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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Lurler 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.
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Magnus on May 17, 2018, 12:19:56 pm »
What about making the fridge more effective when none of the owners are online?
That would help with making it more useful.

DefaultIn fridge onlineIn fridge offline
Perishable1.5h15h30h
Normal4h40h80h
NonPerishable8h80h160h
And what about not being able to store Preserved foods in the fridge? Shouldn't they be kept on a shelf?
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by kordenox on May 17, 2018, 08:02:08 am »
I am terribly sorry, I never actually build the fridge and herd from someone that it needs batteries, my bad.
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Lurler 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.
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by kordenox on May 17, 2018, 04:12:51 am »
well from my experience the fridge is completely useless!
food is really easy to find in the wild.
and we all ready have a perfect non-rotting food which is wheat flour!
i love wheat flour!:) it won't root, can be sold to others with no means for them to reproduce it, and you can easily make your self some bread for you gathering runs.
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by ai_enabled on May 16, 2018, 10:47:30 pm »
I believe that the most discomfort is caused by the "normal" food with 3h shell life. Increase to 4.5h (so total more than 2 real-life days) should be enough with everything else kept as is.

Another consideration: addition of an icebox in the Tier I technologies will help on the early stages of gameplay until players will be able to build a fridge. To keep the balance, icebox should have only a minimal amount of slots and might be a little bit less efficient than a higher-tier fridge (for example, 7 times instead of 10 times of freshness decrease speed).
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Development discussion / Balancing food, freshness and fridges.
« Last post by Lurler 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?
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Development discussion / Re: CryoFall - new screenshots & news
« Last post by Lurler 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.
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Development discussion / Re: CryoFall - new screenshots & news
« Last post by p0ki on May 16, 2018, 10:09:27 am »
So, rather than making it slower - we will just continue adding new content to give players more stuff to unlock! :)
YES!
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Ideas and suggestions / Re: some tip and ideas
« Last post by Lurler 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.
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