Recent Posts

Pages: 1 ... 8 9 [10]
91
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).
92
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!
93
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. 
94
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! :)
95
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.
96
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 ;)
97
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! :)
98
Ideas and suggestions / Re: Trading Stations
« Last post by Lurler on May 13, 2018, 10:11:34 pm »
Thank you, these are very solid arguments.
I will go over them one by one.

thanks for the last update with trading stations. They can do what they promote and are solid enough to be left in the wild. So far I have no worries to leave a bunch of coins or items in them.
Great, this is what we want for the time being. But when we add automated turrets to protect your base then we might consider lowering their durability.

The buying and selling sounds (from VoidExpanse am i right?) are good and I like to hammer down that mousebotton to sell all my stuff.
Yup, that is correct :)

But we need to talk about the building cost. Ten electronical components are really much and since radtowns are not really worth going to (so far) the only way of obtaining electronical components is through lithium. Five components take 10 lithium ingots which by itself takes 10 lithium "powder", so currently we need 200 lithium to get those components. Each lithium takes about 100 seconds to produces, which means 5,5 hours to make one single trading station. But you need two trading stations to buy/sell items and that means 11 hours of waiting near the lithium mine. If you think you can get this over night, then be aware that a stack of lithium powder tops out at 250, therefore you need to empty it every 7 hours.
All of your calculations seem to be correct. However we do still think that the main source of obtaining any components (including electronic components) should be rad towns. You can get as much as 15 IIRC in a single crate. This ability to craft them is just an alternative if you only missing a few and really need to create them right away without going on excursion.
To make it simpler we are also adding low-tier anti-radiation equipment (respirator) that would allow even new players to explore rad towns. Plus we are making them more scaled so it's easier to raid lower-level rad towns.
There will be 3 tiers:
- top tier with full radiation
- mid tier with only half of the radiation
- and low tier with only quarter of the radiation
With this new respirator you would be able to easily loot low tier rad towns and even make quick runs into mid tier.

My Idea to ease the pain would be to lower the electronical components to half on the small trading station, that way we see more players to have trading stations sooner. And I get to hear that cool trading sound more often 8)
I will probably lower lithium requirements for electronic components as it seems a bit excessive indeed.

ps: Where do you think the turnstile is suitable besides someone making a huge wall?
For now there won't be much use for it, so we are not adding it now, but when we have things like power charging station, medical station and other stations that you can allow other players to use for a fee it would make sense to make "paid admission" to premises to use those services.
Although, you can technically do that even now. Build a large base with all crafting stations and put a turnstile there to allow people to access these crafting stations conveniently for a small fee rather than building all of them themselves.
99
Ideas and suggestions / Re: Thoughts on Vehicles
« Last post by Lurler on May 13, 2018, 10:00:00 pm »
Yes, trains and vehicles in general is something we really want to have. The problem, however, as you probably guessed - is rotation. 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.
So, for starters we will probably add something simpler than that and then eventually add all other vehicles we want.
100
Ideas and suggestions / Thoughts on Vehicles
« Last post by p0ki on May 13, 2018, 01:00:42 pm »
TLDR: How about trains? I like trains.

Hi Atomic-Team,
on the Cryofall Roadmap I've seen that you think about implementing vehicels. My thoughts on vehicles are, since its difficult to implement a jeep, that trains or just trainstations for underground trains are something worth thinking of. You would pay an amount of ressources to build the first and second trainstation and then another amount based on distance to each other to connect those two stations. Riding the train would use some kind of energy (fuel or batterie) based on distance. At the end you fast travel to your destination and from thereon can take the next train or leave the station.
Optional: Have more than one person on the train to share the energycost.

I would love to hear your thoughts on vehicles :)
Regards, p0ki
Pages: 1 ... 8 9 [10]