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Sky Island: Milestones, new systems, and balance #70634
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Just want to preface this by saying that I really appreciate the work you've done on this mod, been having a blast with it so far. With that said, I'm going to have to concur with both the concerns and solutions of (1). One of the biggest pain points for me starting out was the combination of large setbacks from dying on expeditions and the substantial chance that both exits would be effectively unreachable, leading to the unfun experience of losing of potentially hours of real-life progress at complete random. Losing good gear is one thing, but the bigger issue is the loss of warped items that are a) the result gradual warp shard accumulation over several runs and b) necessary to bring along every expedition due to either their functionality (most of the bags) or the rarity of their intended target (autodoc copyplate, which costs a whopping 30 shards). This on its own isn't an issue since there's nothing wrong with having higher stakes, but I feel that it starts becoming a problem when coupled with what can sometimes feel like forced losses with how the extraction points generate. Both sides of this are exacerbated in the early game, where gear is more precious and fewer kinds of terrain are passable. To give a couple of examples, rivers (as mentioned above) generally require either flotation vests or swim fins to make it across without abandoning most of what you are carrying (which becomes another piece of rare gear to possibly lose), cities require working vehicles and/or being really good at the game to traverse (depending on the size), and having to (for whatever reason) make it past a triffid grove is effectively a death sentence unless the player has a LOT of bullets. Going around some of these is possible, but some cities generate fairly large and the clock is always ticking. In any case, spending an hour walking through the surrounding forest isn't fun. To be fair, I know most of this is mapgen constraints outside of your control, and you did warn us that we would die a lot, but expeditions where it feels like there's nothing I could have done to prevent it still sting. #70442 alleviated this somewhat with the Skywards Beacon allowing effectively "rerolls" of especially bad spawns, but the exit being closer would still definitely be nice. For my part, I've admittedly taken to starting as a Teleporter from Mind over Matter and blinking my way through threats. As for (4), the dormant zombie rework in the base game might help with that. #70600, the initial enablement PR for it, got merged fairly recently (although they don't show up in the game just yet). Overall, I support the planned additions, and think that they would improve the player experience greatly. |
Would it be possible/a good idea if each new raid didn't generate a new area? Instead you'd go back to the last area you've visited, and the area would only reroll if you died or manually selected a reroll (either for free or at a cost). This allows you to work on an objective (such as clearing a horde) over multiple raids while still under raid time pressure. You could also setup temporary camps or loot stashes in-raid, at the risk of losing access to it if you die and the location is rerolled. As an extension - since the mod draws so heavily from EFT, would it be possible to have multiple such semi-static raid locations to choose from? A city, a forest, a large structue like mall or military base, a lab... With various unlock requirements and/or entry costs. |
I will just leave some thoughts and ideas.
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re: explore and loot in a small area around the exit, what if you give to the player a tool, that allow to teleport picked items.. somewhere, either to the exctraction point, or directly to island? in this case player won't need to carry all it's stuff in the fridge, giving more time for scavenging |
I’d agree with the shop generally not being a useful addition, however there is one kind of supply it could sell that would be very welcome; construction supplies. Sand, dirt, bricks and planks are all huge and even with a lot of storage carrying enough straw to build a thatch roof is an ordeal. I also think that the sky island being a square block is pretty ugly, especially if you play on cataclysm curses which relies on level’s being interesting shapes to look good. This has led me to think that, whilst I certainly agree that a blanket option to modify the overmap terrain on the surface would be problematic, the option to add/change some edge tiles would go a long way to making it feel more organic and allow for a little customisation. Especially if they are added to the edges instead of just mutated, conflicting with existing items and terrain would be less of a problem. There is one other terrain customisation option that would be very well appreciated, and that’s the ability to modify the terrain from just being short grass or dirt. Having either items or construction recipes to add water tiles, sand, clay banks or trees would allow for a lot more creative builds on the island, with water mills or small lakes. If the player does it one tile at a time, the problem with overwriting entire chunks of the map can be avoided whilst also adding more progression. I don’t like how the open air outside the island looks, but partially that’s because I play curses where it looks really bizarre. I’ll probably mod my files so that the island is surrounded by impassable water tiles. This may be an option you want to give people, or perhaps not. Farming isn’t really an option in sky island except on a tiny scale. You can’t just expand the island indefinitely due to technical limitations, but having more of the area directly surrounding the island be empty and having the option to ‘spawn’ a larger plot of land in that area for farming would be unnecessary but welcome. |
First, I would like to say my thanks appreciating your mod. Sky Island is the main reason I got back to CDDA, and I’ve been playing it for months now. It is amazing! Please see below a few suggestions I had in mind, some of them might be related to what others mentioned as well:
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How about some kind of vending machines to the island to gain players ability to get some construction materials, animals and supply? And modular buildings here like faction camps can be pretty interesting. Maybe more unlocking islands for extra purposes like planting too (can be even not physical, just menu with hired workers and tasks). I like idea about much quicker raids. Current ones so long, so I never play longer, than 3-4 at all before delete the world, because it's very tiring, plus generating the map for each raid take long time too. At result I longer waiting generation and find path to extracting point, than actually do the missions. After run with rivers for about 6h extraction path finding (where I originally had plan just to get some planks) I losing my hope to play any longer. |
In general I'm hyped for these changes but I find your solution for 3 a bit odd, while a having access to a basement early sounds nice and I get you want to let the player build where they want, isn't the more obvious and thematic way to circumvent 3 to have expansions to the island itself (and make it non square) and then allow the construction of premade stuff on those expansions, or are there technical reasons why expanding outside of 1 overmap tile is challenging? |
If you want to turn off rivers, you can do so like this:
For more toggleable options like this, see data/core/game_balance.json |
It would be really interesting if Sky Island could interact with the new dynamic mapgen. Choosing to be dropped in the eastern megacities vs. the rural west is an interesting way to control difficulty and/or search for specific locations. Also I think there's just more forests and cities in general now, at least in certain directions, so just hopping in a car and driving exactly where you want is less of a thing now. I'm excited to try the new style of missions, but I've generally found myself wishing for longer missions, not shorter ones. I think it would be fun to have to plan around survival mechanics, packing water and a sleeping bag and such, for a trip that takes several days. That said, I haven't thought of a great way to integrate that into the Sky Island gameplay loop. Maybe just put the exit hella far away and award warp shards or some other spicy bonus for reaching it? One of the bigger problems I've had with Sky Island is that the format encourages you to travel as light as possible, which creates a dual problem where you're encouraged to minestrone heavily in stuff like martial arts and mutations to the point that dying stops being a huge penalty, but it's still hard to do anything dangerous when the a TCL or something randomly presents itself because you left your .50 cl at home. The additional options for choosing your starting location help with this. I think another interesting option would be to spawn end bosses near the exits depending on mission difficulty to ensure players need to bring some kind of heavier ordnance. e: another thing that would be cool for someone like me is if there were permanent consequences for death. Like if you could lose limbs or mutations, that would help keep non-permanent upgrades relevant. Probably have to be optional, though, because it might be a tad brutal for most people. e2: ... what if you could wager on your expeditions? Bet your right arm, say. There's maybe some difficulty increase (like the aforementioned end bosses) to make sure you don't just get free stuff, but if you pull it off you get extra rewards. But if you die, off comes the arm. |
A few major concerns and ideas have been raised repeatedly, which I've tried to smoosh together into a few core concepts: City starts Gear Fear and capacity Metagaming Rivers Endgame locales Resources on the island And one specific point on revamping home amenities:
It's a little bit of a technical thing (easier to keep constructions within the original bounds, not having to rewrite island borders, etc) but I could theoretically have a central "free build" area designated and then everything outside of that would be cordoned off with a warning of "anything here could be overwritten so don't build here". |
Sorry, two more: Secure Container Special Raids |
I think that's part of the charm. I'm willing to bet that getting dumped straight into a FEMA camp is an entirely survivable experience for a properly equipped lategame survivor. It sounds like a really fun and interesting challenge, especially if you consider it a challenge run like your "Special Raids" concept and grant an extra reward of warp shards or something. If nothing else you could include it as a clearly delineated WIP feature so maniacs like me can throw ourselves against it and see if survival is in fact possible. |
Okay, here's another idea: Right now a lot of major quests are not feasible because they require returning to an area, either the Hub, the survivor shelter, or Rubik's camp. |
An immediate problem that jumps to mind is that Rubik's main service is installing CBMs, which takes longer than half an hour for anything but the most basic implants, and you often want to do several in row anyway. I think picking the "teach me something" option for a quest reward can also take a decent chunk of time, but I'm not sure how long exactly. |
Ah, I haven't really interacted with him, so I assumed he just gave you CBMs and you still had to install them yourself. |
I think having the option to return to the last exit/location would solve this without overcomplicating stuff. Maybe vanilla NPCs could also give warps tokens so the player could use them to return to the quest giver location... Another idea is to have a "beacon" or a "flare" that would create an optional spawn location for the next raid. And this "flare" could cost X number of tokens. |
@TGWeaver I seem to recall that the "lifting field" from MoM retains its items in spite of incorporeality, so the code from there might be helpful to reference. Might just be a bug, though. |
Resources on the island Book trader that sales assortment of random manuals for high number warp shard(Warp shard for 5$ or less) or new one. For getting that one manual that you need but cannot find. The new currency can be awarded based on enemies killed during (enemies killed at start of warp - enemies killed at end), awarded for reaching kills milestones(e.g. 100 zombies killed) or be random dropped by killed zombies. Warp Items |
On the NPC factions like Exodii and Hub-01, could maybe be an upgrade in line with TG's underground bunker where you could buy an NPC or Vending machine that has the same stock as the NPC, but doesn't have the other functions like Rubik's bionic installation. Maybe also allow you to trade in warp shards or secondary currency to replace one of the random missions on the next raid with a faction related one/give faction currencies like gold coins? I'm thinking something in the vein of Path of Exile's hideout masters and how they're integrated into the mapping loop. E: the thought process being that you can interact with the faction in limited capacity at any time for a small fee, but it doesn't replace the need to either find them while out and about or using the replacement system TG was discussing for the earthbound pills. |
I apologize for the quality of the text. For translation is used Deepl translate. I have not played much of your modification and it's been about half a year since the last attempt. Then there were still problems with back teleports. So again I apologize for any errors. 1. Modification of the map generator:
Applied to SI mod. First, a "universe" is created. Creation is similar to creating a world, i.e. parameters are set and mods are selected. The universe includes three or four "worlds". World №1 is the island itself, limited in size to 3x3. All mods operate on it. Because of the size, generation should be almost instantaneous. World №2 is the world for the expedition. It is created at the moment of landing. The size is limited, for example, 100x100 tiles of the global map. Or a less square shape: 3x300. The parameters of the world vary within a certain range relative to the parameters of World №1, but not below or above certain limits. For example, consider the "item spawn scaling factor" setting. The default is 1.00, I would suggest a minimum for it: min(0.10, set by the player), and a maximum: max(1.0, set by the player). Mods are all plugged in, but the random mod has restrictions on generating items, locations, monsters. Or not imposed. In the example of magic, the player will not know whether he will get into a world where you can find items from the appropriate mod or not. And having found them must decide whether to continue the task or drop everything and try to get the manual. Or find a location from the mod. If he already knows some of the spells, it will work in any expedition. When starting a new expedition, World №2 is recreated anew, with new parameters and new random mod restrictions or without them. World №3 - depends on your concept of SI. In my understanding, it is not needed, because returning to the past point devalues the idea of random movements. And puts it in the plane of "accumulate enough resource" for constant return. Whether it's the idea of crafting or dropping special anchors that allow you to return to a past point. Sooner or later, there will be enough of them to live for months on the surface. Unless, of course, technical limitations are imposed, which is even worse. And from this point of view, quests and trade with NPS, do not make sense. But not everyone will agree with me. Therefore, World №3 can be made a reserve world. If a number of conditions are met, for example, building an "anchor" or " beacon" and the successful completion of the expedition or death, the world of the current expedition is copied to World №3. And it can be accessed. But it is still limited in size. Another option, World №3, a free world, is created with no size restrictions. And free expeditions are made in it, with much more time available for research. It is also where you can interact with NPCs, complete quests, trade and anything else the player wants to do. Of course, this would require significant work to rework the map generator and probably something else. Or introducing "crutches". The player creates a new world. After that he uses some game item. When this item is used, the world selection menu is called and after agreeing, the SI area is copied to the new world and the old one is reset. Perhaps it is possible to do without the player, using a program reset of the world after death, with the creation of a new world and copying the SI area with the character. But you could try to get the rest of the community on board with the idea. Because, this could be used in portal storms or labs or portals... For example, at level 15 of a portal dungeon, you could have a reward to move to another world or a punishment during a portal storm. Why not? Or, for example, go to a world where everything is exactly the same, but something is different? And then suddenly come back and maybe not even notice it. Go through a portal and try to get out of the world of eternal rooms, back to your home? Live to see the exodii depart for the new world and leave with them, or leave before them? And the world of eternal winter? Or maybe get from dda to bn? As far as I know it is now used to generate closed areas somewhere on the map, in the sky or underground, but still in this world. Maybe already changed, I don't like storms and prefer to holed up underground. 2. Changing the start in the world with the SI mod "Where am I and how did I get here? I don't know anything. The only thing I remember is that I'm and I have to build an obelisk before dark." This paragraph is not important. I would suggest rethinking the availability of professions and limiting it to survivor or naked and scared. Or a special profession for this mod. The player appears at a random place on the map. He has 9 special items with him: tablets. The center tablet, the south tablet, the north tablet, etc. Each tablet contains a recipe for creating an obelisk of the corresponding side of the world: the northeast tablet creates a northeast obelisk, and so on. Each of these 9 recipes, cannot be learned or copied. Each recipe, among other ingredients, requires the corresponding tablet. In fact, once an obelisk is crafted, the recipe itself is lost, and the loss of the tablet makes it impossible to create an obelisk, even if the recipe is somehow memorized or copied. The recipe creates an obelisk that can be activated anywhere. The result of activating an obelisk is that everyone becomes one... which is not the case here. After activation, the current map tile is copied to the sky island, at the appropriate position. The levels to be copied are z levels: -1, 0, +1 and maybe +2, I just don't remember how high the island is and how much more space there is in height. All buildings, furniture and vegetation are copied, things and monsters are not copied. Also their state is saved: if the window is broken, it is copied broken, but not copied its shards. For spectacle: after activation, an explosion or EMP type effect is triggered, maybe with a different color, that covers the whole tile (24x24) - this is turn 0. On the next move (+1 sec): z -1 is replaced by land, z 0, +1 +2 - replaced by empty space. +2 - everything falls if it hasn't already fallen on the first second. And at +3 the player is transported to the sky island. And for pathos, you can add the words "This land is mine" when activating the obelisk, and the character to make the trait "S.K.Y." Or do without all this and immediately transfer the player. Since the player has 9 tablets, each of which corresponds to one of the island's tiles, this opens up a lot of room for creativity. The finished obelisk can be activated anywhere. For example, in a clear field, which will correspond to the current start. Or in a forest, swamp... And you can go to the mansion and activate it there and get a piece of the mansion on the island. Then make a second obelisk and go looking for that mansion in the world. Rules. At the start, the island does not exist. Activating the first obelisk creates the corresponding island tile, the rest of the island tile is empty space. Activating the other obelisks creates the corresponding tiles on the island and destroys/copies them on the surface. The number of obelisks is 9. They cannot be crafted or traded. Loss or destruction means that the corresponding island tile cannot be created. You don't need to carry them all with you, plan ahead and decide whether you are going to look for a new piece of the island or to fulfill quests. And if you go without insurance and lose an obelisk... it's your own fault. Time for creation and activation (0 expedition) is limited to 8-12 hours. The standard start time is 8am and "make it before dark". The activation itself is instantaneous or no more than a minute. This means that the tactic of getting to an interesting house in the center of the city is quite working, you don't need to get out anyway, the main thing is to run to it, activate it and not die in the process. There are two options for crafting obelisks. In the first option, the kraft is the same, not too complicated, within 0-1-2 levels of fabrication. For example, level 2 fabrication and requires 40 stones and a tablet. Naked 8-8-8-8-8 character with no skills, in the wilderness reached level 1 by 8:15, level 2 by 9:40. Find rock/stick > smash young tree > getting long stick > smash smal boulder > getting sharp rock > make long pointy stick to level 1 > cut them into splintered wood and make wooden shed stick to level 2. Stones and/or wood obtained in the process will be used for obelisk +30...60 minutes. Total maximum of 3 hours to the finished obelisk and another 5-9 hours to find a favorite location. Pros, the player can start with any obelisk. Minuses, too fast to get all the obelisks and build the island. After 8 raids, the island will be finished. The second option, involves increasing the complexity in the construction of each subsequent obelisk and the required materials. For example, the first obelisk is built from stones on the 1 level of crafting, and 9 is built from gold on the 9 level of crafting and requires blacksmithing and welding with all their varieties. I was figuring this order: stone/wood - wood/stone - clay/glass - copper/aluminum - scrap metal - bronze - steel - hardened steel - precious metals On the downside or the fact that the order of construction is determined by the mod author or the need to track progress and change recipes accordingly. The end result is a 3x3 island. Whether it's worth expanding it further, I don't know. But when copying the outer tiles, you can add rough edges so that it is not, quite square. 3. Expeditions When I tried playing, each expedition had multiple missions, perhaps you should change the order? The mission is selected first, and after that the expedition is sent. And it is the mission that determines the time available for the expedition, the distance from the point of emergence, the place of emergence and the number of enemies. So far I see the following types of missions:
A large number of missions, with different durations, would allow the player to decide for themselves whether they have time for a long run or only half an hour for a quick raid. I was going to suggest building a dialog: pick a mission, difficulty, and time. But realized that balancing would cause too much trouble. So it's better to leave it up to the player's choice what they consider easy and fast and what they don't. After all, everyone plays differently in their own style and with their own mods. 4. General Ideas 4.1. I suggest to think about canceling items with weight reduction effect, unless they are related to transportation and animals. If the method from the 2nd point is implemented, the player will stop needing so many materials. And for oversized items for crafting or large tools, add bags with a large volume, but without weight reduction. 4.2. As for transport, why not use the item that spawns a bicycle and a boat. They would help to speed up the goal achievement and crossing rivers and lakes. While I don't like this solution, I would prefer the ability to build your own vehicle and summon it. Something along the lines of build a platform on an island, build a vehicle on it and summon it into the world. And at the end call it back with all its contents (tanks, trunk). Alternative 1. Do not summon a transport from the island, but copy it. In the same way, an area is built, after which the vehicle is built. And on the surface, an item is activated that copies the transporter, but does not copy the contents of the tanks and trunk. And at the end of the expedition, copies only the contents of the tanks and trunks, but does not copy the transport. You don't have to worry about crashing the vehicle. Some fun with finding fuel for refueling or using electric motors, as well as creating infrastructure for charging batteries (simple enough, in my opinion). Alternative 2. Adding a new breed of horses to the game. There are a whole bunch of different frogs, but there is only one horse, and it must have been sick a lot. Keeping to the rule that the animal can carry no more than 20% of its own weight. Game horse: 500 kg, ie useful load of 100 kg, of which 80 on the character. Adding a draft horse ~1000 kg, solves the payload problems, as it increases the carried weight to 120 kg, not including the player. Either carry a herd with you. 4.3. Can the island move? A floating island, slowly drifting through the sky above a ruined land. Drop, collect and return, the main constraint is to catch up with the island so it doesn't go far. 4.4. I would recommend, think about the end goal, reaching it says "I've passed" but doesn't end the game. 4.5. The portal storm has consumed the earth and torn it into pieces that drift at warp. How long will you last? There is a main island, there are secondary islands, at random times two-way portals open or another island appears next to your island. Time is limited, drag as many as you can. Or die if you don't. Death will bring you back (minus items and time). 4.6. The item is valid 1...60 seconds after the start of the expedition and gives immunity (now it is a buff?), but most importantly gives the opportunity to interrupt the mission because of a failed start. Yes, you have a minute to decide if you're taking the mission. And yes, the spawn should open the standard 15 tiles (or as many as you set in the settings). Alternatively, combine it with an item that returns items on death. When activated, it kills the character and sends stuff to the island. 4.7. NPS of the island, such spirits that do not sleep, do not eat, but help to build or create items. With the ability to summon for a while or permanently. Here completed a quest to kill, and from him a special soul shard. Activated (only on the island) and you have a helper for a few hours. 4.8. Replace teleportation with opening a stable portal? Two connected points: island and surface, the connection is valid for some time. It's safe to go in and out. Still need to complete the mission and then go back in. Or give up and leave. Or go about your business. |
Death, it's normal. There's no need to minimize anything. A player should make the decision whether he can afford to enter a town or not and be responsible for it. And if he decides to stick his neck out, then let him prepare for a raid. In the absence of death, the main thing is not things, but skills. You get into a big crowd, get knocked around a couple times and die? But those couple hits gave you a skill boost. You've already become stronger ... or smarter and next time will not go into the crowd. Or you will, but with a different approach. After a while, you'll have enough skill to get through cities without stopping.
If it doesn't work, what I suggested in the beginning. I don't know the code of the game, maybe I'll say something stupid. But the map is not generated all at once, but as the game progresses? Perhaps we should play with a hard binding of coordinates? Conditionally, each tile or group is described by x, y coordinate, to them is added a level in height, but we are not interested in it. What happens if the sky island and the player appears at x=0, y=0? Always, a hard reference. This is the beginning of the reference point. Around this coordinate, an area will be built, which will be determined at game start. Perhaps with some accuracy or another. In the reality bubble, things and mobs will be accounted for, and beyond that, only the global map tiles. At what distance from the start, nothing will be accounted for? 100, 1000? Let's call it the "existence" bubble. What will happen when teleporting outside that bubble? My guess is that a new bubble of "existence" will form. What if we take two rigid coordinates outside the original "existence" bubble at a distance of double radius? So that they do not intersect with the original one nor with each other. Their centers are x1,y1 and x2,y2.
where R is some radius, in the simplest example equal to the radius of the existence bubble. Each expedition starts by teleporting the character at x1,y1 coordinates, since it is undefined, the map is generated anew, but the entry is at x2,y2 coordinates. In this case it is easy to realize that What is the problem, it is necessary to define R and introduce a restriction on the movement of the player, so that the areas of existence on went beyond R. For a basis you can look at the mod "behind the wall". For example, the area to explore 100x100, then R=r+100+delta, where r is the radius of existence, delta – stock. This will reduce the size of the save. As a bonus, it is quiet possible to implement a return to the visited location (x2,y2). In this case, it is good that still have to go to the target of interest, and not immediately appear at it, as in the case of beacons. The second bonus is the moral choice to return to the old location (and it is limited) or go to a new one and lose the old one.
The bag, when activated, disappears from the player and appears on the island. So the trigger is not the character's death, but his actions. If the player thinks he is going to die or something, he can activate the bag and send it home. He can make a mistake and then continue his journey without important items or he can die suddenly (in one turn). Well, that's fate. Alt+f4, always a help.
You will not be able to find enough time to complete the quest, but not enough time for loot. The maximum that can be talked about is to go to buy and return. But it's practically useless. Refugees have useful tools and some supplies. Tools are bought once, supplies, well, maybe three times, if you are unlucky and the necessary ones were not on sale. Rubik, the most valuable thing is bionics. The problem is that he will never have the entire assortment at one time, moreover, it takes some time before some of the items become available. Which means you have to visit it every week... From memory, I found rubik's in the first week of the game (starting on day 61 of spring) and only somewhere towards the beginning of winter was able to buy all the bionics I needed, while spamming alt+f4 to update the assortment. (Without traveling some distance to the castle, you have to save, then drive up to see the assortment and either buy or alt+f4 and repeat). But self-installing bionics is not such a problem, if you have an autodoc, anesthesia, and the proper skills. With 12 in intelligence, 10 in medicine, computer and electronics, the chance of failure will be between 1% and 30%, depending on the module. The hub, is a modular outfit that is bought once, but the best options are tied to quests. Of value, there are manuals and some tools. If you're lucky enough to get RM armor, they have repairs too. Cody, you can buy melee weapons and order armor crafting. Production time is a week, if I'm not mistaken: 2 weeks for light and 4 weeks for heavy armor. Example of quests: deliver 200 boards to the ranch or 25 blankets. And if the boards can still be stuffed into a special bag, then the blankets (25*15 liters) will take time to find and several walks / transport to deliver. With a 0.1 multiplier on the drop, I used to create hardened weapons before finding those damn blankets. Another example, the best version of armor from the HUB requires finding the item, in the basement of a collapsed tower full of mobs. Somewhere in the center of town. So you either ignore that problem, or accept that players are taking out fridges in the process. |
Considering point 1: Considering point 2: Considering point 3: Considering point 4:
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@IdleSol , you have some very creative and ambitious ideas, and a lot of thought has gone into them. However, most of them are not possible with the current code available to mods, and the few points that are possible would not work as easily on their own. Those that are possible would be a massive undertaking, bigger than all the rest of the entire mod itself so far. While some of those ideas do sound pretty cool, and I would look into them more if the code became possible, for now it is outside the scope and possibility of this mod. @gnneo I also play with No Hope! I can't make it mandatory but I do think it's the best way to play. Having vehicles everywhere makes travel too easy and there's frankly just too much loot everywhere. But everyone can play how they want. Likewise, night city raids are more possible now because you can unlock bigger scouting ranges and guaranteed rooftop or basement spawns (both of which are safer than spawning in the middle of a crowded street). Exits can also be very nearby, but it's much more dangerous than raiding the outskirts, for sure. |
After playing with this for a bit, I'm struck by the idea that the fridge meta just really isn't all too fun, and takes away a lot of the "choice" of deciding what you want to grab. Maybe with the addition of more ways to gather supplies on the island the inventory-expanding items can be nerfed or removed entirely. I also feel that a big draw of the mod for more experienced players is the difficulty, namely being forced into situations that you can't entirely control and trying to use your knowledge of the game to get out of them in one piece. I'm afraid that adding too many ways for the player to control their excursions, some of the tension may be lost. |
@TGWeaver I play with No Hope as well! |
@TGWeaver I could not agree more. I'm very much anticipating this specific milestone. As an aside, the most common question I get is "can you bring your followers to the sky island or is it lonely up there?" usually phrased just so. So I've been using the debug menu to bring people up, which is a form of "teleportation" that creates a clone. In an effort to avert existential crises, it may be of some interest to include a (non-debug) way of bringing followers up with you. |
I started my first Sky island playthrough a week or two back, been enjoying it greatly as its the first time I've actually been spending time to build rather than moving into an existing building. I have been playing with No Hope to reduce the value of each location hit to encourage further exploration, that also has the side effect of making all vehicles practically junk.
For the issue with the fridge-pocket meta, is it possible to edit or patch the items to prevent them acting as storage while an object? Or as others have suggested, have the hauler bag replaced with a one-way teleport bag for a single object of any size back to the island. One option could be to have raids be more targeted. Rather than an exit maybe have a mission required for extraction such as "Take the crystal from this location" or "Slay this monster", or maybe even more simple ones such as, "Find an army helmet"
As I got more equipment I started making use of more destractions to try and clear the majority of the zombies away before going in, things like explosives or fires to draw them away. This at least was until I found some spells from Xedra Evolved, that helped me get summonable gear to keep myself safe. During this time too I would head out at 4am to make use of the zombies poor dark vision to avoid the worst of the threats. One option might be to add new equipment you could be supplied with. Maybe a grenade that makes you invisible to the targets for a little time or a object that teleports you where thrown? Or maybe more destractions to help draw the zombies away. For the risk v reward preventing some items being brought along, would it be possible to customise or mark certain equipment or gear to flag it as warp bound to you, that it would follow you back to the island on death at the cost of some damage. (Of course want to avoid packs being marked to avoid suicidal death runs to grab loot)
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Just following this up to say a playable version of Milestone 1 has been released as a public test on my github page, incorporating some of the above ideas including the rebalanced raid lengths, secure container, and new upgrade system, so specific balance concerns can be explored. I'm not yet putting this as a PR because it's such a big departure from the mod I'm not yet confident it's in a state I want to propose merging just yet. However it should run without bugs and crashes; mostly just balance that needs work. |
Can we post feedback on Milestone 1 in this thread? Congrats on the release! |
Just finished 20 successful raids in the Milestone 1 version. Some notes:
I was generally impressed by the recipes presented. The challenge was good and it will be fun to gather the various items to unlock the levels. That said, I have a few suggestions.
In Sky Island 0.2.2, I was playing with an 8L/8kg pocket, which felt good at that mission length. 0.5 L is an interesting volume. Binoculars come in at 0.54 L. If I were to design the tiers, I'd design it around powerful items I want to keep secure: Some general notes:
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As a whole, I've found this milestone update incredibly fun, getting to make my little raids and search out the various items has been very interesting. Got a couple notes on the various upgrades. I would say that body pillows and fursuits are pretty rare, possibly rarer than one might expect out of a mission that you can take so soon. The Rooftop Locator was far easier to make than the Basement Locator, for example. Admittedly some of that might be because I could use dino eggs for it, but regular old eggs aren't particularly uncommon either, as long as you're going for them before the stock in fridges rots. Agreed with the above regarding the difficulty of getting two missions, jewels aren't easy to find and even a jewelry store doesn't have much. I believe there would be more gemstones in their safes, but safes aren't exactly viable to open in your early expeditions. I'd also like to direct your attention to this issue: #70892 (comment) and recommend that if the solution to it isn't easy (which it seems like might be the case) some kind of workaround like giving people little recipe notes so they know what to collect, then only letting them receive one actual mission at a time might be best. It's not the best solution, but the slowdown gets really bad past maybe three missions at a time or so, and it's especially frustrating when the sky island should have almost no lag at all. Edit: I am very dumb and you have already commented there. Ignore that! |
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The Problems with Sky Island
Preface: I'm the original creator of the Sky Island mod. I'm working on a large update I'm calling Milestone 1 and I'd like to discuss concepts, systems, and balance ideas here before pushing them into the repo, so I'd appreciate hearing the thoughts of everyone who plays it on the planned ideas. This is going to be a very large topic, because the mod's scope is very different from the base game and requires a lot of balance considerations, so my gratitude to anyone who reads all this.
In its current state, I feel Sky Island suffers from a few main problems:
Milestone 1
Milestone 1 attempts to address these problems respectively:
Alternatives, considerations
For point 1, I worried that making raids short and close together would ruin the tension and reduce the possibility for big, dramatic plays, but having played a few dozen such raids myself I find them generally more intense. Previously it was easily possible to grab a car and drive to the exit with 5 hours to spare for looting, which was not intended. Now you start very near the exit already, and can focus on just exploring and looting without worrying so much about travel, so I feel much more encouraged to get into fights and take risks, or push myself on the time limit. It still feels tense and exciting, probably moreso.
Further, Sky Island gameplay, moment to moment, didn't previously feel that different from CDDA. If you watched a video of someone playing it, it would normally be hard to tell the mod was even on, because so much of the time is just spent playing it like you normally would. With a shorter and more immediate time pressure, I find myself forced to cut corners that could put me into risk or pass up things I normally wouldn't. When the difference is minutes, not hours, you really have to make some hard calls.
For point 2, I initially wanted to make a shop, but even ignoring all the complexities and difficulties of balancing such a thing, it occurred to me I couldn't think of much I wanted to be on sale. Backpacks, weapons, clothing, armor, tools... these are all things the mod wants you to find and hoard for yourself. It's very much the point, so I don't think an island store is really what the mod needs.
For point 3, I had considered making structures that build on the surface, maybe using pre-placed concrete floorplans to indicate where they'll be constructed so the player can know not to set up there first, but I feel cluttering the surface with the same structures for everyone isn't quite the direction I wanted to go, and space is at a premium if you want to make something there yourself. The bunker method, I hope, gives players who want to build and decorate plenty of space to do so, while also providing a convenient and immediate option while gathering supplies for those constructions, or just as an alternative for those who don't want to build tile by tile themselves.
Balancing Upgrades in the immediate future
I'd appreciate any discussion on the mod and its systems going forward. In the immediate future and in specific, I'd like help from everyday players on helping set the costs for the various unlockable upgrades. I put together this rough chart as a start:
This just documents the main limiting factor of each recipe, but most will also require other basic tools or supplies (nails, hinges, planks, wires, etc) just to dip into player stocks. Rank 1 upgrades should be pretty cheap, using mostly items you can find in outskirts, because they're meant to be unlocked early. Some of the first tier of upgrades, especially for the bunker, should be achievable within the first raid or two to help get the player started on progressing. Meanwhile tier 3 upgrades are okay to come from denser locations and take a long time to unlock as they present more long-term goals and powerful changes.
(Costs are mostly thematic and scaled to rarity, they are not an attempt at constructing a real recipe or finished product.)
Overall,I want the costs to be fairly rare items, but not necessarily valuable ones. Needing Heelys for exits or a board game for a basement start are not super common, but they're not so valuable you'd regret parting with them for small upgrades. The Stability upgrade tree is an exception in that it is so valuable it warrants sinking valuable items into.
Essentially I'm trying to capture a feeling Tarkov often has, of finding a rare item in an otherwise unremarkable spot and going "awesome, I've been looking for this!", which right now you only get for the first few raids and some tools.
I would love suggestions on balance here, and recommendations for reasonably rare items that are thematically appropriate, as I haven't played regularly in a long time at this point and don't know off the top of my head what sort of loot to expect in a lot of places. What sort of items would be appropriate to turn in to demonstrate basic proficiency when unlocking the next Rank? What would be reasonable to ask of a player to prove they're ready for harder missions?
If you've made it this far, thanks for your time, and please let me know your thoughts.
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