CryoFall

CryoFall

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Desolator May 6, 2021 @ 6:17am
Server settings
I've seen the private / solo server settings, but if I want to host my own dedicated server, can I change rates separately? Ie: can I set harvesting rates to x5, but event drops (like the space drops to x1), or change smelting to x3, but leave other crafting at x1?
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Showing 1-6 of 6 comments
ai_enabled  [developer] May 6, 2021 @ 6:37am 
Hello!

You can adjust many server rates independently. Though there is only a single rate that applies together to resource gathering and the loot that you get from the radtowns/ruins and space drops (which makes sense considering they're all balanced, if you raise resource gathering rate but events continue providing the normal amounts, the events will be much less interesting to participate in).

You can find more details in my reply in this topic https://steamcommunity.com/app/829590/discussions/2/3142927289448184017/#c3142927289448212189

Regards!
Desolator May 6, 2021 @ 6:55am 
Originally posted by ai_enabled:
Hello!

You can adjust many server rates independently. Though there is only a single rate that applies together to resource gathering and the loot that you get from the radtowns/ruins and space drops (which makes sense considering they're all balanced, if you raise resource gathering rate but events continue providing the normal amounts, the events will be much less interesting to participate in).

You can find more details in my reply in this topic https://steamcommunity.com/app/829590/discussions/2/3142927289448184017/#c3142927289448212189

Regards!

I really, really beg to differ on the resource and event rates being tied together. Yesterday I was on a server where I got 5(!) super heavy armours, 5 heavy rifles, and 300 rounds for them, completely invalidating anything else I might craft as it's literally the highest tier weapon and armour. had I gotten 1 piece of armour and gun, with maybe 50 odd rounds, I'd be a lot more careful with them. needing 1k cement to build some fancy brick walls is also totally separate from getting end game items "for free"

Being able to set drops or droprate for individual events would be a pretty good addition imho.
ai_enabled  [developer] May 6, 2021 @ 7:13am 
1. On an x5 rates server you can also craft these items much easier as you collect resources for them at x5 amount. That's why we usually don't recommend playing on a server with the rates higher than x2. The inventory is overcluttered all the time. x2 is already a much, much faster game!

2. Getting a reduced amount for space drop or boss event on an x5 may sound like a good idea, but if players don't get x5 resources from meteorite event or creature migration event, they will absolutely not worth the effort on an x5 server as players can much better spend their time on something else.
As you've mentioned, we will need separate settings for individual events. But it will result in an explosion of the number of server settings (+8 settings to existing few dozens) and increase the complexity of the code...

3... which is a problem as bringing too many rate settings will only make configuration inconvenient and error-prone (someone will definitely miss that the drop rates for events are adjusted separately and end up with an unbalanced server; the number of settings is already huge and most players don't read all of them).

4. Finally (and unfortunately), it's the same drop roll system that provides items to players in every case (mining minerals, gathering grass, searching a crate in a radtown/ruins, opening the space debris, obtaining boss loot, everything!) according to the loot table, so bringing a separate rate for events only would require us refactoring the code greatly which is hard to justify unless it's requested often (but it's the first time we receive a request to implement this).

5. But don't get frustrated. We're aware that there is no one-size-fits-all approach so the whole game was made completely moddable and the whole game source code (except the engine) is available on Github[github.com]. So if the community isn't happy about something it's possible to create a server mod to bring the necessary changes (e.g. to modify the loot table as necessary for anything). Sometimes we get inspired by the mods created by the community[forums.atomictorch.com] and incorporate good ideas into the game.

Regards!
Last edited by ai_enabled; May 6, 2021 @ 7:16am
Desolator May 6, 2021 @ 7:29am 
1) x2 is still a pain if you want to build a nice base. basic building resources can easily use a x5 multiplier as otherwise you run around for hours just getting a simple T3 landclaim fenced off with some brick walls.

2) that's why separate settings for events would be nice
3) people not reading the settings when they're changing them is their problem... I find the text file easy and very clear on what everything does.
4) honestly sounds like it mostly comes down to this. I feel like drops could be separated into a cluster of items: basic (non processed) materials like wood, ores, oil, etc. processed (metal bars, rubber, flux, etc). combat; anything offensive / defensive, including bullets.

I don't really get why the drop/roll system itself is an issues, since that can still be used, it just needs to pull from different tables or whatever you use for assigning loot (I can't code, and have only a passing understanding of it, so point 5 is a non option for me)

Anyway, I'll just put the droprate at something lower and see how it plays I suppose
ai_enabled  [developer] May 6, 2021 @ 7:51am 
Understandable.
There are many loot tables in the game and some of them are pretty complicated. E.g. for the space debris loot, we have this loot definition https://github.com/AtomicTorchStudio/CryoFall/blob/master/Core.cpk/Scripts/StaticObjects/Misc/Events/ObjectSpaceDebris.cs#L77 so following this path will require careful editing of a lot of code and loot table definitions.

The idea of classifying item types is interesting, but there are several hundreds of various item types. Classifying them into the suggested categories and refactoring the loot system to introduce different rate multipliers for each category would also require a lot of work.

So, yes, it mostly comes to the extra complexity (==testing and still a possibility of some unexpected bugs) and extra work that is hard to justify. The truth is that we're already overloaded with plenty of high-priority tasks. This topic was never raised before, if it gains popularity we may give it a higher priority.

Regards!
Desolator May 6, 2021 @ 8:21am 
Yeah, I totally understand that it's not a super high priority right now, and tbh, I'd rather see more PvE content if I had any choice in how you allocate your time and resources :D
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