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Everything posted by Igor Q.
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I think crafting has a couple of issues that could be remedied by simply having a Tech Tree. If we introduce too many items it can get confusing and overwhelming. I believe there are 2 equally good solutions. (Implement one but not both) 1) Being able to acquire slightly better but similiar resources. Ex: Soft Wood, Hard Wood, Dense Wood, Concrete Wood, etc... Advantages Lots of variety of resources (wood, stone, metal) Very easy to understand the tier progression for an item Upgrade paths are more independent and unique (A fishing rod may need better types of wood (using axe) but a sword may need better types of metal (using pickaxe) ) More encouragment to explore to gather resources and to not focus on one type of gameplay to get all items. (You must collect wood, stone, metal etc) Disadvantages Inventory clutter Acquiring and finding resources is significantly more difficult (can be overwhelming, especially with limited inventory space) Need UI overhaul to help player find specific resources or to make it easier. 2) Craft better gear/items by using singular resources. Ex: Fire Stone lets you craft Fire Axe, Fire Bow, Fire Chisel, etc. Diamonds let you craft Diamond Hammer, Diamond Gun, etc. Advantages Extremely simple and intuitive to know what material you need to get next Gives the player more flexbility on how they want to spend their new resource. (Do they want a better sword or a better pickaxe?) Recipes can stay simple and be replaced by including upgrade paths which significantly declutters the crafting UI. Common items can be used for early/late game and be made rarer so that they hold value all game. (Such as flint) Less inventory clutter Cons Too simple (can be unappealing to players) Gathering basic resources will feel repetitive (unless different options are available) Gathering the unique resource for each tier can be unique but can also be annoying for players. Ex: Players hate going underwater and don't want to spend 5 hours underwater to get a specific resource needed to craft all their items The game currently is using option 2 but it's not well defined or satisfying. We go from wood/stone, to iron/steel, to zirconium but it feels too short of a progression with not enough intermediate stages imo... Also while I think the Ocean update is great, I feel like it could appear more beautiful and complex. It still feels a bit too empty still. I played a game a while ago called Abzu which provided a really good concept of how underwater gameplay diving would look like... Notable highlights include 1:30 Empty/Natural waters 2:15 Kelp Forest 3:40 Natural cave generation 8:00 Swimming in ravine 26:00 (swimming with whales) 34:25 (swimming inside a metal structure underwater) Some other pet peeves I have are, because underwater movement is 3D I think it would make more sense if we have the ability to control movement using the mouse camera, rather than being forced into wasd or traditional movement. Having the character bend their hip" while swimming would definitly help to the whole immersion aspect. (similiar to sharks/dolphines)
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My concern is that it might only appeal to a small portion of the player base and frustrate the majority. Gameplay should not penalize the player UNLESS the player is doing something that specifically goes against the intended design (eating the same foods repetitively to easily fill hunger bar or creating huge stashes of food to be used later). If the issue is eating foods repetitvely, simply giving diminishing returns on eating the same foods. If the issue is hoarding huge amounts food, simply disable the ability to store food in containers, and let food spoil when dropping them on the ground (after 1min) to prevent hoarding.
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That's not what I mean....I mean it feels awful because the work around solution makes it tedious. 😕
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I think it would be more interesting if food had a redundancy aspect. If you tried to eat the same food too much you would satisfy less and less hunger. This in turn would force players to be a bit more creative and actually craft all the different foods ylands has to offer. There was a mod on Minecraft that makes you start the game with 100hp, but for every new food you eat for the 1st time, you max hp increases by 5. (Which I thought was a really cool idea) As for temperature, I think it should be reworked to "Climate". Put more focus on having clothes tailored for specific areas, for example if you explore a volcano you need a Welders Helmet otherwise you get blinded by how bright the zone is, if you are in a "Swamp" Region, you need a mosquito helmet otherwise you get sick, and etc. My concern with potions is that they are either too important that you feel forced to use them or not important enough that you can just ignore them. There are definitly gonna be situations where you won't be able to craft a specific potion, or there might be so many potions to keep track of that it will feel frustrating.
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I made an animated group and tried to find it's position but it won't return me any information. I have tried both while the group is moving and while it's not moving but I can't seem to get any returns. Am I doing something wrong or is this the intended result? It's super frustrating having no way to get the position of an animated object, especially when it has an existing pivot point!
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yeah that's what I think I might do. However it feels like a really awful solution to implemenet for everything tbh.
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Thanks! Do you have any vague idea when it might be implemented?
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@devs If you can find me a way to get an animated group position/rotation using logic (even if it's not moving) it would be extremely helpful.
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Hey Xxon. Can you be more clear with exactly what you want? Do you want a message that Shows to all players? Shows in chat log? Updates in a leaderboard?
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Can we make eating/drinking available while sitting?
Igor Q. posted a question in Suggestions & Feedback
Could we make all upperbody animations be usable while sitting? (Maybe skills included?) It would be very fun from a role playing point of view if we could drink a cup of hot tea while sitting 😊 (With maybe an achievement for doing it aswell?) -
Custom-built, logic-operated doors for exploration.
Igor Q. replied to Deadeye_Rob's question in Suggestions & Feedback
Hey Rob I'm on board with what you want aswell. The easiest way to implement something like this is to give us the option to craft custom entity templates imo. -
Ye,but he wants the whole map permanently visible
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Check this Https://ylands.com/community/topic/24509-command-line-mapping-tool/?tab=comments#comment-73157
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@SlumnIt It shouldn't block achievements but I think you'll need to be playing on vanilla to unlock achievements. If you want scout a map quickly you could use a time trigger to loop move your character every ~0.5 seconds to a new region to expand the map.
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@SlumnIt If you ever want to "cheat" your way to find out how to craft something you can open an empty editor file, and go inside the logic of the Spawn Point and insert the following Once you start up the editor file, you can then find the crafting requirements when you hit tab. (You can use this for any item)
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I was looking to create a camera using a "lock on" mechanic similiar to many video games such as Zelda or other rpg style games. However I've run into an issue, it doesn't properly track the players movement. When running I get the camera to be "above" the player, but I can't make it permenantly stay behind the character relative to aim. (Please disregard the offset on NPC by -200 units) Here I set Z Off-Set to -2 to be behind the character, but when I try running "sideways", the camera gets shifted out of focus. How can I fix this?
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Although its not convenient, you can make clothing have resistance stats. Simply use an event listener when the player equips a piece of armor or etc. Edit: You can also "ADD" and "REMOVE" resistance based off the players current resistance, so if they have 50, you can set it to 50+30
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I like the idea of dangerous predators. Would be interesting to see krakens and etc lurking there
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Perfect. I never knew about the event listener "On Fixed Update". I tried using a loop using time triggers and the screen kept flickering. But really this begs a question, 1) Should "On Fixed Update" even be an event listener? It almost functions like a Time Trigger. 2) Should Camera offset when looking at a target have the offset relative to the view?
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Hello I'd like to request being able to link entity templates to allow a crafting recipe; integrating custom items into the game without the need of special HUD's to craft/create. This would be helpful for both custom games and integrating mods into vanilla gameplay. Thanks for your time!
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Gotta be honest it's really hard to balance it properly. Shark repellant seems like something that's made specifically for shark-infested waters. Maybe shark generation should be in 1's and occasionally in large groups?
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oh boy oh boy oh boy oh boy oh boy I hope each future update aims to refine the water aspect of Ylands to become more polished.
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Project 90% completed! Please try the map-file and give your feedback! It'll help me optimize this for exploration mode! - All Fish Shoals are now fishable entitites! (Each fish will have it's own unique pull pattern and stamina difficulty from 0 to 7) - You can now upgrade your fishing rod using the fishing station! (From Basic to Zirconium) - Fisherman Hank has been added to give you some much needed fish advice - Script has been cleaned up, and now has some documentation to help new players understand what's going on in the script. To do list: - Start doing extensive bug-testing. (There aren't many bugs, but they need to be fixed!) - Create benefits for eating cooked fish food. - Start thorough playtesting with exploration mode to ensure satisfying gameplay - Add Harpoon Guns that can be used to hunt sharks (this is more long term) FISH SKILL TESTV0.29.rar