Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Swiur_Yngwi

Pages: [1]
1
Ideas and suggestions / Logistics
« on: October 23, 2018, 09:17:10 am »
... or I would even call this Advanced Logistics Solutions

Well, I must admit that endgame play for me means mostly ...running across the entire map. And very often with inventory full of more/less precious items.

And it is not a funny feeling when u have to run a whole map with 5k coins onboard. It is more like looking for a "golden killing shot" winner  :)

So, community, lets think of any good ideas how to solve it

2
Ideas and suggestions / UWoP
« on: October 04, 2018, 10:30:19 am »
Ultimate Weapon of Peace

Every time I play cryofall, there is always a player/team of players that are so annoying by its behaviour, that you just want to wipe them out of the game. And by annoying I mean very hostile, doing lots of PK, and spaming on chat, being rude, vulgar behaviour.
That is why, together with my cryofall friend and team member, INDIGNOPLAY, we came to an idea of Ultimate Weapon of Peace. A bomb like atomic one.

Here is how we see it.

Technology: t4 or higher, at least 250 LP to unlock each stage.
Recipe: 100 modern bombs, 1000 toxic potions, 1000 steel, 500 canisters of gasoline
Range. 100X100 squares
Damage: Equal to 100 modern bombs damage. Droping 2% every square away from detonation point.

Additional effects:

Toxic mist/fog, doing toxic damage accordingly to range as bomb damage. The fog will stay over wasteland, dropping 1% every 6 hours, until it vanishes. This time should be no less than 120 hours. Additionally, since it is very acid, it will accelerate degradation of all worn weapons, items, armor when in range.
Wasteland – respawn of resources should be stopped in range until toxic mist vanishes.
Bomb Silo: a structure to be build where bomb needs to be kept. When builded and equiped, it will be shown on the map with special sign (like Trading Station does). Cost of bomb silo: 500 steel, 500 plastic, 500 mechanical components, 500 high tech components, 2000 cement. Area 10x10 squares.
Highly hazardous: bomb needs to be kept in bomb silo. It will detonate automatically after 15 mins being outside silo. When set on detonation square, countdown time will be 60 secs.
Missile Launcher: structure to launch bomb automatically targeted on manually given coordinates.
Cost: 2000 steel, 500 plastic, 500 mechanical parts, 500 high tech components, 500 electronic components.
Activation Card/Key: item. Will activate Missile Launcher control panel when in users inventory. Destroyed after use. To be dropped in Radtowns, veeeeeery rare.

Purpose
the same like atomic arsenals of USA and USSR during Cold War. To make „bad boys” calm down, otherwise their base will dissapear with no coming back to it within a week. It should act like prevention, not being used actually (that is why it should be exteremely expensive to craft and hold).

3
Ideas and suggestions / Miscellaneous
« on: September 05, 2018, 12:25:25 pm »
Some ideas of different sort:

more decorative structures - armor rack, bench, bulletproof windows, fountain, electric wires with lightbulbs, electric power generator

It would be great to have an option to harvest and plant seeds of water berries and glowing mushrooms. Can be done by some high tier farming/chemistry technology. I already imagine a base made in late 70's disco - funk style, with blue and pink glowing walls.

Picking sand and clay by pickaxe is not a best solution in real life. A SHOVEL does this job much better. So it should do in the game.

Land mines and cautionary signs as passive base defence to be set in area of landclaimer

A game should have an end game purpose/danger - like alien/rad mutated monsters swarm that will destroy all life on it. Survivors main mission would be to prepare for that danger and beat it. Raiding/scouting randomly groups of agressive rad monsters should be included. The later the gameplay, the more agressive/ the bigger the groups.

Baloons/Airships with stations/docks for traveling between locations.

More mellee weapons/armor options - maybe samurai style?

edit: Does trading station have a built in refrigerator? Because food spoils quite fast in it.

More to come if you want to. Cheers  8)






4
Ideas and suggestions / Trading
« on: August 30, 2018, 12:18:29 am »
Do you like the sound of money flow and the "cha-ching" effect made by your cash register? Let the profit rule the world!

Trading

Well, almost no experiences on that field, because trading doesn;t exist in the game at the moment. And I mean buying and selling goods for coins. Because barter is doing quite fine.
As for the moment the biggest issue for other players is to travel to my trading station through the whole map and buy/sell nothing. Mostly because they don’t know in advance what i want to buy or sell. They get that info while on place and that is too late (u dont bring your whole inventory of stuff for a trip in which u can die every three seconds and lose all). Therefore i suggest adding a new building – trading info point – in which u will be able to check buying/selling lists of all active offers and the name of the trader. To be build by the players itself. Then everyone will be able to find and compare the buying/selling offers and make a choice or even reservation.

The same with jobs. Like: need 200 coal. Time to do:24 hours. Payment: 20 steel ingots. Payment locked in advance in the machine. When another player chooses offer it will lock for him. When done: payment + LP bonus. When failed - LP substraction and offer is active again till cancelled by the "caller". Can be done the same way as trading + info points build by players itself.

5
Ideas and suggestions / Teamwork
« on: August 30, 2018, 12:14:05 am »
You like to cooperate? Joining efforts should benefit? So, why don't we try this.

Team work

I don’t know what is the main goal for the game set by its developers, but if it is a cooperation and team work then the „to do” list is long.
First of all, there should be an opportunity of making/ joining  some sort of community (like guild or tribe) with bonuses dealing from it.
Theoretically in every community, sooner or later, people start to specialize in their actions and professions. Someone is a farmer, other is a smith, warrior, etc. A new skill „Brotherhood” should be introduced. And all guild members should receive experience points for every action every guild member will do. Because their single actions have an influence on all other guild members actions and alltogether they create a system. Bonusses, for example: level 5 – all members gain +2 hp, level 10 – mining, woodcutting, farming, crafting, etc speed increase by 2%, level 15 – something, level 20 – something.
And/Or
A community can have a bonus from its complexity. The more professions (skill exp points of its members by types in comparison to a „ideal community index”) in a community the better rewards.
Message board and local chat for guild members. Chat is obvious, message board – to leave notes to other members (for example request for resources, „to do” list) that are offline in particular moment to be read and edited in the future by the others. Wooden signs are to small – checked.

I see a huge potential on the „building community” field, with local trade, authority, crime and justice, and even urban planning instruments. But players need to feel save to move from one place to another. Guild can possibly guarantee that.

6
Ideas and suggestions / Run/flee option
« on: August 30, 2018, 12:11:03 am »
You don't want to die and loose all your inventory, armor, weapon and LP? Maybe that is the answer for your concerns!

Run/flee option

Again, like in Fallout 2 combat mode – a player should have an opportunity to run away (to escape zone on the edges). Of course after paying „the cost” of such escape. For example – 20% of inventory and loose of 10 LP (gained by the winner) . Sometimes maybe the attacker will be running away – that might be the cost of bad choice. And when the fight ends with death – read above.
This will force players to think and calculate before pulling the trigger (clicking the mouse buton) while unexpected meeting on the screen. No „first shoot then talk” strategy, but „lets talk and maybe trade” strategy.
After the fight resolves by escape, both of the players will not be able to attack each other for sometime (like 2-3 minutes). Otherwise the escape would be non-effective.

7
Ideas and suggestions / Combat
« on: August 30, 2018, 12:08:29 am »
Any ideas how to make combat more fair for both sides? Below is my suggestion. Lets talk about fighting!

Combat

There is no combat system in the game right now. And it is very unfair in relation to more developed vs less developed players. The actions I have experienced on EU server prove, that when two players meet on the screen and one (more developed - > better armored and protected) wants to attack the other one (less developed), there is no fight. Because in fight both opponents have a chance  to make their actions. In this situation it is an execution. Like in animal world – stronger eats weaker.
It hurts esspecialy when a player is almost ready to advance the new tech level and suddenly dies in a stupid way with 243 LP points (T2->T3). Just because while chopping down a tree he got three shots from a by passing player – just because he can shoot you for no reason and with no consequences. And even didnt stop to see/take the loot. Just to kill.
My suggestion: combat system like in Fallout 2. When an agressor wants to attack another player he must walk into his „personal area” of  2 squares (like 2 blocks of wall).  No shooting on distance, attacking from SW to NE (by the way – u know why?  - because chat is blocking the view on the screen) or N-S line (because monitors are rectangles, not squares), no sudden deaths while checking the map.  You walk  into 2 squares = you want to fight. And then the fight begins like in fallout 2. In turns (3 seconds for each – move, shoot, hide), alternately,  but with weapons and armors from the game and with use of all environmental features as in place (like trees blocking the line of sight, ores lying on the ground and giving some cover, etc.) And with use of players skills (like boost to cover when survival skill is high, or attack boost when conventional weapon skill is high or damage boost when melee or mining are high). Then the combat is a fight – because both players have a chance to make their actions with weapons of their choice and their abillities.

8
Ideas and suggestions / Loot
« on: August 30, 2018, 12:06:30 am »
A new thread for "Loot" solution prososal. Lets talk about it!

Loot

Back to the magical influence (boost) of loot and its „happy birthday” effect.  When u get super things in loot, mostly like armor and weapons (with ammo), there should be relationship with the ability of using that weapon/armor and your characters skills. Let me explain it on the example of T4 sniper rifle. Now, if you somehow manage to get it, you can use it with no negative effects.  My suggestion is:
T4 sniper rifle. Weapon effectiveness is 100% when your conventional weapon skill is min.10, survival skill is min. 10, and hunting skill is min.10. When you meet only two out of three conditions, weapon effectiveness drops by 30% and destruction time speeds up by 15%. When u meet only one out of three, effectiveness drops by 60% and destruction time speeds up by 30%. When u dont meet any out of three, effectiveness drops by 90% and destruction time speeds up by 45%. Simple to argument: you don’t know how to use it so you use it the wrong way and that causes less damage/protecction and faster breakdown.
Accordingly T3 weapon or armor – two conditions. T2 – one condition
This way the magic effect of loot will be neglected for unexperienced or unwilling to develop players.


9
Ideas and suggestions / Punishment
« on: August 30, 2018, 12:04:46 am »
To clear things up and letting focus on one topic, as suggested by Devs, a new thread for punishment idea. Lets talk about it!

Punishment

Therefore I hardly recomend introducing system of punishments for killing other players. Let it be a skill of „negative influence” for killing others, based on the level of the player (tech tree). Now, for every player executed,  u get some X negative skill points, counted for example like this
Agressor – Victim (opposite the same way)
T4 vs T4 – X points
T4 vs T3 – 120% X points
T4 vs T2 – 150% X points
T4 vs T1 – 200% X points
When a killer gets enough X points, then a game  will choose him randomly a „mental disorder” that will affect his gameplay till the end. My proposals:
„Selfdestruction” – feeling quilty for his bad behaviour player wants to hurt himself or even commit a suicide -  reduction by 90% 3 most advanced skills
„Addiction to alcohol” – simple, u dont drink regularly, u loose hp faster than u can heal it with meds
„Aversion to blood” – u hate the smell and view of blood. From now on u cannot equip weapons and hunt for animals.
And more.
Then the X counter resets and all starts all over again. So, imagine a player who likes to eliminate others and does it stubbornly – triple selfdestruction and aversion to blood combined with alco bottle. Nice combo?
Addictionally, when attacker kills a player he will loose his LP points  - lets say 50 LP per death.
And when an offline player is killed – he keeps his inventory. No acccess to the attacker.

10
Ideas and suggestions / CryoFall
« on: August 29, 2018, 01:11:01 pm »
Because I read it like this for the first time.

In advance, sorry for any mistakes, English is not my mother tounge.

Since a week passed with my new adventure – CryoFall, I would like to share some of my experiences and give some suggestions.
All of these are my personal thoughts and opinions based on the game with which you dont have to agree. Numbers and names are just the examples to explain the ideas.

First of all, the strategy „give all the players a gun and let them kill each other” was a bad choice. My experiences from EU server proved, that killing for „loot” was a minute to minute action (and I was the victim here, not an attacker). And executing other players (often being offline) just for fun and „I just can” did a lot of damage to the game at this stage of development. In my opinion many players lost their attention forever after few sudden deaths without opportunity and patience of checking the game content, specially T3 and T4 (technology tiers). And game has a great potential already and I feel (well i know, found in trading station) there will be much more. And I guess there will be 10 tiers in tech tree.
But for the time being – the damage has been done, for the future – twice the effort to bring them back.

Punishment

Therefore I hardly recomend introducing system of punishments for killing other players. Let it be a skill of „negative influence” for killing others, based on the level of the player (tech tree). Now, for every player executed,  u get some X negative skill points, counted for example like this
Agressor – Victim (opposite the same way)
T4 vs T4 – X points
T4 vs T3 – 120% X points
T4 vs T2 – 150% X points
T4 vs T1 – 200% X points
When a killer gets enough X points, then a game  will choose him randomly a „mental disorder” that will affect his gameplay till the end. My proposals:
„Selfdestruction” – feeling quilty for his bad behaviour player wants to hurt himself or even commit a suicide -  reduction by 90% 3 most advanced skills
„Addiction to alcohol” – simple, u dont drink regularly, u loose hp faster than u can heal it with meds
„Aversion to blood” – u hate the smell and view of blood. From now on u cannot equip weapons and hunt for animals.
And more.
Then the X counter resets and all starts all over again. So, imagine a player who likes to eliminate others and does it stubbornly – triple selfdestruction and aversion to blood combined with alco bottle. Nice combo?
Addictionally, when attacker kills a player he will loose his LP points  - lets say 50 LP per death.
And when an offline player is killed – he keeps his inventory. No acccess to the attacker.

Loot

Back to the magical influence (boost) of loot and its „happy birthday” effect.  When u get super things in loot, mostly like armor and weapons (with ammo), there should be relationship with the ability of using that weapon/armor and your characters skills. Let me explain it on the example of T4 sniper rifle. Now, if you somehow manage to get it, you can use it with no negative effects.  My suggestion is:
T4 sniper rifle. Weapon effectiveness is 100% when your conventional weapon skill is min.10, survival skill is min. 10, and hunting skill is min.10. When you meet only two out of three conditions, weapon effectiveness drops by 30% and destruction time speeds up by 15%. When u meet only one out of three, effectiveness drops by 60% and destruction time speeds up by 30%. When u dont meet any out of three, effectiveness drops by 90% and destruction time speeds up by 45%. Simple to argument: you don’t know how to use it so you use it the wrong way and that causes less damage/protecction and faster breakdown.
Accordingly T3 weapon or armor – two conditions. T2 – one condition
This way the magic effect of loot will be neglected for unexperienced or unwilling to develop players.

Combat

There is no combat system in the game right now. And it is very unfair in relation to more developed vs less developed players. The actions I have experienced on EU server prove, that when two players meet on the screen and one (more developed - > better armored and protected) wants to attack the other one (less developed), there is no fight. Because in fight both opponents have a chance  to make their actions. In this situation it is an execution. Like in animal world – stronger eats weaker.
It hurts esspecialy when a player is almost ready to advance the new tech level and suddenly dies in a stupid way with 243 LP points (T2->T3). Just because while chopping down a tree he got three shots from a by passing player – just because he can shoot you for no reason and with no consequences. And even didnt stop to see/take the loot. Just to kill.
My suggestion: combat system like in Fallout 2. When an agressor wants to attack another player he must walk into his „personal area” of  2 squares (like 2 blocks of wall).  No shooting on distance, attacking from SW to NE (by the way – u know why?  - because chat is blocking the view on the screen) or N-S line (because monitors are rectangles, not squares), no sudden deaths while checking the map.  You walk  into 2 squares = you want to fight. And then the fight begins like in fallout 2. In turns (3 seconds for each – move, shoot, hide), alternately,  but with weapons and armors from the game and with use of all environmental features as in place (like trees blocking the line of sight, ores lying on the ground and giving some cover, etc.) And with use of players skills (like boost to cover when survival skill is high, or attack boost when conventional weapon skill is high or damage boost when melee or mining are high). Then the combat is a fight – because both players have a chance to make their actions with weapons of their choice and their abillities. Even run/flee.

Run/flee option

Again, like in Fallout 2 combat mode – a player should have an opportunity to run away (to escape zone on the edges). Of course after paying „the cost” of such escape. For example – 20% of inventory and loose of 10 LP (gained by the winner) . Sometimes maybe the attacker will be running away – that might be the cost of bad choice. And when the fight ends with death – read above.
This will force players to think and calculate before pulling the trigger (clicking the mouse buton) while unexpected meeting on the screen. No „first shoot then talk” strategy, but „lets talk and maybe trade” strategy.
After the fight resolves by escape, both of the players will not be able to attack each other for sometime (like 2-3 minutes). Otherwise the escape would be non-effective.


Team work

I don’t know what is the main goal for the game set by its developers, but if it is a cooperation and team work then the „to do” list is long.
First of all, there should be an opportunity of making/ joining  some sort of community (like guild or tribe) with bonuses dealing from it.
Theoretically in every community, sooner or later, people start to specialize in their actions and professions. Someone is a farmer, other is a smith, warrior, etc. A new skill „Brotherhood” should be introduced. And all guild members should receive experience points for every action every guild member will do. Because their single actions have an influence on all other guild members actions and alltogether they create a system. Bonusses, for example: level 5 – all members gain +5 hp, level 10 – mining, woodcutting, farming, crafting, etc speed increase by 2%, level 15 – something, level 20 – something.
And/Or
A community can have a bonus from its complexity. The more professions (skill exp points of its members by types in comparison to a „ideal community index”) in a community the better rewards.
Message board and local chat for guild members. Chat is obvious, message board – to leave notes to other members (for example request for resources, „to do” list) that are offline in particular moment to be read and edited in the future by the others. Wooden signs are to small – checked.

I see a huge potential on the „building community” field, with local trade, judgement, crime and justice, and even urban planning instruments. But players need to feel save to move from one place to another. Guild can possibly guarantee that.

Trading

Well, almost no experiences on that field, because trading doesn;t exist in the game at the moment. And I mean buying and selling goods for coins. Because barter is doing quite fine.
As for the moment the biggest issue for other players is to travel to my trading station through the whole map and buy/sell nothing. Mostly because they don’t know in advance what i want to buy or sell. They get that info while on place and that is too late (u dont bring your whole inventory of stuff for a trip in which u can die every three seconds and lose all). Therefore i suggest adding a new building – trading info point – in which u will be able to check buying/selling lists of all active offers and the name of the trader. To be build by the players itself. Then everyone will be able to find and compare the buying/selling offers and make a choice or even reservation.

The same with jobs. Like: need 200 coal. Time to do:24 hours. Payment: 20 steel ingots. Payment locked in advence in the machine. When another player chooses offer it will lock for him. When done: payment + LP bonus. When failed - LP substraction and offer is active again till cancelled by the "caller". Can be done the same way as trading + info points build by players itself.

Traveling

I often read on chat – oh man, that walking is so long and boring. Why it cannot be faster.
Well, it is truth. It is long and can be boring, unless u do some other actions while travelling (like chopping down rubber trees, collecting berries, hunting for people – not on US server !!!).
Therefore i dont think a vehicle is needed. But for sure will be welcomed. At least a bicycle.
For me the only inconvinience is wild life – avoiding wild agressive animals (if u dont want to kill them). Therefore i suggest to add an ultra high sounds whistler to the top armors, that will „scare” the animals and stop them from attacking us.
So every bear can act like chicken;D 8)

Uff, done for now.

Pages: [1]