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Messages - ai_enabled

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31
Game discussion / Re: May I ask why all servers went down on July 1?
« on: July 02, 2019, 07:25:00 pm »
We're introducing electricity system (power grid), adding two new biomes, expanding the world map, adding few new creatures and quests, rebalancing the game to make it more enjoyable, removing LP (learning points) death penalty. Overall over a hundred of various changes and improvements. When the update will be available we will provide the detailed patch notes listing all the changes.

Regards!

32
Game discussion / Re: May I ask why all servers went down on July 1?
« on: July 02, 2019, 07:18:21 pm »
We're planning to release the update in the second half of this month. Most likely by the end of July.

33
Help section / Re: How to use ship.SetEquipmentCacheValue?
« on: July 02, 2019, 03:36:44 pm »
Ok, good luck!

34
Help section / Re: How to use ship.SetEquipmentCacheValue?
« on: July 02, 2019, 01:43:39 pm »
Hello!

"upgrades"  and "upgrades_max" are actually not used by the game at all! They're just artifacts from something...I suppose you found them in one of the XML item definitions?

Regards!

35
Game discussion / Re: May I ask why all servers went down on July 1?
« on: July 02, 2019, 03:13:21 am »
Hello!

All the game servers were running properly and there were no issues with them. But we had an issue with Master Server. For many players, it stopped providing the public servers list (so the servers list appeared empty or stuck in loading). As the issue was not for all players (it was random) and it was not reproducible for us, we assumed first that it was a network route issue. But later we received more reports and investigated the issue thoroughly, and fixed it.

It should work perfectly and players should not worry about this. We do our best and issues like that are extremely rare.

Regards!

36
Ideas and suggestions / Re: PvE suggestions
« on: July 01, 2019, 02:47:23 am »
@indria, "Forcing pvp should never be an option"—that's our primary concern so we're assessing the idea.
By adding forced PvP areas (without any death penalty) we could spice up the gameplay a bit before we will be able to implement more PvE features and content.
All the T4 guns and armor in PvE currently have no use—there are no high-tier NPCs and also AI is weak (a lot of work planned to make it good, current implementation is just the most basic AI we done) so making stronger NPCs is unlikely to provide a good PvE challenge now. Meanwhile, PvP would certainly provide a very good challenge.

Another important concern is that if airdrop is lootable by anyone without any need to fight, the first player who went there and found it (and killed guardian creatures if we add them), will take it and leave—so other players who rushed to the area have no chance to truly compete for it. To ensure competition in PvP (and that even players who are not very close to the airdrop have a chance to come and take it), we're considering to add a cooldown timer (probably, 5-10 minutes) for the new airdrop—so players have some time to locate it and need to hold their ground until they will be able to loot it.
The timer is essential to ensure that players who are away also have a chance to loot the airdrop. But if the same timer is added in PvE, and there is no forced PvP, players will be annoyed by standing near the airdrop and unable to compete for it (I could imagine some players there will simply disagree to enable "Duel mode" (PvP flag) on themselves)...so a single player could take it all and simply run away. To prevent this, we can make it that the loot items are automatically shared between all the nearby players automatically, but it's much harder to implement (as we don't have such mechanic yet) and still might feel not great...

The "tracking" idea is nice, but I'm not sure whether we actually want this as it will limit the effect of surprise attacks.

Quote
I know it is players' choice to make groups, but i would love to see some content just for 1+ players.
It's hard to make competitive content for solo players as larger groups always have advantage. Though, with some game design limitations we could reduce this advantage in some cases.
If you have any particular ideas in mind please feel free to let us know!

Regards!

37
Bug reports / Re: Server List Isn't Downloading
« on: July 01, 2019, 12:42:17 am »
The issue resolved now.
Enjoy the game!

38
Bug reports / Re: Server List Isn't Downloading
« on: July 01, 2019, 12:09:02 am »
Hello!

Thanks for reporting!
We don't have this issue here but some players are reporting it.
Investigating now.

39
Ideas and suggestions / Re: PvE suggestions
« on: June 29, 2019, 10:23:20 am »
Thanks!
Will do our best :-)

40
Bug reports / Re: Steel Gate blocking stone from beeing picked up
« on: June 29, 2019, 09:47:52 am »
Hello!

Thanks for reporting!
Usually, objects and items cannot spawn so close to the player's buildings.
Could you make a screenshot please so we will know the exact case when you cannot pick up items located there? We had a similar issue (when players were able to place items on the ground but stell gate prevented from picking the item back) recently but it was hotfixed in early June. Probably, we've missed another similar case.

Regards!

41
Ideas and suggestions / Re: PvE suggestions
« on: June 29, 2019, 09:44:48 am »
Hello!

Thanks for taking the time to make the suggestions!
1. We're planning to implement various game events in the future versions to make PvE more challenging. Something such as monsters attack during nights. So PvE players will need to invest into the base defenses.
Turrents and traps are planned for PvP and we could also introduce them in PvE.

2. We're adding airdrops in PvP version of the game (probably with July update). It will be a randomly spawned object with good loot and players will be notified about the approximate location (search area) of airdrop. So players will have to search and compete with each other to get the loot.
We're considering to introduce airdrops to PvE, by making the airdrop search area a PvP area so every player inside could kill and be killed though there is no death penalty from PvP death. It's similar to "Duel mode" but it will be toggled automatically for every player in the search area. Please let us know if you like this idea :-) .
We will also consider adding some dangerous creatures there.

Regards!

42
Game discussion / Re: I want to ask developers some questions
« on: June 29, 2019, 09:34:32 am »
Hello!

Yes. We will wipe the PvP and PvE game servers with the next major update in July (planned for the second half of July, will be announced in a week before). This update will break the savegames compatibility as we're expanding the world map, adding new features and content (such as power grid system for buildings with electricity).

We're planning to implement savegames compatibility as soon as possible so eventually, we intend to make the PvE servers wipeless/long-running.

PvP servers still will be wiped regularly (about every 6 weeks) as PvP mode is competitive and a fresh start is interesting to the most PvP players as a way to compete with equal chances with other players.

Community servers could be kept running (and not updated) as long as their owners want to. We're also providing older game client versions in Steam Client ("betas" tab in the game properties) so it's possible to connect to the servers running the previous version of the game. However, new version servers will be unable to load the previous version's savegame due to incompatibility.

Regards!

43
Help section / Re: help
« on: June 29, 2019, 09:24:12 am »
Hello!

You need to modify this file: Core.cpk\Scripts\Systems\Crafting\Data\CraftingDuration.cs

Regards!

44
Help section / Re: why not guid
« on: June 27, 2019, 05:34:56 pm »
"Extract Core and Mods" is a Power Shell 2.0 script only, requires fresh version of Windows https://docs.microsoft.com/en-us/powershell/scripting/install/installing-the-windows-powershell-2.0-engine?view=powershell-6
If you execute it (either CMD or PS script) it will extract the Core and Mods automatically. You can also do this manually—Core.cpk is basically a Zip archive just with a custom extension.

45
Help section / Re: why not guid
« on: June 27, 2019, 05:18:10 pm »
This part of the log looks normal but I need the whole log file to analyze. Please send to my email as I've written in the previous email.

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