Lukeocyte
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As Adrie has also said I think Arlie needs to be a bit more diplomatic, but I do think he does make a fair number of good arguments. I will say this though, the fact that we are all writing such passionate and long replies says something about the potential we all think Ylands has. This of course is under the assumption that Bohemia doesn't have any new ideas tucked away on how to do this that others have not thought of. Unfortunately I don't think free-market economics and a rating system will sort this out, simply because that is exactly what has been tried before and failed over and over. Another example that I think is more relevant, but for some reason has not been mentioned is Minecraft. Clearly Ylands is a competitor. I remember in the golden age of that game we had almost complete control on how we could play the game AND the modding scene was one of the best I've ever experienced. The freedom that Mojang gave to modders and the passion that the community had was amazing and was the sole reason it became so popular. Thaumcraft, WorldEdit, CustomNPCs, etc. etc. (all free with donations) Now it is entirely something different with the Bedrock/Pocket version. You have the option to pay $2 for 4 skins that are far worse than anything people have made for free. You have maps for $5 that have a couple of trees in them. We have an improved engine and a "marketplace", but it is an extraordinarily stale and boring scene now. Sadly some of the best modders are now leaving as well... RIP Thaumcraft. I and my other friends simply don't play anymore. So let's be honest about this. You're a company and you make Ylands for a living so profitability is part of the equation (yes I'm sure you enjoy and have passion for your creation as well). You can A) Attempt monetization of mods which has not been successful in a game so far (Unity Engine is a different beast entirely) which will likely stunt growing your playerbase as their are many other competitors who already have an audience. Or you can B) Keep mods free and continue to grow a passionate community and do what Arma has successfully done: release official DLC and curated DLC from the community. It seems like if you don't find a way to grow the community first then regardless of how good your monetization scheme is, nobody will use it. Seems like what all of us are worried about in one way or another is restriction over the freedom in the game. Just sharing my thoughts and hope you'll consider.
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Thanks for letting us know Definitely appreciate you needing to prioritize and understand it may take a bit of time to get the FAQ clear since a lot of us are interested in the topic. If you know the answer to this already, my biggest question was whether private server admins would be able to regulate which content is allowed on their server? I could imagine making a themed fantasy server where high tech content was limited (ylandium gear etc.) to keep immersion. However, if a player purchased some visual content that was sci-fi or high tech either from Bohemia or 3rd party and logged on to the server it would break the immersion. Seems to me like it would be more beneficial to allow server admins and scenario creators to control what content is allowed.
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Hi guys, Like others I'm also a bit skeptical about Coyns. Also like others my hope is to run a private server someday where myself and the rest of the group have a fair amount of control of the content within the server and wonder how this will affect this. I have a couple of questions regarding this: - In addition to renting your Bohemia run servers with Coyns will you also still give us the option to run our own server without the Coyn charge? - I assume someday the modding in Ylands will allow us to control how and what items players are able to craft. Ie. some recipes may require completing a quest or Ylandium gear may not be craftable at all if it doesn't fit the server's setting. If that's true how would this work with cosmetic items that other players have already purchased? - As a server admin or scenario creator would we be able to control which items are allowed on the server/scenario? - On a side note... any idea on when we might hear of more details on what we can do to mod Ylands?
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Yeah I hit the same issues. Once we had a boat we were able to explore essentially everything at once, but once we had done that the game slowed down quite a lot. We started making new stuff, but the idea of exploration was essentially gone in the game, which is one of the things I love with survival/crafting games. If world size becomes an issue would it not be possible to allow some kind of teleportation method that map makers/server owners could use to link maps together. So for example let's say you explore all 5 islands and build a an awesome base there, you could then generate a second map and link to it with a gate/teleportation device. I guess this is essentially Bukkit's Multiworld plugin for any who are familiar. For the recipe part I guess I like the idea of having certain items only being craftable after you've done a quest or found a unique recipe book. So for example you could initially only advance through basic stone tools etc. but iron tools/weapons the recipes must be found in chests in randomly generated dungeons or dungeons made by the map maker/server owner. This would create a sense of progression and encourage players to explore more. To be clear, I'm not advocating this as the standard rule, but just wanted it to be open to being moddable for those that want to use it in their maps. I guess both of these fit together in a theme of progression. Imagine your first island you can make only standard stone tools and a simple boat which allows to travel to the next island where you have access to dungeons that give you recipes for iron tools, and the next island maybe a town with NPCs the map maker has made that sells ylandium recipes etc.
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Hey guys, Love the game so far. It has an awesome style, great concepts, and loads of content so far. I had a couple of questions about potential future features. - Are you planning on implementing infinite maps that expand as you explore? Or some way of teleporting to new maps? - Are you planning on adding a way to customize how new recipes are learned? ie. instead of learning the recipe when the required base materials are acquired you need to complete a quest or obtain a recipe book. Again, loving the game even in the alpha stage and looking forward to what you guys have in store for the future.