Wayward

Wayward

Dipperly Feb 4, 2018 @ 8:23am
Some questions...
Hi guys, new to the game and love it.

So, any idea if there is a mod to make combat/Injury/heal system more like UnrealWorld or NeoScavenger, with that mechanics this would be like the best game. Mods do not seem to be updated and tbh didn`t find any that suits how I play to play this games.

Also, I like they made multiplayer for such a game, but right now it needs some balancing, or at least more options to tweak it. I tried playing with a Friend and it wasn`t something to enjoy compared to playing it alone. Real-time just doesn`t feel correct for this kind of game
Originally posted by Drathy:
I guess it depends on what you mean by remaking the combat system.

There's plans to redo ranged attacks, add in abilities/specific combat actions, add in creature status effects, add in location-based damage/statues, etc.

The issues you mentioned for multiplayer is some of the reasons why some people like it over turn-based; I assume because those people aren't used to turn-based games? I'm sure the reasoning is quite varied. The stats, resting, spawning, etc. all work different and are balanced differently than in SP, so I guess I would need more information on what exactly are the issues you are having. There's plans to add customization for all timers in the game though similar to what you mentioned I think.

I also secretly want to add turn-based to multiplayer since it seems like something a couple people have mention wanting to try. But we'll see what Spacetech (MP developer) thinks about that, hah.
< >
Showing 1-8 of 8 comments
Drathy  [developer] Feb 4, 2018 @ 10:40am 
Not that I know of. The full compatible mod list is here: http://steamcommunity.com/workshop/browse/?appid=379210&requiredtags%5B%5D=Featured

Multiplayer options can be found in the multiplayer menu when playing (or before starting a game), but I guess it depends on what you mean.
Last edited by Drathy; Feb 4, 2018 @ 10:41am
Dipperly Feb 4, 2018 @ 2:20pm 
Originally posted by Drathy:
Not that I know of. The full compatible mod list is here: http://steamcommunity.com/workshop/browse/?appid=379210&requiredtags%5B%5D=Featured

Multiplayer options can be found in the multiplayer menu when playing (or before starting a game), but I guess it depends on what you mean.

Hey, thanks for your answer! Yeah tried looking there but with no luck, I guess you aren`t planning on completely remaking combat system right? ^^

I mean, when I play sp, I can drink a nice cup of tea and smoke something, yet play the game with no problems.

Yes, in multiplayer I can change the tick time, but I have to be constantly doing stuff or basically the time will kill you, hunger, thirst, durability, metabolism, all that should be balanced in a different way for multiplayer IMO, or maybe give more sandbox options like project zomboid has, you can basically customize, hunger, sleep, etc etc times before starting the game by just moving a slider. Can even change, mob decay, strength, etc etc...

Its not enjoyable to be forced to max your time basically, managing resources is fine, that ir part of rouge like games, not time though, unless we are talking about turn based.

The author of this topic has marked a post as the answer to their question.
Drathy  [developer] Feb 4, 2018 @ 6:10pm 
I guess it depends on what you mean by remaking the combat system.

There's plans to redo ranged attacks, add in abilities/specific combat actions, add in creature status effects, add in location-based damage/statues, etc.

The issues you mentioned for multiplayer is some of the reasons why some people like it over turn-based; I assume because those people aren't used to turn-based games? I'm sure the reasoning is quite varied. The stats, resting, spawning, etc. all work different and are balanced differently than in SP, so I guess I would need more information on what exactly are the issues you are having. There's plans to add customization for all timers in the game though similar to what you mentioned I think.

I also secretly want to add turn-based to multiplayer since it seems like something a couple people have mention wanting to try. But we'll see what Spacetech (MP developer) thinks about that, hah.
Last edited by Drathy; Feb 4, 2018 @ 6:14pm
Dipperly Feb 4, 2018 @ 9:02pm 
Originally posted by Drathy:
I guess it depends on what you mean by remaking the combat system.

There's plans to redo ranged attacks, add in abilities/specific combat actions, add in creature status effects, add in location-based damage/statues, etc.

The issues you mentioned for multiplayer is some of the reasons why some people like it over turn-based; I assume because those people aren't used to turn-based games? I'm sure the reasoning is quite varied. The stats, resting, spawning, etc. all work different and are balanced differently than in SP, so I guess I would need more information on what exactly are the issues you are having. There's plans to add customization for all timers in the game though similar to what you mentioned I think.

I also secretly want to add turn-based to multiplayer since it seems like something a couple people have mention wanting to try. But we'll see what Spacetech (MP developer) thinks about that, hah.

Ok first of all sorry for not doing the proper research; its that since I bought this game, could not stop playing it but I usually read the entire FAQ and forums.

That sounds very very interesting. By combat actions we could be talking of maybe things like:

Spear attack - decide - pierce/blunt/slash*1 (since you should be able to make blunt/slash attacks with a spear with a damage or hability nerf). And decide between head/body/limbs each attack with different % chance. Basically make it full turn based combat I guess.

Which also takes me to weapon mastery, will there be introduced maybe? Basically using a spear over time will make you better with spear-like weapons. Also wielding spear with 2 hands could increase effectivity and 1 hand a little nerf to ability to spear, some long 2 hand swords etc etc? Small swords, knives, etc would not have this issue of course, nor gain anything with 2 hand wield.

Also what about cold/heat? Different clothings fabrics, making fur beds for extra comfort and heat, fur clothes, etc... I read something about this but was old post.

*1 I guess that to simplify this it could have a hotkey or something like when you change between auto and burst-fire in fps games, hope this was not confusing.

I know probably this is a lot of a small company but time is not an issue for me seeing how active development is, because that is the only thing I really checked before buying since there aren`t previous games. This is a solid game already, the only part were it feels a bit "weak" is the combat system to be considered a full rogue like game, this is of course my humble opinion and preference probably as well.

I guess you are completely right, some people are not into turn based games. Having that said, I do like real time games, it is just how the mechanics are, but with more tweaking options for the user, it could be nice, nice to see this is already considered.

The "issue/s" would be that you really need to optimize your time since the time goes on, I guess that maybe for multiplayer the hunger, thirst, etc should be directly applied to what you do and maybe just slightly converged to time? idk, guess I am more of a turn based "fan" like you said.

Online turn based would just be sick, didn`t mention it since I have many idea of how to make it happen but non of them feel like something that would work. The cheapest one IMO would be make it combat instanced, would resolve all issues, something like old Pokemon games just the an example of the concept lol, there are many just came to my mind because of the graphics, but there are many ways I guess.

I don`t really want to waste more of your time either hehe :steamhappy:
Last edited by Dipperly; Feb 4, 2018 @ 9:08pm
Dipperly Feb 5, 2018 @ 7:09am 
btw is there a way to disable v-sync? Game runs smooth at 60fps but I can feel some kind of lag now and then even tho fps are stable. Yes I said lag and not fps drop, because it feels like lag or screen tearing idk...

Wasn`t able to find it looking through the game either, closest thing I found was launch option but there isn`t a v-sync option. I know that disabling v-sync might bring some problems depending on the game, I had one causing memory leak because of disabled v-sync. I just would like to try the game with fps capped at 80/90 though, and I can use msi afterburner for that so just being able to disable the option would be cool.

I have an i7- 16gb ram and gtx980, no issues in any other game.

Edited: Yep definitely I am experiencing some kind of lag while fps are lock at 60

Game is installed on ssd btw, just checked how my pc is running while playing the game and gpu temp is 44C and cpu 42C, both with a load lower than 20% at all times. Seems than very very little ram is being used, less than 300ram? Anyway to manually increase ram usage to maybe get the best of the game. I like how well optimized the game feels but is there any way to make it use more overall resources?

The "lag" is when I play zoomed at, the 2 biggers zooms are laggy while the closest ones not.

I am trying to put all items on chest and clean a little bit to see if that helps but right now I planted to many apples trees and might lose against nature, they are completely overunning the map, lol. Love it!
Last edited by Dipperly; Feb 5, 2018 @ 7:42am
Drathy  [developer] Feb 5, 2018 @ 10:54am 
Gotcha, thanks. There's nothing planned for combat quite like that, but anything is possible eventually. The end goal for the project is simulation, so a lot more depth will make its way in one way or the other. We kind of do things and set up priority based on responses we get on the community, and changes to combat is not as common as other suggestions at the moment, so not exactly sure on a time frame.

There's unfortunately not any vsync or fps-limiting options. It's likely what you are seeing is inconsistent frame rates. We are also unfortunately limited to processing on one CPU core. This is something out of our control based on the tech used. But the tech always changes, so it's likely this won't always be a limitation.

Have you tried the other rendering option by chance? Depending on your hardware it may run better. http://steamcommunity.com/sharedfiles/filedetails/?id=798938225
Under "Opening and editing the launch_options.json" you can see an entry for "renderer". Changing this to "opengl" may improve performance for you if it's GPU related.
Last edited by Drathy; Feb 5, 2018 @ 10:55am
Dipperly Feb 5, 2018 @ 11:12am 
Thanks for your answers and time, saw that rendering option but wasn`t sure what to do. Will try it once I come back home.

Might as well report the bug uploading files if needed, will check that video in a couple of hours too.
Dipperly Feb 5, 2018 @ 4:11pm 
Btw should have mentioned that I use an fps counter and it is just locked at 61/60 and have never seen it touch 59 even with "lag"
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Feb 4, 2018 @ 8:23am
Posts: 8