Recent Posts

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Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« Last post by Avakyn on Today at 08:37:58 pm »
I agree, maybe have the dolly only work on land claim space or have a degradation cost to move off claim land. This would slow down people using it the move a camp fully. If all you use it for it to move rearrange.

Yeah, the slowed movement I mentioned would make it impractical to use it outside of simply moving things around when rearrangement is needed.

My original idea was not to be able to leave the claim space, which eliminated the need for the dolly to break down over time as handling what happens to the item it is moving becomes a problem. Sure it could "land" in the space where the dolly broke but what happens if the area is occupied by another structure?

That being said I like your idea of being able to leave the claim space because you might want to transfer something between claims(since they're not really connected until T5). The tool degrading would make long distances pretty much impossible and I imagine it also occupying the character's hands as a dolly would so obviously you'd be an easy target on PVP servers. However, there is still the issue of what happens when it breaks, and being out in the world it becomes much more complicated.
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Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« Last post by Khaos on Today at 10:33:24 am »
I agree, maybe have the dolly only work on land claim space or have a degradation cost to move off claim land. This would slow down people using it the move a camp fully. If all you use it for it to move rearrange.
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Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« Last post by Avakyn on Today at 10:28:43 am »
But it should be noted that the move cannot be performed during a raid like build

I agree, much like how raidblock prevents many actions within the claim would also prevent this from working as well.
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Mods / [Client] CraBag mod
« Last post by AnDrew0o on Today at 09:37:26 am »
This mod change lootbag's texture

Download link

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Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« Last post by Giang Nam on Today at 05:21:33 am »
It is true that I always have to change my interior every time I upgrade my land. Destroying boxes and fridges or some technology works is quite costly. But it should be noted that the move cannot be performed during a raid like build
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Ideas and suggestions / Base reorganization: Utility Dolly.
« Last post by Avakyn on March 27, 2020, 11:26:49 am »
As claims are upgraded, needs change, or as we learn better ways to do things we often run into the need to rearrange our bases. I've seen the request to be able to pick up already built structures and move them before but I think there were some concerns against being able to just pack everything up and move on a whim so we've had the deconstruct-rebuild model for a while.

An idea I had that may allow us to have this functionality while also preventing people from being able to pack up an entire base and move it on a whim could be a dolly.

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Similar to how boxes and some furniture items are moved in real life this item could allow the player to move one item at a time, maybe a few crates(stacked). It would let you pick up a workbench, fridge, crate, etc. and perhaps with slowed movement let you place it somewhere else within the claim space.
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Ideas and suggestions / Land Claim: Access & Grid Control
« Last post by Avakyn on March 24, 2020, 05:32:05 am »
Access Control
Additional options for granting permissions on land claims.

 - Grant Access: Doors
Player can pass through doors within the claim's control. No land ownership, can't crowbar structures
 - Grant Access: Storage.
Player can open locked storage, such as vaults and/or others added later. No land ownership, can't crowbar structures

The two above can be granted individually or together for any given player added to the claim.

 - Grant Access: Land Owner
Works as adding someone to the claim works currently, full access to doors and chests, and can crowbar structures.

The Claim UI could look like this(Limited/No localization needed using art/icons instead of words):


The Door/Storage UI could look like this(Limited/No localization needed using art/icons instead of words):



Grid Control
Improved power grid interface on landclaims to allow more control over how power is handled in a base.

 - Generator Override
Set generators on the claim to come online when the grid capacity reaches/falls below a set percentage.

 - Circuit Breaker
Set consumers to be disconnected from the grid if the capacity reaches/falls below a set percentage.

The Claim UI could look like this:


To help/reduce localization costs use the icon that currently connects or disconnects a structure from the grid in place of the words: "Startup" and Shutdown"

Startup


Shutdown


 - Power Transfer
An option in each power storage structure to either:
  • Transfer into the grid when there is available capacity without accumulating more charge on that structure
  • Or discharge to the grid over time but not charge.
So power storage structures that we intend to remove can be drained and deconstructed without wasting power stored in the grid.
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Game discussion / Re: When the A26 test service coming?
« Last post by Giang Nam on March 22, 2020, 02:11:49 am »


Ahaha! It doesn't suit me at all. But no different than I am playing on the Global server. I was about to finish the entire technology tree and waiting for the beta :)
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Game discussion / Re: When the A26 test service coming?
« Last post by ai_enabled on March 21, 2020, 03:12:43 pm »
The experimental servers are always hosted in Europe on the same hardware as our Official Europe PvE and Official Global PvP servers. We will let everyone know when they're ready.
Remember, it's just an experimental version so the progress there will be lost, there will be some (potentially game-breaking) bugs and the localization will come later (all new content will be presented only in English) as translation is starting only after we launch the experimental servers.
The purpose of the experimental version is to test the game and adjust the balance.

Regards!
10
Help section / Re: Cannot link steam account with AtomicTorch.com account
« Last post by ai_enabled on March 21, 2020, 03:08:40 pm »
Hello!
We've disabled the feature as it caused issues.
As you have two accounts (Steam and AtomicTorch.com) with two different usernames, the linking will keep only a single username from these two.
Please send me a private message with both account details (usernames and email) so I will link them manually. Please let me know which username you wish to keep.

Regards!
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