Recent Posts

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21
Ideas and suggestions / Re: some tip and ideas
« Last post by Aroie on May 15, 2018, 01:05:50 pm »
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.

Secondly - is this possible to know approximate date of the next wipe, we will try to record letsplay at the beginning of the game.

In the third - actually to the ideas, may be do roof in houses in which I am not recorded as the owner?

P.S. sorry for my awful english
22
Ideas and suggestions / Re: some tip and ideas
« Last post by kordenox on May 15, 2018, 12:49:15 pm »
Hi again,
imho cities are a bad idea that just want work, i have seen it in many different games like minecraft etc... and i didn't see even one that actually works.
there are a few problems with cities:
1) there is a limit in building space, and in Cryofall's mechanism this will be a very big issue. either the city must be huge and a hell to navigate or players
will be very restricted in building space.
2) there is always a trust issue, for many players to cooperate you need resources distribution and gathering controlled by players for a single combined porpoises, this in it self creates new problems like steeling, different goals and need of individuals, and over all "blanket pulling". and if you make project that are impossible (or extremely hard) to achieve alone you will heart the game play for those who don't want to live in the city.
3) right now in the alpha you can see players working together perfectly in groups of 2 and 3, and "cities" are formed naturally.   
4) personally and only personally a big city will heart my game atmosphere of a post apocalypses, but that's my problem :) 
5) riders will find the way, we all ways do :)

on a different topic:
A) we do need some kind of party control that will make it possible to share maps and see each other on the map.
b) navpoints and a mini map to show them is extremely needed.
c) thank you for the fast replays, i hope i am not annoying you to much.
23
Ideas and suggestions / Re: some tip and ideas
« Last post by Lurler 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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Ideas and suggestions / Re: some tip and ideas
« Last post by kordenox on May 15, 2018, 08:37:00 am »
3. We have number of ideas specifically to address early game defense issues. One of such ideas is the ability to craft the entire building in one go (small hut) that will have land claim built-in. We will see how it plays with that and then decide what to do next.
Frankly I'm not too keen on the idea of making indestructible bases. There's just too much potential to be abused.
Another thing to note is that we will be adding the ability to build cities where many players could join their forces together and be sure that they won't be raided because then raiders would go not just against one player, but against an entire city which would be much more difficult.

i was more talking about the end game storage and protraction. the early game is good as it is imho. you don't have much to steal early on and the time spent is not long, but now that we have lots of steel, electronics etc... we need a vault, a huge 8x8 indestructibly self claim vault :) (and a Panzer tank to guard it).
25
Ideas and suggestions / Re: some tip and ideas
« Last post by Lurler on May 15, 2018, 05:35:55 am »
1. Actually we already reduced the crafting time on a few low-tier recipes because as you say, there is really no reason to make you wait. But higher level recipes must have time associated with their crafting for balance purposes.
Another thing specifically about crafting and doing other things at the same time. I'm not sure what you mean here. Because you CAN set up a list of things to craft, be it hand crafting or station crafting and then go and do anything else in the meantime. They will just continue to craft in the background.

2. Again, perfectly reasonable idea and it is already planned! :) It will be implemented in one of the future versions.

3. We have number of ideas specifically to address early game defense issues. One of such ideas is the ability to craft the entire building in one go (small hut) that will have land claim built-in. We will see how it plays with that and then decide what to do next.
Frankly I'm not too keen on the idea of making indestructible bases. There's just too much potential to be abused.
Another thing to note is that we will be adding the ability to build cities where many players could join their forces together and be sure that they won't be raided because then raiders would go not just against one player, but against an entire city which would be much more difficult.

4. We will be expanding the jewelry section, but we want to keep it strictly a vanity thing.
As for boosts - there will be implants that can be installed in a medical station which will do exactly what you described - offer specific buffs.

5. That is quite true. We will be balancing this system more. Including making pharmaceutical chemicals craftable and adding more medical items.

6. Automation is something we need to be VERY careful about. Unlike other games like factorio that is essentially singleplayer or miltiplayer with just 2-4 players we need to keep our game scalable to hundreds of players per server. If we start adding automation it will decouple server load from number of players and a few highly developed players would be able to build factories that will completely destroy server performance. Currently we keep everything such, that performance scales linearly with number of players, thus it is much easier to manage.
But I'm sure modders will add everything you mentioned, including pipes, belts and everything else :)

thank you for a great game from users Beryozka and Arioe, we are looking forward to see new stuff and see how this game will grow. 
Thank you for playing and leaving this feedback! It is honestly very important for us to receive messages like that as it helps up better understand where we should move with each update!
26
Ideas and suggestions / some tip and ideas
« Last post by kordenox on May 15, 2018, 04:33:32 am »
first of all i want to say that the game idea is great, and i love post apocalypses, and i hope this project will succeeded.
i played for a few days with my friend and we came up with a few ideas.

1) the crafting wait time for simple recipe should not exist or get a lot shorter, and by simple recipe i mean all that is made in hand or in a workbench, the fact that i can ran a full inventory gather and my 200 flux dust is not finished crafting is ridicules. i think that you did mean to make it possible to "work" the workbench and run around, but imho the game is grindy enough for us not to stand still in the wait of crafting.

2) consider the ability to make fresh water from lakes and seas by take water in to bottles/canisters and then boil it in a distillery to make fresh water and salt, the water rate produced by walls is good imho (they are chip and can by build any where) but imho we need an alternative for mass bullet production. 

3) consider making one a special Claim available once for build per player that is indestructible and the stuff inside it's area is indestructible, this will be the "main base" claim that a player can be sure no one can steal from. and all the other claims that a player build should follow the cornet rules.
this will insure that PVP will rage on the oil/lithium spot and far outposts, but a player won't be robed completely of all of his hard work and "rage quite" the game, more so the "special" claim should not be possible to build on oil/lithium spots or even in 30-40 squares around it.
3.1) once a claim times out and destroyed, all construction with in it's area will be destroyed with it, so that the new "owner" of the spot won't benefit from the the old owner's defenses and must build a new fort to hold the oil/lithium spot.
3.2) make it so that the crowbar will be able to brake stuff in non claimed areas so that players can "clear" abandoned structures on the map. right now there is a ton of "garbage" constructions left on the map and some of it is on mining/gathering spots that i wold gladly clear to make room for resources to spawn.

4)jewelry: please consider making a buffing system made on gemstones as it main ingredient. like every gemstone can boost a different aspect of mining/gathering speed if craft into a ring/necklaces/implant etc... this should be high tier and not cheap.

5)medicine: need more tiers and steps so that it will be actually useful as most meds right now needs pharmaceutical chemicals that are extremely hard to obtain, and you actually need meds to get it.   

6) consider making automation available on higher tiers, like pips and conveyor belts. there is a lot of production going and needed in the game and i some time stuck for days in game inside my base just to fill all the furnaces and tend to all the plants.

thank you for a great game from users Beryozka and Arioe, we are looking forward to see new stuff and see how this game will grow. 
27
Development discussion / We need your videos! Please post your let's plays.
« Last post by Lurler on May 14, 2018, 03:56:11 am »
Now that we have finally launched CryoFall publicly we would like to see as many people play it as possible!

And so far feedback seems to be quite positive.

There is one issue, however. There aren't many videos about the game and it is actually a problem. Usually we use those let's play videos to investigate typical play sessions and adjust the game to make it easier to understand, easier to use and generally better. But without those videos we simply have no source of this information.

So, if it's at all possible - please consider recording a video with you just playing CryoFall and commenting your experience. There is not better way to improve the game than this!

And thank you guys for your support! :)
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Ideas and suggestions / Re: Thoughts on Vehicles
« Last post by Lurler on May 14, 2018, 02:18:24 am »
You won't have that problem with underground trains. Since you dont need to draw them ;)
There will be plenty of other problems, though :)
But the idea is interesting, none the less.
We will certainly think about some similar approach to travel.
Although, we do plan to add teleporter already. But only after the electricity system.
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Ideas and suggestions / Re: Thoughts on Vehicles
« Last post by p0ki on May 14, 2018, 12:00:59 am »
We would have to redraw at least 8 direction for vehicles, but realistically we would need 16 directions and then add animation on top of it for each view.
You won't have that problem with underground trains. Since you dont need to draw them ;)
30
Development discussion / Re: CryoFall - new screenshots & news
« Last post by Lurler on May 13, 2018, 10:18:16 pm »
I think current progression speed is fairly good. It feels quite enjoyable being able to unlock new recipes fairly often. I think it's not really about whether or not you can get all technologies within two days, but rather overall progression speed.
Plus, in your case, you are quite good at this game already, so you can progress much faster, not to mention that you usually play for quite a long time.
For a person who only plays 1-2 hours a day it won't be so quick :)

My point is - I think current progression speed is quite good. I played the game myself many times (I mean without cheats) and I feel that this speed is the sweet spot.
So, rather than making it slower - we will just continue adding new content to give players more stuff to unlock! :)
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