versions to address this concern:
- you will be able to build defense turrets to protect your base from attackers when you are offline
- there will be higher tiers of walls to make your base even more defensible
- raiding will only be viable with explosives (which we will also add later), so raiders will leave new players alone and only focus on advanced players who can defend themselves, as only they will have valuable loot and raiding newbies would be just a waste of time for attackers
- we will also launch purely PVE servers where PK and raiding will be disabled

Bottom line is - don't worry. We are aware of the issue and we will make all the necessary changes to make the game interesting for everyone! :)

Development discussion / Re: Balancing food, freshness and fridges.
« on: May 21, 2018, 04:07:26 am »
Everything is noted! The fridge will be rebalanced in the next update :)

Development discussion / Re: Electronic Components
« on: May 21, 2018, 04:06:43 am »
Yes, electronics are spawned in rad-towns (basically ruined towns with radiation) in crates. Some ruins have better loot than others, but if you raid 2-3 towns you will certainly find them. But you need to open crates. Ideally blue "science" crates. But they also can be found in generic crates, but NOT in "medical" or "military" crates.

Ideas and suggestions / Re: My Feedback after approx. 10h
« on: May 21, 2018, 04:02:20 am »
Thank you for leaving your feedback! It honestly is very valuable to us.

Here's a few things I'd like to note. Currently raiding system is incomplete and as a consequence - completely unbalanced. We are going to completely rework the wall system to offer more options for defenses (not to mention defense turrets that will be added later). In addition to that we are also going to rework how land claims work to make it easier to use them and offer better protection for new players.

And finally and most importantly we are also going to add explosives in the game. Those explosives are going to be rather expensive to make so raiders won't be interested in spending them to raid new players and instead will focus on more developed players. But those developed players will also be able to defend themselves with better walls and turrets.

Bottom line is - raiding is very important and we want to keep it in the game, but at the same time we want to protect newer players so they are not targets for raiders and griefers. Combat must happen between advanced players who are ready and willing to engage in it.

We will be continuing addressing this balance as we continue developing the game.

Ah, also there will be purely PvE servers! So you can choose which you prefer.

Development discussion / Re: Balancing food, freshness and fridges.
« on: May 17, 2018, 09:31:20 pm »
What about making the fridge more effective when none of the owners are online?
That would help with making it more useful.
That wouldn't work unfortunately as fridges are not tied to particular people and can be owned either by single person of by group of people. And frankly tying them to player's online status seems a bit unexpected from player's perspective, especially given that we don't do anything like that for any other thing in the game.

And what about not being able to store Preserved foods in the fridge? Shouldn't they be kept on a shelf?
Well, that's fine :)
You can store your coffee in the freezer in real life and it will store for 10 years instead of 2 or something. I see no good gameplay reason to prevent players from doing that.

Development discussion / Re: Balancing food, freshness and fridges.
« on: May 17, 2018, 06:37:48 am »
@kordenox, hm, not sure what you mean about batteries, as currently the fridge doesn't use any energy or batteries (it's supposedly powered by solar power). So it just functions like a container where you can put any food and it will last 10 times as long.

Development discussion / Balancing food, freshness and fridges.
« on: May 16, 2018, 10:30:12 pm »
Question to everyone.

I saw many of you say in the game chat that fridges aren't particularly useful and that food still rots.
Well, that's to be expected as adding food that never spoils is bad for game balance. Especially considering that it's already quite easy to obtain food and water.

But still, I would like to better balance this system.

Currently food is separated into 4 categories:
- Perishable (1h)
- Normal (3h)
- NonPerishable (8h)
- Preserved (2d)

I will probably bump it to 1.5h, 4h, 8h and 2.5d to make it slightly more convenient.

Now, about fridges. They slow down freshness decrease by 10 times. I think it is quite a substantial increase.
But if you log our and login the next day and  your food has rotted away in the fridge I can see how fridge can feel a bit useless. But increasing it further, more than 10x would introduce disbalance.

Anyway, before I make final changes I'd like to hear what you think. Maybe there's a better way to fix it?

Development discussion / Re: CryoFall - new screenshots & news
« on: May 16, 2018, 10:14:29 am »
Some of the main changes in the next version will be accessibility and "signposting". From the testing of this version we realized that there are quite a few things in the game that are not self explanatory or apparent by themselves. This needs to be addressed asap if we want new players to pick up the game.

So, some of the changes in the next version will be specifically to help with that. Hopefully we will add quests & tutorial, new interactive tooltips, ability to use items directly from inventory, inventory help screen and other such things. Well, there will be new items, technology and other stuff as always as this can be added in parallel just by myself and our artist, while other functional features require complex coding from ai_enabled.

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).

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