Recent Posts

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Ideas and suggestions / Re: Suggested improvements for UI/controls
« Last post by ai_enabled on March 31, 2020, 07:52:20 am »
What about the part, where the workbench can remotely see what you have available in your bases containers so i don't have to physically collect them?
While it's relatively simple to implement for a singleplayer game, for a multiplayer game it's much harder. Plus it will require way more data to transfer to the client-side and most of it will be rarely useful, which is a problem if we want to optimize the server to handle hundreds of online players (in some countries where we're renting the hardware to host the official game servers we're paying for (very limited) bandwidth or even for traffic and it's already very tough).

Regards!
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Ideas and suggestions / Modification of start guide
« Last post by John Midnight on March 31, 2020, 06:58:29 am »
Hello, I'm a new player of Cryofall, and although I prefer single player games, I think this is an interesting game.
I just started, following the quest guide, and I begin placing the first constructions. The order is campfire, bedroll, workbench, cooking table, land claim and then walls. I placed my base near an ore zone, and before the land claim, I installed a door near one ramp. The I tried to install walls. I saw in a video that walls need to be 2 tiles from water, my surprise was that they need 3 tiles from a slope :o. Now all my base is screwed. I destroyed workbench and walls with a pick, but the door can't be destroyed.

I suggest that, in the guide, the placement of walls blueprints goes before placing the workbench. Or at least say clearly in the guide the limitations of placement of walls, so you can plan your base accordingly.

That's all :).
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Mods / Re: [Client] Night mod
« Last post by ai_enabled on March 31, 2020, 05:53:31 am »
@Alibaba, right. A similar effect could be gained by adjusting GPU gamma or monitor brightness as I've explained before.
Eventually, we will redo the night mechanic (similar to how you proposed) and this will also allow us to implement stealth mechanics such as masking in the environment to make an ambush or even using a stealth device.

Regards!
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Mods / Re: [Client] Night mod
« Last post by Alibaba on March 31, 2020, 01:16:23 am »
I looked at this mod. He is terrible because its breaks the fair play. Unlike Automaton Mod, it does not save the player from the routine, but only gives him an advantage over the others.

I removed this mod and I hope that all old-school players will do it too  ;)
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Ideas and suggestions / Re: Animals: reality versus casual
« Last post by ai_enabled on March 30, 2020, 01:52:16 pm »
Hello!

Unfortunately, I don't have time to provide a detailed response. But I want to let you know that we've read this and every other message from you and other players. Thank you for the detailed feedback!

The primary and most obvious problem as you've noticed is that the game currently lacks advanced AI and pathfinding. There are also no creatures with ranged attacks. We understand these becoming more obvious as other features are getting finished and polished. We're planning to work on AI in the near future (here is the detailed roadmap). Some changes will come in the next major update as we will add ranged attacks for certain creatures (necessary for the boss which is also included in the next update). Stay tuned!

Regards!
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Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« Last post by Avakyn on March 29, 2020, 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 March 29, 2020, 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 March 29, 2020, 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 March 29, 2020, 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 March 29, 2020, 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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