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Messages - ai_enabled

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1
Ideas and suggestions / Re: Pragmium Sensor
« on: July 10, 2020, 03:29:51 pm »
There are only two sounds (ping and pong) and the only difference is the timing between them.

2
Ideas and suggestions / Re: Pragmium Sensor
« on: July 10, 2020, 03:04:33 pm »
By the way, the server doesn't disclose the actual position of the pragmium node or the actual distance to it. It just sending sound events at the custom rate. The client receives the events and plays the sounds.

So the mods would be pretty useless and don't really improve the gameplay or provide any advantage for the mod owner. It would a problem to even display a simple circle for the search area as its bounds are not clearly defined. E.g. you stand in position X=1000 Y=1000 and receive the weakest signal, walk to X=1020 Y=1000 (for example) but still receiving exactly the same signal's strength (there are only 5 levels of the discrete signal strength so triangulating even an estimated location is a problem).

Regards!

3
Ideas and suggestions / Re: Pragmium Sensor
« on: July 10, 2020, 02:30:15 pm »
Hello!

The sensor just produces ping-pong sounds. The time between the ping and pong sounds depends on the distance to the closest pragmium pillar (the closer you are, the faster the pong will be heard; if there are no pragmium pillars nearby, no pong sound will be heard).

So the player just needs to walk around and pay attention to the difference in sounds. If you hear the pong sound started sounding quicker than before, you're on the right track! And vice versa.

While working on this feature I've tested it extensively and here is one of the first runs https://www.youtube.com/watch?v=VcGSS2vMkjA as you can see I've quickly located plenty of pragmium pillars.

I'm not sure if adding any visual indication on the map would be reasonable and not confuse players more. The device is essentially made as simple as possible. ;)

Regards!

4
Hello!

Thank you for your feedback!
We can adjust the balance a bit but the upcoming A27 Update is finalized now (all texts submitted to localization) so no new content could be added. We will consider new ideas for A28 Update! :-)

Regards!

5
The feature is implemented for A27 Experimental version with the release planned for mid-July.
Stay tuned!

6
Game discussion / Re: Nice QoL addition!
« on: July 09, 2020, 09:35:58 am »
Sure. Enjoy the game! :-)

7
@snzRoland, right, but it's still a ton of data every time you enter the base + "bookkeeping" overhead (to keep everything updated in live). Even with some smart approach with caching the data and applying only delta updates (e.g. when player returning to his/her base after a while, the state is synchronized by applying changes that happened while this player was away), it's still a challenge.
Plus everything is getting way more complicated with armored safes and other structures with limited access (e.g. a room behind a door that cannot be accessed by everyone) so the available item lists might be different for each player.
Unlike a singleplayer game where this feature is straightforward to implement, in our case, it could easily take days or even weeks of our time that we may better spend on something else that is requested by the community or planned in the roadmap.

Regards!

8
Hello!

Thank you for your feedback! These improvements are suggested from time to time and we're thinking about it.

The biggest problem preventing us from even experimenting with these ideas is that the game is multiplayer—unlike a singleplayer game, all the data need to be synchronized over the network. So providing the information (and keeping it up to date) about the content of all the chests and crafting stations in the player's base is a challenge.
While network bandwidth is not a concern for many countries in the world, some countries have a very limited (and expensive) network capacity and we need to keep that in mind (e.g. we're renting only 5 Mbps servers in mainland China and South America, and they are extremely expensive with every extra Mbps to cost 10 USD/month).

Let's see how it goes with the upcoming update (A27) where we've added new features such as structures relocation or redesigned crafting stations to make them more compact.

Regards!

9
Bug reports / Re: Drone Control Durability & Repair
« on: July 08, 2020, 05:11:52 am »
Hello!
Thanks for reporting! The patch is coming soon.

Regards!

10
Ideas and suggestions / Re: Wheather
« on: July 08, 2020, 04:03:55 am »
Hello!

We're considering to work on the weather effects in one of the upcoming updates.
Stay tuned!

11
Bug reports / Re: A27 Super Heavy item cost !
« on: July 07, 2020, 10:06:31 am »
Hello!

Thanks for reporting. We will reduce the high-tech components requirements from 20 to 10 for Super-heavy and Pragmium armor, and also change the recipe for high-tech components a bit.

Regards!

12
Bug reports / Re: Trading station Exploit
« on: July 07, 2020, 08:27:47 am »
It will be fixed in the upcoming patch for A27 experimental version.
The trading station will buy items only with 95% or higher durability/freshness.

Regards!

13
Game discussion / Re: A27 energy weopons
« on: July 07, 2020, 07:37:17 am »
We've considered and it's a good idea to add some stun effect for laser rifle to make it more useful.
Let's see how it plays when we release a patch for the experimental version today.

Regards!

14
Bug reports / Re: PVE Droids
« on: July 07, 2020, 07:09:50 am »
Hello!

Thanks for reporting. Sure, we've added a 15 minutes claim for such dropped drone and its items for the upcoming patch for the A27 experimental version.

Regards!

15
Bug reports / Re: A27 experimental 2 minor bugs
« on: July 06, 2020, 02:14:19 am »
Hello!

Thank you for reporting!
The drones' operation with forbidden objects will be fixed in the upcoming A27 patch.

Regards!

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