安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Yes, we're going to provide this feature in the future updates. The problem is that it requires drawing sprites for each orientation of each building you want to rotate. Our artist is currently busy drawing new items and buildings but later he can revisit existing assets. It's just a matter of time.
Regards!
Playing with other (active/chatty) people also gives you the opportunity to barter with them and outsource some of the resource gathering so you can focus on other stuff. I honestly was 0% interested in the Multiplayer aspect besides the convenient trading machines but after someone in my server started to organize a big group of players it opened up a nice business opportunity so i could focus much more on the LP and complex manufacturing, i still play solo but it certainly is much less of drag if you can trade with people for those raw materials that takes a while to gather.
Edit: If anything, if the devs could make a shared market area around the center of the map that would be swell, having a bunch of stores spread out here and there on the map makes it a bit harder to trade with people if they have to move so far, but if stores concentrates on an easily accessible area it would certainly make the economy thrive faster.
Similar idea here - we want people to specialize in different areas and then use their specialization to their advantage. Maybe you can make T4 weapons and ammo and then sell them to buy T4 armor from other players.
That said, it is still possible to unlock everything in the game. Most of the players who played before usually unlock all technologies in two weeks.
The good advice is that player should not stick to a single activity (like trying to grind LP solely from mining or woodcutting) and simply explore the game in full. Try looting radtowns, farming, cook better food (it provides bonuses for many actions), craft cigars (movement speed bonus), craft strength boosts (+50% bonus for mining/woodcutting speed and they don't require anything special—all components could be gathered simply while you're running for other resources), don't miss opportunity to hunt and loot creatures, etc. Keep your crafting queue full. Always use the best tools.
If you try to grind LP from mining or woodcutting, you will end up with maxed out skill which is not providing that much LP anymore (though you can use strength boosts to maximize it), while the skills which you've not yet explored (or have low level) will provide a very good LP gain bonus for them.
That said, you are absolutely correct in saying that unlocking new technology takes too much time. As I mentioned in another topic - we are absolutely not happy with the current balance. After collecting enough statistics and feedback with this update we are planning to completely change the way LP are acquired. First of all, we will significantly boost baseline LP acquisition speed from all activities and increase learning skill progression. Then we are planning to introduce alternative ways to get LP, not just from skills and quests, but from a completely new system. And finally, we are also planning to boost LP gain on PvE servers as most players tend to play solo there, rather than uniting into large groups like PvP servers. So, playing solo will be more fun.
So, please give us some time and I'm sure you can really enjoy the game with A25 update which not only will address the LP and balance in general, but also introduce a lot of PvE content and new features and mechanics.
It is a bit of a grind but if you enjoy what you are doing (i do!) you won't think much about it.
Sorry for the late reply but BlueFenix brings up a good point. In the later stages 500 LP is a really big investment to open up a tech tree, then you'll spend another 100-300 LP getting the specifics that interest you only to find out the main component needed to craft all the items in that tree is found in a different tree. It's a bit of a noob trap to say the least.
A couple suggestions for this;
Let the player see the crafting requirements in a tooltip for each item unlock.
Reduce the amount of LP needed to unlock a new tree but raise the LP cost of individual techs/items, so the overall cost of the tree stays roughly the same. This means the player will get a couple unlocks earlier into a new tier but overall should have the same amount. It'll also mean smoother progression, 600 LP is too big of a milestone to unlock something you need another 600+ LP to make yourself.
While I'm not against the idea of trading, the custom/mod features of the game means that sometimes the server that's best for you isn't the most active/popular. I started my 2nd char on a server that uses a bigger stack mod and only one player has a vendor setup, unfortunately it hasn't been very active. But in general I think it's a bad idea to make the intended experience dependant upon other players, especially what I'd consider core features.
The vendors are cool, but maybe trading should have the same necessity with a new end game type system... like maybe the awesome, unique device I want needs 25 super rare diamonds, so I want to trade these rubies and emeralds I've gotten for them. Just an example... maybe with more, new tech it'll seem more reasonable.
https://steamcommunity.com/ogg/829590/announcements/detail/1689348669661922731
the next A26 Update will improve the balance further in Tiers 3 and 4 to minimize the excessive grind.
A26 Update will also bring the first boss and probably at least one new PvE mechanic so stay tuned!
once there is even a hint of pvp, I check out and hard... so that isnt going to happen, pvp means hard pass for me.
You can try a free 8 hours demo version installable from the game page https://store.steampowered.com/app/829590/CryoFall/
if you like the game you can get the full game and continue playing.
In over 1000 hours on PVE servers I have never suffered damage. As someone who hates PVP I can confirm that the Cryofall Servers are completely safe for anyone who wants purely PVE.
Hope this helps )
torac, looking at your review at the bigging of the thread how would you compare the PVE then to now?
Hello BauerHaus.
First of all, I agree totally about the devs being active, not only in this thread but across the forums and even ingame. ai_enabled and I have spoken on the testing server and I can assure you I have no doubt to commitment they have to providing a rewarding PVE experience.
As regards the development of PVE, if you are a casual player, one who games as a social experience rather than just to max out and do everything, then Cryofall PVE is an excellent game. I have very much enjoyed chatting with fellow players while out harvesting or crafting. There is a depth of game, particularly increased since my earlier post in the farming area. There are more mobs than in the earlier report, faster travel, roads, larger maps etc. Without doubt the devs have been considering the PVE player in their plans.
I do believe in being honest, and I hope helpful, so I will add this. To have longevity as a PVE game I believe the addition of dungeon type experiences, both solo and group, together with quests and encounters that require players to assist each other would be great additions to the game. These shouldn't be forced on players, but should allow ad hoc grouping with whoever is on, rather than rely on guilds, but would add to the PVE experience.
The devs have plans for future PVE progress, I am sure, and I have every confidence they will come to fruition, just not as quickly as I (or they themselves) would like. If only they didn't insist on eating and sleeping-lol.
Hope this helps )