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Deadeye_Rob

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Everything posted by Deadeye_Rob

  1. Hi guys! Im planing on building a self-sustaining permanent arctic base. The majority of which will be underground. Naturally this will present problems as the temperature drops significantly underground. With the application of energy heaters I want to make the interior of my base as habitable as possible. There are problems however. I don’t know how useful the energy heaters are in real terms. It would appear that they don’t have an effective range for their size and unless my character is standing right on top of it, he will freeze. Am I missing something here? Or is this something that could be expanded on by the devs?
  2. Deadeye_Rob

    Technical news - Housekeeping!

    Just playing ‘devils advocate’ here. Sadly it’s the nature of my real job! But this smells like a management level attempt to hide the fact that the DLC has slid into the Mostly Negative review band. I’m just highlighting a potential issue here, I’m not attacking. Ylands has already got a damaged reputation, this potentially could break-down trust further in the brand.
  3. Deadeye_Rob

    Eco - Adventure Diary - “It’s totally worth it!”

    Week 1 There’s tons of career paths to choose from; Carpenter, Engineer, farmer just to name a few. I eventually settled with a Miner/Mason combo. I claimed my little scrap of land in a jungle next to a deposit of Shale, which I used to build my frugal home/workshop. It wasn’t long before I had accumulated a lot of surplus stone, which I would shape into construction blocks that I would sell in the nearby big city! The money I’d make would be spent on new tools and better meals which boosted my experience levels. It’s worth noting that in Eco, money should be weighed against a certain material to give it ‘true value’. The server’s main currency, BigCoin was weighted against Gold ingots held within the town treasury. There were other currencies about on the server, but because they weren’t backed by anything, they might as well be Monopoly money! My first week has ended upon my discovery of crafting clay bricks (a high tier material). I’ve crafted enough to begin building a fully functioning industrial factory to mass produce clay bricks to see on a large-scale. Hopefully the player-run government doesn’t notice my success to the point that they levy a tax on my sales (Boo socialism! Boo big Government!)
  4. I suggested this years ago but I would like to put this idea forward again for the following reason. We now have a tool to harden objects; in effect, making them unpickable. This is a feature that couldn’t have been done without the editor. I would like the ability to rename my storage units and even rename doors, weapons, armour and even boats! This would be a quality of life improvement that would be very welcome! Just hold a pen in your hand and hover over an unwelded object!
  5. I’m sure this has been a suggestion topic many years ago but here’s my penny’s worth! Currently the backpack slot only has two qualifying objects; The Propellor Pack, and the Breathing Tanks for diving. Respectfully I think we’re missing a few obvious uses for this slot! An inventory-expanding series of Backpacks would be a natural start but why stop there? Another long forgotten suggestion was Capes and Cloaks. These would be a great addition to the game and if twinned with with a matching Hood in the Head Slot, I would have a fantastic looking Archer character! I would love to see any thoughts on this suggestion. Maybe even a few upvotes? .
  6. Deadeye_Rob

    Eco - Survival Sandbox Game. Is it worth a try?

    So, my impatience got the better of me last night. As I was at there flicking through my Steam Library I felt nothing but a giant ‘Meh’. Nothing was scratching the itch I had (not even Ylands! ). So I ended up buying a copy of Eco and gave it a run last night. I must say, I’m quite impressed but I can appreciate that others might not share my opinion. So in a nutshell, Eco is a very drawn out survival game relying on committed players to achieve the goal of preventing the impending asteroid disaster. Due to the fact that every task is time consuming (resource gathering, building etc) you need to build a functioning society with the other players to get things done. There’s mechanics in place to allow for a working economy, trading and even governments! You can tax rent, buy and sell hunting rights. This game satisfies every capitalists dream! So far I have established myself in a local town as a carpenter. I buy wood logs from other players, then craft them into items to sell back. The profit I make goes into buying food for myself as well as to improving my workshop/house In the city. Eventually I’ll take out a loan from the town treasury to establish my own logging company where I will pay players a wage! Eco has a heck of a lot of potential, not just as a survival game, but as a genuinely great economy simulator that’s all player-driven! It’s not for those who expect to build a huge house in a day though! There’s a lot to work through before you even plant a single block down!
  7. Hi guys! Eco has been sat on my Steam Wishlist since before it’s Early Access release in 2018. It’s high price (£25) has always put me off. My appetite for Survival Sandbox games won’t be satiated however, and I’m always on the lookout for some new platform to stretch my creative and entrepreneurial skills! My question is: Is it worth getting? It seems to have everything I want in a survival sandbox game. A big open world, vast technology progression, a reactive eco-system and a detailed crafting system. The main criticism I’ve heard from reviews is that the game is a total grind when attempting to play solo. What do people think? Is it worth buying? Does anyone have a copy that their willing to testify in favour of? I’d love to hear your input! Rob
  8. Deadeye_Rob

    Dev Diary #176 What comes after 1.7

    I agree with the direction that prioritizes Quality Of Life improvements at this stage. There are a large quantity of little issues that when combined, generally erode player patience, which ultimately leads to dissatisfaction. My personal bug-bear is the User Interface, crafting in particular. A good example of this would be when I want to quickly craft Iron Ingots in my Furnace. The two tabs on the Right of the screen always have a tendency to toggle and flip without warning. This is a pain in the backside and requires more unnecessary clicking. I would suggest attempting to simplify the crafting station interface as well as allowing a 'Craft Multiple' feature to save time. I would also suggest using simpler object icons in the UI. My system wastes valuable resources and time rendering a stick in my inventory. It's not world-ending but by cutting out unnecessary 3D object Icons in favor of a standard image you can salvage some processing power for other things.
  9. Deadeye_Rob

    Eco - Survival Sandbox Game. Is it worth a try?

    You're very welcome Sandy! I've not bought it yet so I cant be a credible sources of advice but it's been on my Steam Wishlist for half a decade now and I'm still 'on the fence' as to invest in it or not. I'd personally wait until the next Steam Sale. hopefully a discount is upcomming! If you do buy it, please let me know how you get on and what you think!
  10. Deadeye_Rob

    Eco - Survival Sandbox Game. Is it worth a try?

    Yeah, I’ve had a dabble on Valheim and I get the hype. But it doesn’t have much of a free-placing element that Ylands has. Also I’m a sucker for low poly cartoony games which Eco and Ylands satisfies.
  11. Deadeye_Rob

    Dev Diary #175 Yland Hopping

    Christ! @zarwil!!! We’re going to need some bigger guns!!
  12. Deadeye_Rob

    FTC sign

    I can vouch for this. When playing on a multiplayer server, the crippling FPS drop is experienced the moment the ships anchor is disengaged. If Zarwil’s theory is correct, then the FPS drop is caused by the server attempting to render my ships position as it floats freely in the water to all server participants. When the Anchor is engaged and the ship is stationary however, the FPS stabilises and the game resumes a smooth operation. It definitely has something to do with the ships physical movements during sailing and free floating. Edit: this might be a good time to tag @Nikki Severin. I think what we’re experiencing through our discussions could be useful to the development team.
  13. Deadeye_Rob

    The Dreadful Wale

    An absolute delight of a ship! It’s one that pushes beyond the limits of conventional ship designs (and Frame rates! ). Thanks for designing my all-time favourite ship Zarwil!
  14. How morbidly brilliant is this game!? I bought Frostpunk a few years ago, and after a long absence of playing it, a ton of DLC has been developed. I recently jumped back in for an hour and found myself impressed by how far it’s come! So what is it all about? Outline Its the 1880s and the globe is enduring an unexplained ice age. The prior to their collapse, the remaining world powers (USA, Europe and the British Empire) construct a series of immense generator towers that will form the basis for a new society in the frozen wastes. As leader of your own colony you have but one objective: The Generator must keep going and the city must survive! Game Mechanics This isn’t just a standard city simulator. Aside from battling to maintain a constant supply of coal to power your generator, you need to manage the survivors who call this place home! If you fail to meet their needs or your policies are deemed too strict, you may have a revolution on your hands. On the other hand, which principles should be sacrificed to assure survival? Fatalities caused by overworking your coal miners may be a regrettable but necessary policy to keep the generator going. Dispatching scouts to explore the new and evolving frost lands expands the lore of Frostpunk. They can bring back valuable relics of the old world as well as establish trade routes with other survivor colonies. I can’t recommend this game enough guys! The constant battle to maintain heat to sustain your colony is an everyday battle. Little decisions can have huge ramifications and the sheer scarcity of resources feels like the survival of your city hangs in the balance constantly! From a Ylands perspective, this reinforces the pleasure I am rewarded with when I set up my little polar outpost. I love the idea of braving to cold wastes in order to carve out a comfortable existence! Let me know what you think! Do you guys already own this game? I’d love to hear your input!
  15. Deadeye_Rob

    FTC sign

    This is true but should not be a factor when construction mode is disabled. Upon leaving construction mode all ship blocks are effectively 'welded' into one object. This means that the individuality of each block is nullified. The unwanted side-effect of this is that weather effects can pass through the physically transparent blocks however. So as far as I can tell, it shouldn't happen. Not too much at least.
  16. Deadeye_Rob

    RESOLVED Server rental suggestion, a longshot and a prayer

    Back around the original early access period, you could download the Ylands Dedicated Server program. It allowed players to run and host their own dedicated servers on their own providers for free. Sadly the program was discontinued in favour of the current exclusive Nitrado server rental plan. The result of which was devastating to the community.
  17. Deadeye_Rob

    POSSIBLY Loading Screen

    I’ve seen other games fill their leading screens with player-submitted screenshots. It would be nice to see some really dramatic pictures inspiring creativity and exploration!
  18. Deadeye_Rob

    RESOLVED Server rental suggestion, a longshot and a prayer

    (Sigh) I saw the title and thought this was going to be a request to bring back locally hosted dedicated servers again. ? (Which by the way, id be in total support of!)
  19. Deadeye_Rob

    RESOLVED Low FPS when using Ships

    This is particularly game breaking. I can just about pilot my ship off-map to leave. But this is assuming that I’m already using the helm. With such a low FPS the game no longer registers my attempt to right-click the helm. This means I cannot take control of my vessel, effectively rendering me stuck in a FPS trap. The only way out is to open the regional map and delete the location from my map. As it stands, I cannot visit any multiplayer/online maps.
  20. I’ve had this too, if I’m honest I don’t see the requirement for a status phrase Above the character. I think a hunger indicator in the form of a percentage bar would be better to allow for forward planning.
  21. Deadeye_Rob

    4th Q&A with Aleš

    Thanks guys, and thank you @ocnoglittle for coordinating it. Its great to know that little features like writable books haven’t been forgotten. I totally understand why it’s been put on the ‘back burner’. As for the energy system, give me a few days and I’ll have an essay of suggestions! ?
  22. Deadeye_Rob

    Polar Region survival guide.

    Greetings Explorers! Introduction Let me take you back to a time in 2017. Ylands had just been released on Steam and the multiplayer format of Exploration was focused on a few unmoderated official servers. With the entire fan-base concentrated on a map of 9 islands it wasn't uncommon to experience opportunistic griefers invading your base and stealing your gear. It's worth noting that at this point, the barrier system wasn't even invented at this time! The best method to enjoy Multiplayer Exploration without the worry of getting robbed was to journey to the farthest corners of the map in search of a remote area. (Pre-1.0 were incredibly large, and navigating to new lands was exceptionally difficult!). Back in 2017, Polar biomes were regarded as very harsh, barren lands holding few resources and very hostile predators. It was generally shunned by everyone, which made it the ideal hiding place! It was from this setting that I grew to love establishing a home in the Polar biome (referred to back then as the Polar Desert). In the 4 years since then however, Ylands has experienced some dramatic changes for the better. My thirst for the challenge of establishing a self-sufficient colony remained however. In this guide, I would like to outline the basics on how one can settle, and ultimately conquer the Polar regions! Step 1: Have Blueprints Lets get one thing straight, I won't be telling you the basic survival necessities demanded to proceed in Ylands (Such as making flint lighters, stone tools etc). I will assume that you have a basic grasp on how to craft the essentials before proceeding! Step one is very important! In order to survive in the Polar regions, you will need to establish and construct adequate shelter upon arrival immediately! Failure to do so will result in freezing to death in the first blizzard you encounter. You may also be eaten by the local wildlife! Have yourself a sturdy, spacious home saved within your catalogue that is resource-light in it's construction. As your play-style develops in Ylands, you may find it easier and faster to acquire building materials allowing you to use larger, more detailed blueprints. I would also incorporate some plant pots in your blueprint for the beginnings of a sustainable food supply. A well designed, well supplied house is the foundation to a successful polar colony! Step 2: Build a Boat This step is the simplest, construct a basic seafaring craft. Ideally no less than a boat. This will be your primary mode of transport as well as your 'pack-donkey' for carrying all your supplies. Make sure to place additional storage onboard your vessel to increase your carrying capacity. I prefer to use a combination of Wicker Baskets and Clay Pots. Their capacity-to-size ratio makes them the most efficient choice for hauling goods. Step 3: Gather Resources & Clothes This step is easier said than done! Not only do you need to gather all the resources to complete your blueprint upon arrival, but you'll also need materials to build your crafting stations as well as seeds for crops and some basic tools including a saw. These should all be organized and stored within your vessel. Ideally you'll want the means to establish a self-sustaining lifestyle. Therefore you'll need renewable items such as Corn for flour and Sisal for fabrics, and a fishing rod etc. I cannot overstate the importance of warm clothing! Without adequate clothing, your time in the polar wastes will be very restricted if-not limited. In 2017, it was possible to encounter bears from your starting island, which made it very easy to craft bear hide clothing very early on. Sadly this is not the case anymore. At an early stage I would recommend leather clothing, which can be acquired from the various animals roaming your spawn island. Bears however, still rank top of my list for warm clothing as they provide some of the warmest clothing -just under expedition and Inuit outfits. They also boast a fantastic 'rugged pioneer' look that I personally enjoy! Helmets crafted from Wolves, Bears and Jaguars also offer a high degree of cold resistance. Furs are also easy to craft however they look very basic in appearance and are sometimes not resource efficient. Once you're dressed in your best its time to go! Step 4: Setting sail & reaching your island. Once you're happy with your personal gear, and your vast collection of starting resources, seeds and supplies, its time to head off! When entering the polar regions the first major issue you'll encounter is the weather. Snow blizzards can be extremely disorientating and you'll often experience freezing temperatures. It is vital that you locate a landmass as soon as possible. Above all else, do not go in the water, regardless of your clothing. As soon as you reach a suitable landmass to establish your colony act quickly and place your blueprint. I personally like to place my first structure close to the shore, granting me easy access to my boat of supplies as well as a quick escape route if I'm set upon by polar bears. Build your shelter as soon as possible, construct a bed and set your spawn point immediately. Blizzards are an enemy to the Novice and Adept Survivalist alike! Stay inside! Step 5: Establishing the basics With your shelter constructed you've managed to reduce the chances of being eaten at least! Now for your own food source! Hopefully you have enough supplies to sustain you for a few days. Hopefully you included some plant pots in your blueprint which will make things easier to establish a continuous food supply. Cultivating corn is the most efficient food supply in the game. It's fast growing and regenerates its crops every few days. Flour can be made from corn which is used for making higher tier food products. If under desperate measures, a fishing rod will ensure a good supply of fish at the sacrifice of time and exposure. If really desperate, you could always go hunting, but depending on the island level, I wouldn't advise it! Feel free to explore your island make a note of nearby predators to make sure you aren't surprised when out in the wild. Use your map to plot out any visible mineral veins for later extraction. I would also suggest planting clusters of tall trees & grass to maintain a renewable source of wood and rope making material. Step 6: Advanced Survival & animal domestication Congratulations! Assuming you have an adequate shelter, renewable resources and a well mapped view of the landscape, its time to look toward making your shelter into a home! At this point you could begin staging expeditions from your base-camp to other biomes for materials like sand and iron. These materials are key to producing alchemy stations, which will enable the production of Cold Resistance & Healing Potions. For those who like an even tougher challenge, I would suggest farming animals. As of 1.5 the mechanic for breeding animals is not a precise science. From my experience, if two tamed creatures are held in close proximity to each other for an undetermined time, a third, wild animal may be spawned. If achieved, a survivalist could farm Penguins, Polar Bears and even Wooly Rhinos for their meat, pelts and wool. The challenging part however, is taming your first hostile polar animals! Conclusion Prior to the release of 1.5 conquering the polar wasteland was one of the hardest challenges of the game and the most satisfying to accomplish. With the ability to visit an infinite number of islands and biomes, this challenge has become relatively easy. It still requires preparation however, and if undertaken using a vessel no bigger than a boat, it becomes a real challenge that I highly recommend! Thanks for reading my unofficial tutorial guys. If you have any questions, I'll be happy to help! FlintlockRob -Arctic Explorer & Settler!
  23. Deadeye_Rob

    Polar Region survival guide.

    You know what? I never really used it in my polar expeditions and I really don’t know why? It is a fantastic portable heat source. I wrote this guide years ago back when Exploration was a single 8 island map packed with players. There was no such thing as barriers back then. Even now I still love living in the polar regions. There’s something satisfying Huddling in a cosy cottage whilst a storm blows around outside! My cabin design is based off an original design I made back in 2017, it evolves every few months! ?
  24. Hi guys! I've been having another binge-session playing Dishonored 2 for yet another unhealthy duration! For those of you who know me, you know what that means! Yes! It's another build project based around a particular structure in Dishonored! This time, I am pleased to show you my current work in progress! For your pleasure, I present the Addermire Institute! Project Concept art. This Build is particularly challenging owing to the fact that a lot of its floor plan is orientated in approximately 45 Degree angles from each other. As you can imagine, this requires a heck of a lot of block orientation clicking in order to ensure that it all fits together seamlessly! On a positive note, due to its rather repetitive design, I was able to copy/paste wall segments. This has enabled me to lay the skeletal framework very quickly. I would very much like to capture this project as a blueprint to build in Exploration Mode someday, So every block can be legitimately acquired in the game. I am also attempting to maintain a high degree of detail whilst keeping the block count at a minimum in order to ensure adequate game performance. Entrance View Once the basic external shell is complete, I will begin work on the insides. I already have a large, grand entrance hall which will lead to a number of rooms on each wing. It is my ultimate goal to construct this monument on my little home-spawn island in Exploration. The building will function as a Headquarters for my faction (The Flintlock Trading Company). I will attempt to build some sort of Faction Meeting hall that takes inspiration from Westminster Palace Parliament. I will also have a number of small rooms that will function as offices for my Faction moderators and individuals of importance. Above View In short, I am very pleased with how far this project has developed over such as small period of time. This means that my talent for errors has faded, or I have absolutely no life whatsoever! I look forward to posting updates on this thread and maybe even welcome a few of you to view it in person upon its completion (That is presuming of course I don't crash my game whilst attempting to blueprint this sucker!) As always, I'd love to hear/see your feedback, thanks for your appreciation! Rob
  25. Deadeye_Rob

    Dishonored Build- Addermire Institute

    Update! I've started work on the interior. First off, as promised, here's a basic concept on my Faction Guild Hall chamber. I've modelled it off of the House of Commons in Westminster Palace, London. View of the Chamber from the upper gallery. View from the main benches at night. -Lighting test. As stated before, this chamber will serve as a primary meeting venue for my Faction's members and associates. I plan to change the throne into a speakers podium closer to completion! The ceiling will be intricately detailed with colored glass windows which should give the appearance of a mural. Enjoy!
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