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Everything posted by Hunter-Over-Fire
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Extraordinary!
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Currently, as it is, you're able to obtain Late-Game-Gear by selling and buying at Vendors. I recommend fixing this by removing some of the things that the Vendors sell, and leaving the gathering of those resources to the player. Tying into one of my other threads, Perhaps the Vendors can start selling more valuable things as the player progresses. Through a leveling system perhaps?
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Yoho!
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Demolition hammer perhaps? Dunno unfortunately, I haven't tested it,
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I just got robbed by two people.
Hunter-Over-Fire replied to Sargecasm's topic in General Discussion
Lock the helm. >Also, place a hit on these guys and don't stop untill you have had your sweet sweet fill of revenge. -
(suggestion) Make ships reverse faster if powered by engines.
Hunter-Over-Fire replied to zarwil's question in Suggestions & Feedback
Uhm, yea... I agree. Ships reversing in Ylands, as it currently is, is pretty darn slow. >What if they had it so that you can turn your ship on a dime like in Sea of Thieves instead? -
New Community Manager Introduction
Hunter-Over-Fire replied to anna_svecova's topic in General Discussion
Huh. -
Bro
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Currently, Ylands has plenty of resources to work with, But some of them aren't quite realistic, or could be changed. Adding different variations of Materials could spark another generation of Items. I imagine something like Terraria, where you can make armor and weapons out of almost anything, especially the trees. (1 : Wood) Wood is first on the list. There are several variants of trees in Ylands, however, they all drop the same stuff. Adding new types of Wood to drop from each variant of tree would allow players to explore their creative side a little more in-depth, for there will be plenty of new blocks to come along with these new resources. Thinking of Terraria again, it would be nice to make various weapons and tools from each type of wood for convenience, and creative purposes. (2 : Ammunition) Currently, Ammunition is a bit lacking. We have Arrows, Bolts, Musket Balls, and Bullets. I'd like to see more variants of ammo, created from different resources. I'd like to see a difference between an Iron Musket Ball, and a Zirconium Musket Ball, Damage-Wise AND Function-Wise. The Higher-Tier Resources would essentially be-able to be crafted into more damaging and effective Ammos for ranged weapons. Currently, that's all I have to say. It WOULD be nice to see this in-game, or atleast as a running idea in the Team's head.
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Unless you're a Try-Hard, one ship is pretty much all you've got, so let's try our best to make the best of our ship. (1 : Ship Upgrades) The first thing I've thought of while running this idea was the ability to apply direct upgrades to your ship. I would like to see a mechanic where you're able to access your ship's upgrade menu through a terminal attached to the ship, through the radial menu, or through some sort of hand-held tool that you use on the ship. The menu would, of course, allow you to apply various modifications to your ship, such as increased max speed/hull integrity/turning capability. If this IS ever implemented into the game for some reason, I do recommend, and expect it to be rather late-game. (2 : Cannon Ammunition Types) In the open oceans of Ylands, especially in public lobbies, you'll most likely encounter some hostile players wanting to throw shells. My Idea to improve Naval Combat in Ylands, and introduce a little more strategy, is to add new Ammo Types for Cannons. Regular/Rusty Cannonballs are the basic Ammunition Type, doing balanced damage to both players and hulls. Cannon Shells would be for dealing a set amount of damage to a ship's hull, while being able to somewhat damage players as well. Armor Piercing Shells would deal a scalable amount of damage to a ship's hull, depending on its maximum Armor/Integrity. Explosive Cannon Shells would do minor amounts of damage to ship hulls, but have a greater effect against players and other entities. Grapeshot would be a close-range based Ammunition Type, but would have devastating effects against both players and ship hulls. (3 : Small Steam Ship) Some people love the steam ship because it's a tank, but some people dislike the fact that it's not as maneuverable as some of the other ships available. I'd recommend exploring the median, the Small Steam Ship Hull. It'd be a equal balance between being the tank that the regular Steam Ship Hull is, and the maneuverability of the smaller ship hulls (4 : Animated Steam Ship Hull Propellers) I know this is more of a rant than a suggestion, but please animate the propellers on the steam ship. It's so annoying to run my ship in steam mode, and see that the propellers don't turn. (5 : Ramming) Back on the Naval Combat subject, I suggest making ramming with your ship more of a thing. Perhaps ramming head-on into an opponent could be a tactical maneuver in Naval Combat, for it would do plenty more damage than a Cannon-Shot could ever do. This is pretty much all I could think to suggest at this moment. I will surely return with more to say soon.
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Yes
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Dev Diary #225 Ship, boat and giant urchin
Hunter-Over-Fire replied to Aleš Ulm's topic in Dev Diaries
Will the LARGE ENGINES enable ships to steam through the waters faster than before, or just have the same effect as multiple SMAL ENGINES? -
I'm not sure what exactly to write here since I've only been playing for about 3 years. I've mainly intended for this thread to carry on through posts and comments, so share whatever knowledge of the old game, or facts about a previous update you have. I'll start. Remember when the Mummy was a SKELETON?
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Inventory containers can save alot more space than they themselves take up, however, not everything has its own Inventory Container to fit into. Weapons for instance. There are many diferent weapons in the world of Ylands, and I'm sure many players like to collect them. I'm sure it's against the book to be carrying around an entire arsenal of weapons you'll most likely never use, but I constantly run into the trouble of having my Inventory become full because I've hoarded too many weapons and am too lazy to make room in order to store them. On a more reasonable note, I suggest making some sort of ammo container for bullets, musket balls, arrows, and whatever else can be used as ammo. I'm a big gun user, and I'd be massively encouraged to craft more ammo if I hade a space to store it all.
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I'm pretty sure no-one ever had untill 3/25/2022.
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I've never considered shooting junk out of cannons, but now with the easy multi-player world traveling, I kind of miss it. Please add catapults back.
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I remember back when the sharks would just beach themselves and you'd probably take the oportunity to stab them to death with your stone spear in order to obtain a quick snack for the evening.
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Shame. I miss the skeleton. From one corpse to another I suppose. As human beings, shouldn't we take offense to a corpse just waltzing around anyways?
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Oceanic/Naval Combat. You can always bump your current Quest Ideas up a notch if you want more of them.
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Buying Items from NPCs is quite enjoyable, especially when you're rich enough to buy the more expensive Items. The expensive Items however, are very hard to purchase, mainly because you have to manually get all of the required Golden Pebbles out of the Gold Pouch before hand, and half the time the item was too expensive and there aren't enough trading slots to fit enough Golden Pebbles, so you have to pay in other means. I recommend adding some sort of way you can pay strieght out of the Gold Powch without having to sort it all out. Maybe something like a 'Match Price' button in the trading interface that'll match the trading price with you Golden Pebbles, or heck, just make it so that you can select TRADE and you'll pay strieght out of your pocket without having to put anything in the trade slots aslong as you have enough Golden Pebbles on you.
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Extra Inventory Containers
Hunter-Over-Fire replied to Hunter-Over-Fire's question in Suggestions & Feedback
I see. . . -
Extra Inventory Containers
Hunter-Over-Fire replied to Hunter-Over-Fire's question in Suggestions & Feedback
That's an intimidating amout of storage. -
Thinking of the whole treasure hunt thing has got me thinking of something a little more simple. How about an NPC that can give you basic fetch quests, or quests where you have to kill a certain amount of monsters/animals in order to gain a reward? As an explorer, I'd like to have a way to guarantee a little coinage evertime I go out, you know? Even if I'm stinkin' rich already, I'd still like a better reason to leave my porch every now and again.
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Feeling inspired this evening, I was trying to come up with one unique way to spend my bottomless golden pebble collection when I though up Precedural Treasure Hunts. I have been pondering the idea of randomly placed burried treasures along the beach when I decided to kick the concept up a notch to match this. I recommend adding a new type of NPC Vendor to the game that sells teasure maps to the player. The maps would be expensive, but they ARE for the rich to gamble with afterall. Once in use, the treasure maps cold be used to locate high-tier random encounters, or, perhaps they can be used to guide the player to one of Dungeon Islands I've suggested 24 hours ago ;). If none of the above, then perhaps the Treasure Maps can be used to Spawn/Locate epic procedurally generated quests with a dank rewards waiting at the end of each one for anyone daring enough to complete them.
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I would agree. Perhaps the future updates will provide more and better ways to combat the ocean predators in the game. I do also find the idea of taming and riding a domesticated shark around humorous.