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Everything posted by Hunter-Over-Fire
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Extra Inventory Containers
Hunter-Over-Fire replied to Hunter-Over-Fire's question in Suggestions & Feedback
That was haunestly one of my first ideas, I just forgot to list it. I do agree though. I have tons of food I'd like to store without filling up the ship's reserve storage. I'm also considering suggesting an Inventory Container Container, because all of my Inventory Containers are taking up half of my inventory! -
I would like to apply armor attributes to clothes that don't already have armor attributes applied to them, however I cannot due to the clothes being clothes and not armor pieces. To that I say, this is the editor where everything is your oyster. Clothes should have some sort of 'Make Armor' option that you check in the properties menu in order to unlock the ability to apply armor attributes to it. This will allow people an easier time setting their games right while the player is forced to wear regular clothes rather than actuall armor durring a fight.
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I've noticed that there's alot more Empty Ocean than there is Biotopes. The Empty Ocean is particularly devoid of life, only containing occasional rocks and seaweed. I suggest making some sort of point in visiting the Empty Ocean. I do realize that the Biotopes are the star of the show, and the new major reason to go diving, but because of the Biotopes, the Empty Ocean seems more Empty than ever, and again, there's alot of it. Perhaps ore veins can spawn in the Empty Ocean, or even exclusive fauna or flora. Maybe the Empty Ocean can be extremely hostile and swarming with dangerous predators, pretty much forcing the player to stay within the boundaries of the Biotopes.
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The Caves as they are are quite rich in resources, light, and enemies, however, they are quite bland and need a little more taste. I feel like each cave needs a sort of "Someone's obviously been here before me and I'm just picking up the scraps" feel to it. It's obvious from the random encounters on every Island that someone HAS indeed been there before you, so why not write it into the caves themselves to clarify that? Small details are all it takes, such as an old pickaxe stuck in a rock, or even a mining brace with a lantern hanging from it. Just something to truly let the player know that someone really has been there before. Things like this fill our heads with wonder and mystery, as well as making the adventure more immersive and fun for us.
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The game is fun to play, and I particularly love traveling between islands, however the Islands lack unique properties and are all pretty similar in terms of form. [Small Islands] The game wouldn't be called YLANDS if it weren't for all of the Islands scattered around every map. Every Island you run into will most likely be similar to the last. Each Island is either big, or extremely big. I can care less about changing the current Islands for now, and more on adding new ones. I suggest working in a way to add small Islands that polka-dot around every map. That way the larger islands can become more special, and the new and very abundant small islands can catch the eyes of any sea-farer as a small yet beautiful detail. The Islands would be small and roughly the size of the spawning Island. They would spawn semi-frequently around every map, just to make the bigger islands more valuable, and to wow the community with a new and unique Island type. The Islands would have one to zero random encounter spawns on them, giving a small reason to visit them at all. [Mini Biomes] Currently, each Island is set to house one specific biome based on its region. The problem with this is that it spans the whole Island, aswell as all of the other islands in the current world. Mini Biomes are a good way to combat this. Rather than the player expecting what each Island contains, Mini Biomes add another layer of mystery to each island, giving the player a good reason to scout out the entire island. The Mini Biomes would correlate with the world's region, for example, Tropical Islands might have swamps, and Arid Islands might have oases. This could also offer a good chance to add plenty off new assets and creatures for the community to discover.
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Can we make eating/drinking available while sitting?
Hunter-Over-Fire replied to Igor Q.'s question in Suggestions & Feedback
I would agree. Though a generally small detail, eventually with enough small little details, people will start giving recognition. Besides, it's the small details that make a game more immersive and fun. -
There are several diferent weapons in the game, and many people have diferent preferences. People will most likely choose a select few weapons in order to conserve inventory space, and those weapons may not be the strongest. May I suggest a way that any weapon can become the strongest either by reforging or upgrading? Either are very expensive options, but anyone would do it if they prefered the Practice Sword over the Elven Sword. Reforging would offer a chance at getting either a higher or lower quality version of a weapon for a price, while upgrading would get progressively more expensive the more you do it for a guaranteed enhancement. This way, anyone can have any weapon, and still be the strongest.
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Allow Entity Templates to be "craftable"
Hunter-Over-Fire replied to Igor Q.'s topic in Editor Suggestions
Yep. Please let this be a reality. -
One of the problems I've found with this game is that once you've reached the top, you're at THE TOP. But what if I suggested a way to change that? One little slip downwards that can make any end-game player feel in peril. Introducing, BOSS MONSTERS. Yea, I know, it is a very basic idea. I was thinking that the boss monsters would be so tough to fight that they would give even endgame players a run for their money. I was thinking things like the Kraken or the Megalodon that you'd have to continuously pound with the cannons, or else, they'll destroy your ship. If this concept does make it through, I'd recommend making running away from or dying to these Boss Monsters ultimately punishing. If you die or run away, they'll dissapear, and you wouldn't get their loot. I'd also suggest making it hard to run away from the Boss Monsters, just to encourage the player to fight them (or discourage the player from engaging them). I'd also recommend making a way to summon the Boss Monsters incase the player is a masochist, also because finding these things in the wild should be more than a little rare if not impossible. In terms of loot, the Boss Monsters shouldn't drop anything much stronger than the current strongest gear, for it'll just put the player at THE TOP again. Also, it might encourage players to band together in order to take these things down. Speaking of, each Boss should drop its own little trinket or trophy so that those strong enough to defeat one can feel proud of themselves, and brag to their friends.
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The game as it stands currently lacks any sort of DUNGEON. The only Dungeon-like things about the game are the naturally generated cave systems, and the user-generated Mystery Islands. I was thinking, why not have a bit of both? The Dungeon Islands would cost Exploration Points to generate, and would be a randomly generated island housing a large procedurally generated Dungeon. The Dungeons may vary in form depending on what biome you've spawned them in, but will all be equally, if not, progressively challenging. Each Dungeon would contain several puzzle rooms, trap rooms, parkour rooms, treasure rooms, combat rooms, and at the very end, a boss room. After defeating the boss, the main loot would then become available to the player. The loot would be valuable, and possibly scale in value depending on the Dungeon's level. I'd imagine specified Dungeon Exclusive Rewars would also become available if this update were to become a reality. I actually can't remember where I came up with this, but I have, and I think it was a rather tasty idea.
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I've gone with a somewhat generic single-player steamboat build. It has 4 steam engines, 3 large masts with sails, 1 Mast with sail, and 1 junk sail in terms of propulsion. It also has several chests and barrels for storing whatever valuables I harvest out at sea. It currently comes equipped with 2 Thick Tom Cannons in means of defence. For on-board munitions, the ship has half a chest of Rusty cannonball, and ~120 Gunpowder kegs filling 2 whole barrels. I've also installed all 5 Ship Devices onto the rear so that I can view what's going on without having to leave the helm (My helm is located inthe front of the ship). I've also installed the Navigation Table directly next to the helm so that I can check it with ease. The ship has a bed for sleeping, a stove for cooking, and a furnace for smelting. Lasty, the ship has 3 pirate flags, all painted accordingly, and giving my fine vessel the name the Tri-Flags. My ship may not be much compared to anyone else's, and her only deck may be riddled with several blockages, but I do love her. She's fast and sturdy, and carries everything I need with her, empty storage included. She's also compact, allowing me quick access to everything aboard. We hardly ever make port, and when we do, I return a rich man before we immediately leave again for other adventures. [Images may be posted later]
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Going Broke for Repairs being a Captain
Hunter-Over-Fire replied to 6Cowa6Bunga6's topic in General Discussion
Sea Slugs can be found in either the Tempurate or Tropical Biome (I Forgot), and Devil's Teeth are harvested from the Sea Devil, which are found in the Far East Biome. If you don't know where a fish-related resource is, select it in the crafting menu, and its description will tell you what specific biome you can find it in. -
That's me half the time. I just wish the shark repellant flares would actually run the shark off, rather than causing it to ignore you for 10 seconds.
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Better Swimming Quallities
Hunter-Over-Fire replied to Hunter-Over-Fire's question in Suggestions & Feedback
That would be fun, but the current tanks are sort of like thruster packs already. You are able to jet some of your oxygen out of the back in order to get a small boost of speed out of it. Why not introduce a new type off hand-held tool that propels you along in the water, something like the sea glide from Subnautica or something? Speaking of, I also wouldn't mind a tool or way to rocket myself to the ocean's surface. -
Swimming is a big part of Ylands, especially since the new update, and the fact that the world is mostly made of water with plenty of points of interest scattered beneath. [SWIMMING] Currently, you can swim at a decent speed up, and horizontally, but not down. Swimming down is painfully slow, even with gear equipped. Since down is one of your most primary directions while swimming, especially in deep waters, I feel like there needs to be a way to descend quicker. [NEOPRENE SUIT] The Neoprene Set is decent. It allows you to swim much faster than you ever could without it, however it lacks the tempurature resistance that it probably should have. I often find myself freezing to death underwater, and being unable to use bandages under water doesn't help.
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Rants on the New Ship Blocks
Hunter-Over-Fire replied to Hunter-Over-Fire's question in Suggestions & Feedback
I would agree too, but the point is that we did, can, and still do fine without them. I do agree that the speedometer can be helpful, but the way it currently works makes it hard to use. This is what makes the navigation table the best. -
(Please note that the following rants are based on my opinion) The new Ship Device blocks are cool, and I do enjoy their concept, however I don't find them to be too handy. They're clunky, take up space, somewhat expensive, and tell you everything you could already have found out for yourself through a simpler manner. They also only lend you their information when you look at them, which is hard to do when not anchored, and it sometimes doesn't even work properly. [SONAR] The Sonar (Actually a Radar) kindly lets you know whenever you're nearing a random encounter while on your ship. The problem here is that you can already tell this by looking at the ship's compass. [DEPTH METER] The Depth Meter tells you how deep the water you are wading is, aswell as what biotope is below you at the time. The trouble with this is that you can already tell what biotope is currently below you by looking at the map and the biotope legend. Another problem is that you have to be directly over the biotope before the Depth Meter tells you, while the map alowes you to see what biotopes surround you without having to visit them. [SPEED METER] The Speed Meter tells you the speed at which your craft is currently traveling. It is an ambitious addition to the vehicles arsenal, but the fact that you have to forfeit control of your craft in order to view it makes it horribly tedious to use. People also don't care how exactly fast they're going as long as they're going the fastest they can possibly go towards their destination. [FUEL METER] The Fuel Gauge is cool and all, however it's flawed. First off, players either use sails or engines as means of propulsion on the ocean, and briefly after acquiring steam technology, they'll most likely replace it with a self-replenishing ylandium engine setup anyways. Players have probably also worked it out in their heads that the red light on the Steam engine means it's time to refuel. [HULL INTEGRITY METER] With ship health being re-introduced into the game, I feel like the Hull Integrity Meter does have some use, but again, trying to look at a glitchy interface on a moving ship is hard, but that's only if you want exact percentages I suppose. [NAVIGATION TABLE] The Navigation Table is the most useful item here in my opinion. It tells you everything you need to know about your craft without the need to look directly at it, aswell as whatever the other Ship Devices have to say. I myself would say that it would be much more convenient to have all of the information displayed on the players' HUD while piloting the craft, rather than having to exit the helm in order to view everything manually. Perhaps those of the DEV Team will consider this, and maybe somewhere down the line this'll become a reality.
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It's been a few years since air vehicles have been hinted at by the developers, and it's got me pondering on the possibilities that follow it. [The Sky] The Sky would provide the player with a clean and almost hazardless area to travel through. The only plausible danger I could think of would be the extreme winds. These extreme winds would constantly throw your craft around, Risking the player getting totally ejected from the craft, and shoving the craft off course. [Sky Biome] I understand that it's a bit overused and cliche to have Sky Islands in a work of fiction or game, but I'd imagine it could work quite well in a game like Ylands. Sky Islands could vary in size and altitude, and could each be loaded with tons of valuable resources. How they stay aloft, I don't know. Perhaps they're held up by some sort of magic or technology. The Sky Biome could have flocks of birds flying around just to add to the immersion a little. The Sky Biome could also offer a great opportunity to add some lost Lore, or even a new race of bird people. [Aircraft] Aircraft can be either a no-brainer or a big-brainer to come up with sometimes. I was thinking that for the basics, why not add something like the hot-air balloon that's flashed in the home screen so much. We see it everytime we boot up the game, but wonder why we still don't have it yet, so why not? Another Aircraft would obviously be the plane. I remember from one of the Ylands Q/As the mentioning of a legit airship with a big ol balloon keeping it in the air, so that would be more than acceptable. [Other Features] I don't currently have any major ideas for this category. All I can think of is to just add new and unique Sky-Related items, resources, tools, and creatures. Though I was practically making this up as I went, I still think I gave a few greate ideas for a possible major sky update later down the line. I do understand if anything like this is too big of a challenge for DEV TEAM, but just incase, I was happy to have shared some of my ideas and visions of it.
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Help with a Mysterie-Yland: Ember Yland (Potential Spoilers)
Hunter-Over-Fire replied to PercyCreeper's topic in General Discussion
This was handy. Though I hate to feel like a cheater, I've been trying to figure this out forever, wasting several hours of my precious playtime and suffering 2~3 ragequits in the process. If someone can tell us all the exact locations of the notes, that would make one last handy tip to conclude this thread.- 20 replies
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Thank you.
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Dang. So long my proud collection of 120 Gunpowder kegs collected durring my countless explorations and saved specifically for cannon use in a potential PvP fight...
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I've searched every square inch of the island, collecting every paper, doing math, and following every darned landmark, yet still am unable to get the vault code. What am I missing?
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Going Broke for Repairs being a Captain
Hunter-Over-Fire replied to 6Cowa6Bunga6's topic in General Discussion
Can say too, but have you considered using a mining drill to get your resources? Also, if you need an unimaginable about of wood for your crafts, just free-place a ton of tree seeds in a single spot, wait for them to grow, and chop down the amalgamation of nature in-order to recieve a virtually endless supply. -
I agree. Swimming all the way to the bottom of the ocean to retrieve your stuff can be painful, especially at the rate at which you currently descend in the game, and with high risk of a sharks attacking you at every moment. Please do consider this developers.
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I often find myself welding together constructs with thousands of pixel cubes but tend to run in to a loading issue. Whenever I'm welding large construct together, the game will inform me of the amount of progress it's made in welding, however, it always gets stuck at 80% and usually never passes. I get it, the game probably can't handle welding together excessive amounts of pixel cubes, but any optimization in the slightest would be appreciated.